Latest Entries »

The longest journey begins with a single step

There are a lot of great Kinect games out there—exercise games, dancing games, even some iOS ports—but the hardcore audience is sorely underrepresented on the peripheral. Long have the hardcore waited for a game for the Kinect that could give them an experience similar to what they would get with a controller in terms of enjoyment. And I think, finally, they may have found one in Fable: The Journey.

Fable: The Journey is set 10 years after the end of Fable III. The hero of Fable III went missing a few years prior; Albion is in shambles because of it, as those who would prey on the weak have gone unchecked and an ancient evil has begun to sow it seeds once again. As chaos reigns in the cities of Albion, though, a group of nomads who skirt along the edges of the countryside avoid most of the insanity by keeping to themselves and taking care of each other. Here, among this group of wanderers, players take control of Gabriel, the slacker of this cabal with his head in the clouds who dreams of the days when there were still heroes. Little does he know that his dreams are about to become a reality…

After becoming separated from the caravan when he oversleeps, Gabriel soon finds himself on the most epic of journeys in order to get back to the only family he’s ever really known. Shortly after he starts his trek, though, he picks up a certain blind hitchhiker along the way who reveals to him that the old age of heroes, where they were born, is dead and that a new age of heroes, where they are made, is about to begin.

The most impressive thing about this game—and this should please Fable fans tremendously—is the story. By adding a new take on the original three Fable games’ story, as Theresa tells things from her point of view along the way, you see now how they all tie together as the story progresses. This brings closure to the last few loose ends of those great tales while also setting the foundation for a brand-new epic down the line. With tremendous voice acting, a script that maintains a dark humor throughout, and a plot that’s more than worthy of the original trilogy, Fable: The Journey’s story will suck in fans of the franchise and won’t let them go.

A great story cannot cover up this game ‘s fatal flaw, though. Unfortunately, like the few other Kinect hardcore games, when you boil Fable: The Journey’s gameplay down to its foundations, it’s really just an on-rails arcade shooter that you control with your hands. You’re forcibly dragged through a large chunk of Albion on your cart, pulled by your lovable horse Seren, and it can understandably get tedious at times, especially when the humorous banter of Theresa and Gabriel dries up. There are some mini-games that break it up occasionally, but even these can become repetitive and after a while. All you really want to do is get as quickly as possible to the next area where you blast franchise mainstay bad guys likes Balverines, Hollow Men, and Hobbes, as well as a few new bad guys produced by the Corruption exclusively for this game.

Aside from the repetitiveness, though, this really is one of the more polished Kinect games out there. The sensor actually picks up your arms when you try to throw fireballs or perform any of the other spells Gabriel learns along his adventure, which, if you play with the Kinect with any sort of regularity, you know is a big accomplishment. There is also some replayability to the game with a full-blown arcade mode alongside the main campaign where you can play through certain segments of each level again and attempt to hit high scores and chain together combos. Combine all this with graphics that just might make this the best looking Fable game yet, and all I can is that if you’re a Fable fan with Kinect, The Journey is a must-have.

SUMMARY: A great story that Fable fans will absolutely eat up, but some long stretches of lonely road keep this from being an absolute must-have for every Kinect owner.

  • THE GOOD: The deepest, most complete story for a hardcore Kinect game yet.
  • THE BAD: Riding in a caravan is about as much fun as you’d think…as in, not fun at all.
  • THE UGLY: Everything the Corruption touches.

SCORE: 9.0

Fable: The Journey is an Xbox 360 exclusive. 

Sorry to do this to you again folks, but next week EGM will be at New York ComicCon so the Pullbox will be in hiatus for another week. Luckily we are here this week and it was a good week for comics with the AvX event wrapping up. Instead of focusing on that though, we’re going to look at a few comics that we don’t want you to forget about, including a couple of new #1’s. With that, here’s this week’s Pullbox!

Marvel – Minimum Carnage #1 (One-Shot) – Someone has broken Cletus Kasady, a.ka. Carnage, out of prison and he’s looking to go on a killing spree in a whole new universe! The micro-assassins who broke him out of jail want to get back to their home dimension, but Venom and Scarlet Spider may have something to say about that as Kasady leaves a trail of blood miles long to get to where he needs to.

Starting and ending in a one-shot, the bulk of this six-issue mini-series will carry over in a crossover between both Venom and Scarlet Spider over the next couple of months. Looking like the next issue will be your standard “Who are you? I hate you. Let’s fight. Wait, we’re both good guys. Team-up!” while Venom and Scarlet Spider try to figure out what universe they end up in. All I know for sure is that whenever Carnage is involved, the action is likely to be epic and Kasady will do something so deranged that you may crap yourself. He’s one of the best villains of all-time for a reason folks and I can’t wait to see what happens next.

Marvel – The Defenders #11 – Finally, the massive Concordance Engine story arc that seems to have been going on since this series started will come to an end…next issue. This issue at least has explained what the heck the Concordance Engine is and it is an interesting take on the creation of the Marvel Universe. What the Engines do is pull the miracles from all the alternative universes out there into one universe, the Marvel Universe, in order to prepare for an epic confrontation between all those with powers and the dreaded Death Celestial, who actually acts exactly like DC’s Anti-Monitor.

The idea of what these Engines are is one of the most creative ideas the Marvel folks have come up with in a while. Basically saying that one universe was supposed to have mutants and the X-Men, while another would have the Fantastic Four, and another would have Spider-Man, but these engines pulled these unique situations into one world to prepare it for this final battle. A great idea and good action as things finally start to come to a head and we learn that John Aman was indeed always a good guy all along, but I personally can’t wait for this story to be over next issue.

DC – Batman: Legends of the Dark Knight #1 – Three short Batman stories come together to help give us insight into just how Batman works, and in the case of these particular stories, how he overcomes his mental and physical weaknesses to be the badass superhero that he is.

One of my favorite DC Comics for a long time was Legends of the Dark Knight, so to see it return in this form brought a smile to my face. Each individual story had a special charm about it while also giving us a great look at how Batman operates. It even took the time to make fun of itself at one point by referencing the infamous Adam West ‘Bat-Shark Repellant’. Add-in a great confrontation with Amazo in one story and really I can’t wait to see where this new monthly goes from here and for me is a must-add to the Pullbox.

DC – Before Watchmen: Rorschach #2 (of 4) – Rorschach survived his surprise encounter with a bunch of gangsters only to collapse inside his favorite diner from internal bleeding. After spending three days in a hospital bed, Rorschach healed, and readied himself again to go after Rawhead, the head of the little criminal empire that Rorschach wants to take down and that meant shaking down every two-time thug he sees.

Great, gruesome action throughout this book as Rorschach’s methods of interrogation are amazing to see on the comic page. The lengths he will go to for justice show why this is most everyone’s favorite character from the original Watchmen. And doing his internal dialogue through his journal entries is brilliant as we get to see what really makes the character tick and how unwavering he is in his one-man war on crime. One of the best of the Before Watchmen books, if you get only one of these series, I think Rorschach should be it.

Image – Non-Humans #1 – In the future, inanimate objects take on life and develop souls. Action figures, teddy bears, store mannequins, and, of course, robots, all become sentient and its all people can do to try to keep this from spreading further. In fact, all creative thought becomes outlawed in order to keep this unknown plague from spreading into anything else and overthrowing what humans have come to know. So the internet, TV, movies, video games, and more, are all destroyed. And during it all, one cop is just trying to keep the peace between these new creatures and the old human race.

This was one of the craziest books I’ve read in a while. From serial killer dummies to drug dealing teddy bears, this book is like a little kid’s nightmare come to life. I was disgusted, shocked, bewildered, and I want more damnit. At least for another couple of issues anyway just to see how things develop in this weird and crazy world. There are so many questions this book brought up that I need to see a couple more issues and so for the time being, I’d recommend picking this up as you might be surprised at much you enjoy it.

We won’t get caught again

When Pokémon Red/Blue hit North American shores 14 years ago, I don’t think anyone could’ve imagined the phenomenon it would become and continues to be to this day, as the franchise keeps churning out hit games (that, in turn, also lead to truckloads of other merchandise and media). In all that time, though, Pokémon‘s never seen a true sequel. Most of the time, we simply see the same game rehashed over and over again but with new opponents, new areas, or the most popular choice of new Pokémon, which has bloated the Pokédex to more than four times the size of that seen in Red/Blue. Finally, though, we get a direct sequel, and it’s a follow-up to one of the more beloved Pokémon games in recent history in Pokémon Black/White 2.

The game starts like every other Pokémon outing: You choose between a male or female trainer and then set off into the world to become the greatest trainer ever by collecting eight gym badges—and hopefully conclude your adventure by challenging the Elite Four and the Champion to become Champion yourself. Along the way, you’ll also try to bring justice to Pokémon and people in need and promote positive relations between Pokémon and humans by completing sidequests. Much of this revolves around crushing the resurgent Team Plasma, who wish to steal all the Pokémon for their own nefarious purposes.

But as you start to get deeper and deeper into the game, you’ll get a feeling of déjà vu; many of the areas and trainers you’ll meet are exactly the same from the first game—and this is Pokémon Black/White 2’s major flaw. Minor aesthetic changes can’t hide the fact that this game is a soulless carbon copy of its predecessor unlike any other Pokémon release before it.

Now, I understand that Pokémon has used this formula for years, but when you make a sequel and set a game in the exact same universe as the previous title, the story needs a little extra “oomph,” and players need to see more differences from the original game. The first Pokémon Black/White was so adored because it mixed things up for the first time in a long time while still sticking to the core gameplay values. These same values remain in Pokémon Black/White 2, but the story here makes it feel like you’re playing the exact same game most of the time but with a couple of meaningless new side areas like Pokéstar Studios.

The gameplay does at least shine through here, though—it’s still as tight as ever, and there are still few greater feelings in RPGs than capturing a wild Pokémon (especially a legendary one) or overcoming a difficult foe by knowing what types work well against your opponent and actually outplaying them. And some minor gameplay additions do augment the action in positive ways—like the new Challenge and Assist modes that allow you to raise or lower the level of your foes on a second playthrough. Still, all this doesn’t hide the fact that the game just feels like a sad attempt to doll up an experience that seems more like Pokémon Black/White 1.5 instead of Pokémon Black/White 2.

In the end, Pokemon Black/White 2 handles just as tightly as any other game in the franchise’s history, and it’s still fun to play; it would also serve as a great jumping-on point for any newcomers. But for veteran Pokémon players—or even fans of the first Pokémon Black/White—you’ll most likely end up disappointed.

SUMMARY: The story takes a step backward, and the new game modes aren’t that impressive. Mostly, it’s just the same ol’ Jigglypuff song and dance from Pokemon Black/White 2.

  • THE GOOD: A few interesting new locations and game modes.
  • THE BAD: The story takes a step backward and does little to differentiate itself from the previous game.
  • THE UGLY: The fact that the Pokédex is at almost 650 Pokemon now…

SCORE 6.5

Pokemon Black/White 2 are Nintendo DS exclusives. Primary version played for review was Pokemon White 2.

Main Plot Overview: Due to AJ slapping Paul Heyman the week before at his ludicrous marriage proposal, he brought up that she could be fired for that as she was explicitly warned weeks prior to never touch another wrestler or manager ever again. So, Heyman wished to insert himself into the GM picture. But soon after, Vickie Guerrero with Dolph Ziggler close behind, argued why she should be the new GM. Things went really crazy though when Kane and Daniel Bryan showed up, saying it was their faults to begin with for what they put AJ through and it wasn’t her fault.

Finally, AJ, now on probation as GM, would come to the ring and in order to settle it would put all four men in the ring in a tag team match. CM Punk and Dolph Ziggler vs Team Hell No (Kane and Daniel Bryan incase you missed that a couple weeks ago as well). Later on in the evening though, AJ would add the stipulation that she would be guest referee to make things extra spicy.

In the main even, Ziggler would leave Punk to fend for himself and Kane and Daniel Bryan would easily capitalize and send Punk reeling with a choke slam, further validating Team Hell No as a tag team and adding more fuel for whatever pipe bomb CM Punk will want to drop next week. On a side note, AJ looked phenomenal in her referee uniform, especially when she got down on the mat to count the 1, 2, 3. Just saying.

Match of the Night: In a match that was worthy of a PPV, Savior of the Masses Damien Sandow and Sheamus put together one of the best cable TV matches I’ve seen in a long time and serves as Sandow’s stand-out moment so far in WWE. Worthy of a title match, this non-title bout so the fight go all over as Sandow attempted to escape several times, but got pulled back in by Sheamus. But Sandow was merely catching his breath it seems as he did a masterful job of turning the tables on Sheamus again and again.

Even with his tag team partner Cody Rhodes at ringside, Sandow put on a legitimate show against the Great White with no interference from the Rhodes at all. Until the end at least, when Rhodes, who was only trying to help Sandow to his feet after a boot near the turnbuckle by Sheamus, received one half a Brogue Kick that knocked both men out and saw Sheamus victorious. Sandow and Sheamus is a bout that I would love to see again for a title shot down the line and hopefully WWE took notice of Sandow’s in-ring skill as both he and Rhodes should be pushed not only as a team, but individually as well.

Promo of the Night: With all the writers at WWE Headquarters going crazy waiting to see if John Cena will be able to wrestle at Hell in a Cell, new feuds need to be fueled and fast incase John can’t go and a new main eventer needs to be crowned. So, while celebrating ‘J.R. Appreciation Night’ in Oklahoma City, who is filling in of course for the still recovering Jerry Lawler, CM Punk decided to crash the show and put J.R. in his place. After belittling poor Jim Ross and making fun of Stone Cold Steve Austin for a little while, Jim finally had enough and began his exit up the ramp.

Then Ryback showed up. Much like last week when Mick Foley was helped by Ryback after Punk’s unwarranted assault, Ryback escorted J.R. back to the ring and stared down the WWE Champion until he left with Paul Heyman screaming ‘You get paid to fight!’ CM Punk of course carried this promo and made it worth while, but the possibility of putting Ryback over as a main eventer has much of the WWE Universe intrigued because many of us do not think Ryback is ready for such a major jump in air-time. But with him taking down more established competition like Tensai earlier in the evening, the WWE knows they may need to push him faster than they want to if Hell in the Cell is going to sell.

Shocker of the Night: One moment more so than any other in the evening had my jaw dropping. It was when Antonio Cesaro hit his Neutralizer onto Brodus Clay. Not only was it impressive that Cesaro basically dead-lifted the behemoth of a man that is the Funkasaurus, but that he held it there for several seconds before forcefully slamming him down to the mat for the win. It wasn’t the longest match of the night or the most impressive overall, but that one moment was stunning and I’m still shocked at Cesaro’s show of strength.

Cheap Pop of the Night: With it being ‘J.R. Appreciation Night’ in Oklahoma City, many would think that just having J.R. there doing commentary would be enough to mark it as our Cheap Pop of the Night. But because of CM Punk’s interruption, there was little Boomer Sooner magic going on. No, the Cheap Pop of the Night came during the ridiculous World Heavyweight Championship debate between Big Show and Sheamus where Sheamus hammed it up for crowd by noticably dropping the city’s name several times. Although the debate was really nothing but a time kill as Big Show left the ring instead of fighting the Great White in the end, Sheamus’s love of name-dropping earned him our Cheap Pop of the Night easily.

EGM Game Over Podcast 013: Ben Franklin’s Brothel

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Andrew Fitch, Ray Carsillo, and Eric L. Patterson
[Date] October 5th, 2012

[News] Cliff Bleszinski leaves Epic, Mass Effect 1 coming to PS3 (and not Wii U), FIFA 13 copies are flying off store shelves, we bow to King Washington, and your Xbox Gamerscore will nab you discounts.

[EGM Reviews] Resident Evil 6, Pokemon Black & White 2

Want to send feedback to the show? Drop us a line on Twitter: @EGMLogin

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
[Subscribe via Feedburner] http://feeds.feedburner.com/EGMRadio

EGM Game Over Podcast 012: Crafting Agent 47 / Lightning Fanfiction

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Ray Carsillo, Josh Harmon, and Eric L. Patterson
[Date] September 28th, 2012

[News] We give a few thoughts on Nintendo’s Wii U announcements, Call of Duty: Black Ops II’s zombie mode, Tokyo Game Show 2012, and Sony’s new PlayStation 3 model.

[EGM Reviews] Transcripted, Double Dragon Neon

Want to send feedback to the show? Drop us a line on Twitter: @EGMLogin

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
[Subscribe via Feedburner] http://feeds.feedburner.com/EGMRadio

Sorry to have missed the past couple of weeks folks. Lots of various fall preview events have pulled us, the EGM Staff, into a dozen different directions and so certain things had to be sacrificed. But we are back this week and have a brand new Pullbox ready to go!

IDW – Teenage Mutant Ninja Turtles #14 – Raphael is taught an important lesson about his temper as Casey Jones and April O’Neil are officially welcomed into the family. Meanwhile, Baxter Stockman begins to learn just how deep General Krang’s resources go and the Shredder begins to hatch his latest scheme in the hopes of finding someone to replace Karai as his number two!

The big reveal this issue that propelled TMNT #14 into my top spot this week is in the picture directly above this entry. Yes, the creation of the Technodrome is underway and with it means the likelihood that Shredder and Krang will finally form their partnership sooner rather than later. Also, with Shredder ready to make a move, the action will likely start to pick up again as this issue’s main focus was Raphael’s needed lesson in anger management. All told though, Kevin Eastman hasn’t lost it as this remains one of the best-written comics on the market today and should appeal to TMNT fans new and old alike.

Marvel – Wolverine and the X-Men #17 – It’s the issue we’ve all been waiting for. Nevermind AvX, this is much more monumental to the X-Men universe. Finally, we have explained to us what the heck Doop’s job is at Wolverine’s academy!

Taking a short break from the AvX event for a more light-hearted moment, this issue shows us that Doop is indeed an X-Man and more than pulls his weight around the academy, even if no one but Wolverine sees it. Just seeing what Wolverine needed to do to recruit Doop though will have you cracking up, and when you see how much of a ladies man he is, you might just fall on the floor. A well-written issue that was a much-needed change of pace from the seriousness of the AvX event and its upcoming fallout, this is a great one-off story to get into this series.

Marvel – X-Men Legacy #274 – A lot has been going on in the world of the X-Men and now more than ever, mutants are hated and despised because of the acts of Cyclops and the rest of the Phoenix Five. But Rogue is a hero. And so she keeps on doing heroic things. But it’s not easy to be heroic when Magneto comes to her in the middle of a train wreck and starts pouring his heart out to her.

Nice to see this little lover’s spat finally get resolved, even if it wasn’t in the way we expected. This loose end needed to be taken care of for a while and this one-off story does that while also waiting for the rest of the AvX books to wrap up. It also features several great shots of Magneto (one is above) and a lot of great art in general for such a simple story so kudos to  David Baldeon (penciler), Jordi Tarragona (inker), and Rachelle Rosenberg (colorist) for the style that drips off this book.

DC – Batman: The Dark Knight #0 – Continuing the DC series of Zero Issues that tell more elaborate back stories of some of our favorite heroes, this tale of Batman looks at what he does when he learns that Joe Chill is the man who killed his parents and wants to know why.

More so than any other of the Zero Issues from DC, the Batman ones I think have been the best because they’ve only added slight twists to the classic tale or told never before heard stories of Batman in the early days involving his training and whatnot. This one with Joe Chill was particularly interesting because it turns Joe Chill from a low-ranking mob hitman into nothing more than a common mugger looking for his next score. Same basic premise, but it adds an interesting twist to the character as Batman learns the hard way that there are just bad people in the world on all levels of the social ladder. A solid read for all Batman fans if you can get past the fact that yes, we have heard this one before.

DC – Red Lanterns #0 – The birth of Atrocitus, the Rise of the Manhunters, the creation of the Green Lanterns, and the spawning of the Red Lanterns is detailed in another continuation of the Zero Issues from DC.

Another story we’ve heard before, but with more detail and another twist as we finally learn just how it is Atrocitus was able to survive while the rest of his planet in Sector 666 got turned to ash. Great art, especially if you love the color red, and a chilling tale of how Atrocitus watched his family burn around him and how he rose up to hate the Guardians more than anything else in the universe. I especially loved the design of the Manhunters and the sequence when they started annihilating everyone in their way. A solid read if you’re a fan of the Red Lanterns or even Green Lantern for that matter, but again, a story we’ve heard before, just with more details now.

It’s the end of the world as we know it…

I admit that the old adage of ‘not judging a book by its cover’ holds a great deal of truth in it. Take this new web series Cybergeddon, brought to us by Anthony E. Zuiker (the creator of the hit series CSI and its various spin-offs on TV), for example. On the surface, the very idea of a web series makes people skeptical because they’re not used to seeing the same quality of programming on the internet as they are in a theater or on TV. Then with a name like Cybergeddon, you might giggle due to the assumption that it’s just another end of the world type of project that has permeated the pop culture the past few years.

But Cybergeddon is different. Not only does it produce the kind of quality you’ve come to expect from some big budget blockbuster, but it tells a deep, enthralling story with well-fleshed out characters and dialogue that will have you laughing one minute and wanting to change all the passwords on your computer the next. And that trepidation comes from the fact that more so than most other ‘end of the world’ scenarios, this one is very possible and a very real threat.

Cybergeddon stars Missy Peregrym (Rookie Blue) as Special Agent Chloe Jocelyn, a hacker turned top cyber cop for the feds and who brings down the greatest cyber-terrorist the world has ever known in Gustov Dobreff (Olivier Martinez). But when Chloe makes things personal on her quest to bring Gustov down, he makes a vow to never forget her face and that he will raise the stakes next time they meet. And so after a year of rotting in a Ukrainian prison, Gustov sets in motion his end game that will knock the world back to the Stone Age as no electronic device is safe from his hacking.

With great action, an intricate plot on par with a lot of thrillers out there, and tremendous acting from everyone involved, Cybergeddon delivers in ways many movies and TV shows only wish they could. From comic relief provided by Rabbit Rosen (Kick Gurry), to the gruff, by the book Frank Parker (Manny Montana), to Chloe’s perfectionist attitude, the main characters of this cast play off each other astoundingly well and are a joy to watch, no matter the size of the screen. And Olivier Martinez plays a villain who in only a short time reveals many more layers to him than your typical insane, egomaniacal bad guy in most other projects along these lines.

Sponsored in part by Norton Anti-Virus (a rather obvious choice) and Yahoo!, Cybergeddon does a great job of making you believe how real it could be, but keeps you entertained from beginning to end. Broken up into chapters averaging 10 minutes in length and which have been slowly going live even as you read this, Cybergeddon is a must-watch for anyone who likes a good thriller, good action, or just knows what the heck a USB drive is as it brilliantly blends elements of CSI with computer hackers. I was fortunate enough to see an advanced screening of the entire series (it equals a solid 90 minute movie total) and can promise you this is one web series that you will not want to miss, even with its cheesy title. You can check out most of the chapters right now, as well as a lot of fun ‘behind-the-scenes/making of’ aspects of the series, over at Cybergeddon.yahoo.com.

SCORE: 9.0

We all knew it was coming. No one could stop it from finally happening. We’ve all been preparing for this day.

Details about Call of Duty: Black Ops II‘s Zombie Mode have finally been let loose.

One of the most popular modes in the franchise’s history, the Zombie mode has evolved to the point that in Black Ops II it is almost a full game within a game.

Featuring three modes in total, Zombie mode will feature brand new playable characters, new zombie models and zombie types, new weapons, and the largest zombie world ever.

Part of the reason for this larger, more expansive world for you to play Zombies in is the first new mode called ‘Tranzit’ (yes, spelled with a ‘z’). This is a 1-4 player co-op campaign type of mode. Depending on how you decide to tackle this will change the outcome and what goodies you may find along the way. Going it alone probably will yield some sweet gear that you can wield to mow down the undead masses, but working together with friends is probably safer in the long run.

The reason for the mode being called ‘Tranzit’ is that your primary form of transportation from area to area is a dilapidated bus that is somehow miraculously still working. As you progress through this new post-apocalyptic world, the bus is your way to get where you need to go as well as provide some temporary protection incase things go from bad to worse.

Also featured in ‘Tranzit’ mode are buildables. These are much like the items from Dead Island where you can collect various tools or equipment scattered about the world to forge more powerful weaponry or equipment as you progress.

The next mode is ‘Survival’ Mode and this is more akin to your traditional Zombies experience. Special one-shot maps have been carved out of the ‘Tranzit’ space and you and up to three buddies must survive wave after wave of the undead horde as you attempt to move up the leaderboards.

The final mode is the one that definitely has me the most intrigued and is called ‘Grief’ Mode. This is a versus mode where two teams of humans, ranging from 1-4 players again (meaning 2-8 total for the mode) will compete against each other to survive. The twist is that you cannot directly harm the opposing humans, as you’re all just trying to survive, but you can cause them ‘Grief’ by interacting with the environment around them and their base, making life for them more difficult. The last team standing wins.

Built on the same engine as the regular multiplayer, we were told to expect improved matchmaking, deeper stat-tracking, and custom games to be included with this mode. Part of the customization experience included turning magic items off, setting the starting round, or triggering the ‘headshots only’ challenge.

If you want, you can also check out the announce trailer for Zombies mode below.

They may be two of the most anticipated games of the year, but getting information or extended playing time with Assassin’s Creed III and Assassin’s Creed: Liberation has been like trying to get blood from a stone. Until now. Last week, I had a chance to get some quality hands-on time with AC III’s single player campaign and new multiplayer modes as well as AC:L’s campaign as Ubisoft transported me back to colonial Boston to help immerse us in this revolutionary experience.

AC III Single Player

We started with AC III’s single player campaign and were immediately thrown into a never before seen area of Connor’s world: the Homestead. Similar in many ways to Ezio and Monteriggioni from AC II and AC: Brotherhood, Homestead is Connor’s home base out in the wilderness. Acting as a bastion for Connor between missions where he can gather his thoughts, learn more about the Assassins, and also do favors for others in the wilderness, Homestead is a much deeper experience though than Monteriggioni ever was.

By doing side missions for friendly faces, NPCs will set up shop in and around the Homestead so Connor can trade goods, upgrade items, and perform many of the same functions that you did in Monteriggioni. Giving a little bit of back story to these side missions though allows you to build a deeper connection to these extra characters in AC III and even after just chasing some poachers out of the forest or collecting trinkets for a retired pirate, I found myself thoroughly enjoying the idea of directly influencing the start of a new community with Connor as the lead.

After making a few new friends in my little slice of the wilderness, I wanted to test out Connor’s ship skills and finally take a whack at the naval battles. Not only were there battles that could forward that aspect of the story, but it had its own set of side missions, or could just be used as a quick travel between port cities. But I wanted to blow some ships up and so I just jumped right on into the next mission in the naval story.

In the mission, I was tasked with escorting some merchant ships to port, and after disposing of some small British warships in my way and completing the primary objective of the mission, I found I had stumbled upon a larger Templar plot when a previously abandoned fort in Martha’s Vineyard was suddenly alive and bustling…and targeting my ship! As I switched from half mast to full, this after easily disposing of British mines in the churning waters of the cape, I began circling the fort, pummeling it with cannon fire until its three towers stopped trying to rain mortars and death onto my ship. The best part of this mission was just piloting the ship though as it didn’t feel like I was fighting the ship to maneuver it where I wanted and the cannon aiming mechanics were simple enough to quickly understand.

After docking my ship, I wanted to get into the main plot of the story. Walking around Boston, I was to meet with Samuel Adams and other Sons of Liberty. But I wanted to push Connor to his limits in a fight first. And the British weren’t exactly fans of me killing their soldiers in the middle of the street.

With my new favorite weapons, the rope dart and the tomahawk, I had the Boston streets running red with British blood by the time I was done. I began by pulling a sentry off a roof with the rope dart, and his death  alerted countless other red coats who then swarmed the town square. With the tomahawk, which is the first time in an Assassin’s Creed game that I preferred using a weapon that wasn’t the traditional hidden blade, I began hacking away at red coat faces, kneecaps, and anything that was within range of my righteous rage. I started by countering two guys at once and had them run each other through with bayonets before throwing my rope dart at a heavy’s feet to trip him up and then strike the killing blow in his neck with the tomahawk. Then, I would spin and roll over the back of another red coat, only to quickly whip around while he was off-balance and stab him in the back, grab him as he was dying, and use him as a meat shield as two other soldiers were now lining up rifle shots. Next, with the dead soldier’s rifle, I would take aim at the folks who just perforated their buddy, and take one out with a rifle, toss it away, and then take the other out with my pistol.

This is quite simply the most fluid combat system we’ve seen from this franchise and the bevy of options available to you in any given combat situation will blow your mind into itty, bitty pieces. I could not get enough of it and even after several hours play time, I was still seeing new animations, take downs, and maneuvers from Connor.

After taking part in my own little Boston Massacre, I knew it was time to actually see a little of the story and so I met up with Sam Adams at a bar, a fitting setting if there was one, and found out that my mission was to assist in the infamous Boston Tea Party. But first, I had to help an ornery French-Canadian chef named Stephane who was ready to wreak a little havoc on his own.

After protecting our friend from the north as he set out on his own personal crusade, I was pleasantly surprised that another feature from previous AC games was returning in that Connor gets recruits, and Stephane was the first. What has changed now is that each recruit has a much larger and detailed back story, much like the folks around Homestead, and so in order to help these characters feel more personal to Connor, there are only six recruits.

Another change is that Arrow Storm has been removed in order to help keep the game situations a bit more balanced once you begin unlocking your recruits. In its place, each of the six recruits has a special move besides assassinate. Stephane for example has ‘Riot’, which does exactly as it says and can incite a riot in order to help Connor move more easily through large open spaces. Another recruit has ‘Guard Post’, where the recruit can dress up as a red coat and help escort/sneak you through heavily guarded forts. Unfortunately, we’ll likely have to wait till launch to see what the other four recruits may have up their sleeves.

After I destroyed a lot of tea and killed a lot of red coats, the Ubisoft folks told me my time with single player was done and I needed to move onto multiplayer. Reluctantly (they had to pry the controller from my hands as I kicked and screamed, it took four guys), I left single player and moved into the multiplayer aspects of AC III.

AC III Multiplayer

So, many of the modes in AC III’s multiplayer are returning favorites in how to get your personal stab on, and so this section of the hands-on preview will focus only on the two new modes we saw and played: Domination in Versus and Wolf Pack Co-op.

Now, Domination is pretty much like Domination in every other game out there. You have three markers scattered about a map with the objective being to control these markers for the majority of the match and you score points every few seconds based on how many markers are in control by your faction.  The difference is its done with an Assassin’s Creed flair in that a capturing team cannot kill players who control the section, they can only stun them, and it takes longer to capture a point then it does for someone to recover from stun. This presents the interesting dilemma of knowing when to expose oneself, if at all.

The big draw for multiplayer this go around though was the Wolf Pack Co-op. In this mode, you and three friends attempt to perform as many assassinations as possible and each assassination is scored. By hitting certain point thresholds, the assassinations start to get harder and harder as you move through 25 point thresholds.

The most interesting twist here though is that by coordinating your assassinations with teammates, you can earn larger and larger point bonuses so balancing both quality and quantity is the only effective way to progress through the higher levels. Not to mention communication becomes critical. There are also special side missions that can add to the score and your experience if you can accomplish them with the most impressive being the multi-sync kill. This is where all four members of the team must lock onto their targets and execute them at the same time, triggering an impressive cinematic and massive score bonuses.

After several multi-sync kills and floundering a few times around level 19, it was time for me to move on to the bane of my sausage fingers’ existence: the PS Vita in order to play Assassin’s Creed: Liberation.

Assassin’s Creed: Liberation

Admittedly, my experiences with the Vita have been less than stellar as gimmicks have polluted my favorite franchises left and right when they try adding chapters to their story via this handheld. But I was pleasantly surprised with my first time with Aveline. From assassinating Spanish lieutenants after scaling a massive ancient fort, to making costume changes faster than a Broadway lead, Liberation feels much like other beloved Assassin’s Creed adventures without forcing gimmicky controls on you. They are there, but they are options, not required, to advance through Aveline’s Louisiana.

Aveline’s combat and abilities also were a pleasant surprise as they rivaled that of Connor’s as she fluidly used her meat cleaver and various other tools to bring the pain to the Spanish who occupy and enslave much of her home. But the little bit of what we saw of Aveline’s story may have impressed me the most as she has an array of unusual allies and is torn between her sense of duty to the people, her own morals, and the Assassin’s order, which leads to a wide variety of missions for Aveline to perform. And watching how these all conflict with each other in the story is very intriguing.

There were some concerns though with certain aspects of Liberation. Possibly being spoiled from playing AC III first, I felt the AI of enemy troops was a little lacking in terms of reacting to Aveline and her actions, and her blow dart made her feel almost omnipotent as she could stealthily eliminate foes from a distance. She carries only a limited number of darts, of course, but when you only need one or two to carve a path through Spanish sentries, there was a lot less challenge it felt like.

I suppose part of the challenge as playing with Aveline though comes with her notoriety and the requiring of costume changes. Aveline’s Assassin garb has guards constantly on the lookout for her, whereas her slave garb has varying levels much like the other Assassin’s Creed games, and then her aristocratic garb has her always inconspicuous because no one suspects the lady in the flower dress. These costumes have their own unique positives and negatives, but if you’re like me, you welcome the challenge of constantly being under scrutiny from guards because the combat is so superb and so the Assassin garb was my primary choice.

When all was said and done after our trip up to Boston, the entire slate of everything we saw involving Assassin’s Creed blew me away. Liberation seems like it’ll be the first game for the PS Vita that I’ll thoroughly enjoy and AC III is quite simply a game changer for the franchise and possibly action/adventure games as a whole due to the most immersive and detailed story yet, plethora of side quests, and fluid combat system. After getting my first taste of these two games, I know I for one cannot wait to embody the spirit of revolution come October 30th and play as both Connor and Aveline in what are shaping up to possibly be the best AC games yet.