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Sack it to ya!

Marking the fourth entry into the series (not counting its Karting counterparts), LittleBigPlanet PS Vita sees the franchise go portable for a second time, with this obviously being its first venture onto the PS Vita. Hoping that the Vita’s unique touch screen features could add a bit of freshness to the franchise, this is still a by the book LittleBigPlanet experience. From being introduced to a world of pure imagination by Stephen Fry’s dulcet tones, to the content creation engine that allows you to create your own levels and share them on PSN, the core of LittleBigPlanet remains perfectly in tact on the Vita.

The single player story this go around is that Sackboy (or Sackgirl) has been tasked with saving the world of Carnivalia from a once great puppeteer whose heart has turned black after being booed off the stage. Looking to exact revenge, he steals the souls of the creatures in this world and have their shells wander aimlessly around, except when he commands them to do his bidding, making everyone his puppet now.

In order to overcome this new foe, your Sackperson must traverse nearly 50 stages across several different, exotic locales with their own unique themes. And in each of these stages are never before seen puzzles, many of which take advantage of the Vita’s touch screens. These puzzles require you to push, pull, or tap objects in and out of perspective in the 2.5D world in order to progress, or pilot your Sackthing through various obstacle filled courses.

And along with these new puzzles are brand new mini-games and challenges that will require you to use the Vita’s special features even more, like turning the Vita on its side and playing a whack-a-mole like game with your fingers or placing blocks, like in Tetris, as you try to build the biggest tower possible. These games also take full of advantage of the ‘Pass ‘n’ Play’ feature incase you want to play these mini-games locally against friends.

Unfortunately, as fresh as the touch screen gimmick may make some aspects of the game play, it also takes directly away from some of the platforming that the single player is known for. When there are pure platforming sequences, they are just as spectacular as ever. But the touch screen required jumps become irritating very quickly as you try to hold blocks in place with your fingers on one hand while moving your Sackperson around with the other. This decimates any kind of pacing that tries to develop as you move through each stage. It also made the obstacle courses painfully difficult as your fingers often got in the way of the actual screen and you couldn’t see where you were going.

The touch screen also faltered when trying to place stickers or objects in the world or the content creator. Using your fingers to move pieces around, rotate them, or change their size, didn’t feel nearly as responsive or accurate as the experience you get with the buttons on LittleBigPlanet’s console versions.

Another aspect that had me grinding my teeth was the tutorials. At this point, nearly every gamer out there knows how to jump, run, and perform basic platforming actions. To waste 20% of the game’s stages on teaching me how to do core functions was a waste. When was the last time Mario had a tutorial? It only made sense with the content creator, as that is still a new and complicated enough feature to warrant refreshing players new and old.

At the end of the day, if you’re a LittleBigPlanet fan then this portable version is everything you’d expect from a game in this franchise and is easily one of the better Vita titles out there. It’s light humor and content creator is all still in tact and there is little lost from the last console version to this portable one. A few of the newer features, although they take advantage of the touch screen gimmick better than most Vita games, still can cause the game play to feel clunky at times though. A must have for fans of the franchise, but if you’re looking for this to sell you on the Vita itself, this isn’t that game.

SUMMARY: Although one of the better Vita games out there, the touch screen gimmicks still get in the way sometimes of the franchise’s core values.

  • THE GOOD: Same platforming and content creation that defines the franchise
  • THE BAD: Too much hand holding in the early levels
  • THE UGLY: Way too many soulless little dolls…creepy

SCORE: 7.5

LittleBigPlanet PS Vita is a PS VITA exclusive. 

Danger is his last name

The original Joe Danger struck a chord with audiences everywhere by giving us the simple yet fun premise of being a motorcycle stuntman in the vein of Evel Knievel, making sure the control sensitivity was cranked to maximum, and throwing in a first-class level creator that you could share with your friends. Now Joe is back and looking to see if he can strike that same chord again in Joe Danger 2: The Movie.

In order to pump a little depth into the franchise, Joe Danger 2 actually has a story this time around. After another day of jumping buses and doing Superman poses on his bike in mid-air, Joe is approached by a huge Hollywood director who wants him to handle the stunts in all of his big budget action films. Knowing this could be the break he’s always dreamed of, Joe’s more than happy to jump on board. And thus our game begins!

Because of this movie shoot setting, many of the story chapters are themed around motifs borrowed from classic action films. From escaping a megalomaniac’s mountain fortress James Bond style to riding a rickety mine cart like Indiana Jones to being attacked by dinosaurs a la Jurassic Park, Joe Danger 2 offers a lot more variety and challenge than in the previous title, as Joe now has objectives that tie directly into these movies.

As a result, Joe isn’t always on his trusted motorcycle, and one thing that Joe Danger 2 fails at is making sure you’re aware that mine carts, skis, snowmobiles, jet packs, and all the other new vehicles Joe pilots handle just like his motorcycle. You’ll eventually figure it out, but newcomers to the series may feel the first few chapters are far too simple, at least before they start to finally explore the stunt and high score potential of each board and just what it means to truly beat a level in Joe Danger 2. This gives the game some of its “hidden depth,” as developer Hello Games likes to put it, but I would rather my depth be a bit more obvious right off the bat.

Unfortunately, once you do start to realize the extent to which Joe’s abilities as a stuntman can be pushed, the game’s difficulty makes an extreme jump (ramp not included). Joe goes from being able to maneuver through most areas of the main story with ease, to being thrown into the Deleted Scenes, which see Joe sent through a series of grueling courses in the worst vehicles possible—like the dreaded unicycle. Not only must you avoid the dozens of obstacles in Joe’s path, you must also constantly try to maintain balance on the infernal one-wheel machine. And should you lose said balance—even if you avoid an obstacle in the process—you have to start over at the beginning of the level or one of the randomly scattered checkpoints some venues have.

That isn’t to say Joe Danger 2: The Movie isn’t fun. The humor of the story, the unique mission objectives, and the core controls from the first game still make this a worthwhile downloadable experience. It just seems that Hello Games was thinking more about the audience who would be coming back for more instead of those who might be playing as Joe for the very first time. But whether a noob or a wily Joe Danger veteran, one thing everyone should get behind is the online sharing and multiplayer functions. Online leaderboards for time and high scores with your friends on each level are just the tip of the iceberg.

Joe Danger 2 features a fun and frantic 4-player versus race mode, as well as a ghost replay feature for both the single-player and versus levels. The most addictive part of the online features, though, is the returning level creator. With whole new set pieces to build your levels with, Joe Danger 2’s level editor is just as technically good as the first, and with global online sharing capabilities, it should only be a matter of time before we start seeing some truly insane courses that might make the Deleted Scenes look like tutorial levels.

All in all, Joe Danger 2: The Movie should please many fans of the first and has enough depth to keep you playing this game until you start to develop some real-life helmet hair. Newcomers should be warned, though, as they’re in for a steep learning curve. Only through patience will they be able to overcome the insane challenges the folks at Hello Games have laid out for gamers this time around.

SUMMARY: Some new movie-based motifs added nice variety to the levels, but an unusually steep difficulty curve had a part of me pining for the original. Still, if you love Joe Danger, this new chapter is more than worthy of a look.

  • THE GOOD: More gameplay variety combined with a top-notch level builder
  • THE BAD: Difficulty ramps up way too quickly
  • THE UGLY: …I’m scared of unicycles

SCORE: 8.0

Joe Danger 2: The Movie is an XBLA (Xbox 360) exclusive.

Fight for right with the might of the Dragon

Even after 25 years, few games have done more for a single genre than the original Double Dragon did for beat-em-ups. But the franchise has lain dormant now for years—content in its status as an all-time great, releasing some iOS ports, and enjoying its seeming retirement.

But the more things change, the more they stay the same. And in the hopes of reeling in a whole new generation of gamers, Double Dragon is showing there’s no school like the old school in its first new chapter in more than 17 years—Double Dragon: Neon.

As the story goes, Marian has been kidnapped—again—and even after all these years, she clearly hasn’t figured out if she wants Billy or Jimmy Lee, as both chase after her assailants. But aside from this tribute to the original series, the story quickly takes a different turn, as a new foe known as Skullmageddon rears his skinless head soon afterward, with Marian strung up à la Kim Cattrall in Big Trouble in Little China.

And from that moment on, this goes from just a Double Dragon game and becomes a tribute to everything that was awesome about the ’80s. Whether it’s making your own cassette mixtape that changes both the soundtrack and your powers or bosses that spoof classic franchises like Mega Man, Double Dragon: Neon’s jokes may go over younger gamers’ heads, but those of a certain age should eat this up—and will be compelled to keep playing just to see what gets spoofed next.

Staying true to Double Dragon’s original key strength, Neon also adds some unique aspects to co-op—specifically the High Five. Another tribute to the 80s, the High Five is an over-the-top, flashy maneuver that you can perform with your buddy to share health, your special-move meter, or just boost attack power—but it does leave you wide-open for attacks if you time it poorly.

Billy and Jimmy Lee also learn some potent new powers this time around, as they finally look to harness the full power of the Dragon. Fireballs, super spin kicks, shadow elbows, and more are all waiting to be learned and mastered as you collect mixtapes. Not only do these special moves keep the action fresh—many beat-em-ups have a bad habit of becoming dull quickly if you’re just mashing one or two buttons—but they offer a variety of strategies to overcome your foes. And you’ll need to mix it up against your enemies as much as possible, as the AI’s worthy of an old-school brawler. In other words, you’d better save all those extra lives while you can.

There’s one small flaw to Double Dragon: Neon, though—and I’m not sure if it’s just another part of trying to instill ’80s gaming charm into a new-look title or an actual flaw, but it irked me enough that I find it to be a negative. The hit detection in the game is, well, hit-or-miss. Much like many other side-scrolling beat-em-ups of the ’80s, the depth of field is usually difficult to judge, so you’ll think you’re about to wallop that pipe-wielding thug in the face with a devastating spin kick…only to miss completely. And when you think you’re out of range of Linda’s whip, she whales on you with a lifebar-punishing combo.

Double Dragon: Neon is still a ton of fun, and if you grew up with the genre or the franchise, then this’ll hit every sweet spot in your gaming core. If you’re not as familiar with the ’80s, lack a sense of humor, and have difficulty appreciating classic gameplay, then Double Dragon: Neon may give you some trouble. When you also consider this is a downloadable game with a fitting price tag, though, it’s an absolute must-have in my book.

SUMMARY: Some hit detection problems can’t hide the fact that Neon’s an awesome tribute to a bygone era—and it’ll bring a smile to the face of anyone who grew up playing beat-em-ups in the ’80s and ’90s.

  • THE GOOD: Classic brawler action with tons of charming references to a bygone era…
  • THE BAD: …but poor hit detection straight outta the ’80s is not one of those charming references!
  • THE UGLY: Highly detailed digital ’80s hair

SCORE: 9.0

Double Dragon: Neon is available on PSN (PS3), and XBLA (Xbox 360). Primary version reviewed was for PSN.

All it’s missing is the Zamboni

With another NHL lockout looming over the 2012-2013 season, folks who prefer frozen ponds to pitches and gridiron are itching to get their fix. That means that there may be added pressure this year for EA Canada’s NHL franchise to step up and deliver a lifelike experience, since this game might have to tide hockey fans over for the entire winter. Fortunately, in most regards, NHL 13 does indeed rise to this challenge.

The most notable addition to this year’s game is the True Performance Skating physics system. More so than ever before, momentum and contact with other players will affect your skaters in the most realistic ways ever seen in a hockey videogame. As soon as you start a game—whether in Exhibition, Be a GM, Be a Pro, or any other of the classic returning game modes—tactics that you’ve used in the past need to be thrown out the window. In fact, you’ll have to think more like an actual NHL player now if you hope to succeed in this game.

Once you get used to accidentally slamming yourself into the boards over and over again, you’ll probably notice the improved positioning and difficultly in getting around your opponents—and that’s because of an overhauled AI system. Opposing skaters, more than ever before, move exactly as they would in real life; you’ll feel like you need to pull out a dry-erase board before too long and start drawing up plays to get around it.

But even if you should find a way by the AI players, there’s always the goaltender waiting at the end. He’s the most important part of any team—and the best teams are always built from the netminder outward. And since a lot of flaws from last year’s version are now fixed—the wraparound glitch foremost among them—goalies now have dozens of new animations that allow them to react and play the puck better than ever before. If you’re not smart, you could end up making some scrubs like look brick walls, but no matter what, you’re going to have to work for your goals.

So, the gameplay’s seen a facelift for the better, but as far forward as NHL 13 may go in terms of the on-ice action, in other areas, it seems like EA Canada’s taken a step back. The new, broader rating system is one of these areas. I personally liked having players rated by their roles in a system, and I liked knowing if my winger was a tough guy or a sniper—it helped me lay out my four lines accordingly. Instead, players are simply broken down into forwards, defensemen, and goalies, and I have to look more closely than before at everyone’s individual stats to decide if this is the guy I want on the ice to send a physical message, or if he’s going to be taking faceoffs for me on the power play.

Another knock against NHL 13 is that even though the opposing GM AI is touted as “improved,” I think it looks more like it’s been lobotomized. I appreciate that the game highlights players who are more likely to be traded than others by an organization. But if you try to acquire a player who isn’t highlighted, the computer seems adamant on preventing you from getting him. Even when I tried to do the real-life trade the Rangers did with the Blue Jackets for Rick Nash, the computer refused! (Obviously, I played before roster patches went live, so I was trying to make the league as accurate as possible). I even tried sweetening the deal so it was better than the real-life one with extra first-round draft picks. And still, the computer refused me!

Despite a handful of infuriating moments like these, NHL 13 is still probably the best hockey experience yet once you actually take the ice. Plus, a lot of the other modes have a few new goodies sprinkled in to liven up those experiences. Be a Legend has all-new faces, including a pair of female Olympians, and the game also offers a new playoff format for Hockey Ultimate Team. Finally, the Be a Pro mode features the ability to demand a trade once you become a big enough star. All in all, this is a step in the right direction for the NHL franchise, and it gives me a lot of hope for future iterations.

SUMMARY: The actual gameplay is leaps and bounds ahead of NHL 13’s predecessors, but the GM AI has taken a couple steps backward in noticeable—and discouraging—ways.

  • THE GOOD: New physics system adds previously unseen levels of gameplay nuances.
  • THE BAD: Presentation and GM AI is worse than in prior years.
  • THE UGLY: Having my New York Rangers stand by and watch as the Los Angeles Kings raise their Stanley Cup banner to start the season! Argh!

SCORE: 8.0

NHL 13 is available on Xbox 360 and PS3. Primary version reviewed was on the Xbox 360.

EGM Game Over Podcast 011: Written In The S.T.A.R.S.

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, Josh Harmon, and Eric L. Patterson
[Date] September 7th, 2012

[Now Playing] Oculus Rift, Resident Evil 6

[News] EA exec is proud the publisher doesn’t greenvlight single-player-only games, major game distributor potentially leaks price and release date for Wii U, Skyrim has second DLC release but PS3 players still don’t have the first expansion, older titles like Hitman and Tomb Raider go free-to-play, and Spec Ops: The Line developer claims 2K Games gave their game cancer.

[EGM Reviews] Mark of the Ninja

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

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The pink puffball still packs a punch

It’s hard to believe that it’s been 20 years since I first put Kirby’s Dream Land into my Game Boy and bounced the pink puffball—though he appeared more white on the limited color palette of the handheld—around Green Greens. With almost two dozen more starring roles across all of Nintendo’s platforms since then—and, of course, a couple of smaller roles in games like Super Smash Bros.—few other gaming icons are as deserving of their own celebratory collector’s edition.

Kirby’s Dream Collection compiles six of Kirby’s earliest and most iconic titles in Kirby’s Dream Land (Game Boy), Kirby’s Adventure (NES), Kirby’s Dream Land 2 (Game Boy), Kirby Super Star (SNES), Kirby’s Dream Land 3 (SNES), and Kirby 64: The Crystal Shards (N64) in their completely original versions. The package also comes with a detailed art book highlighting Kirby’s designs over the past two decades; a 45-track, 60-minute-long music CD with original and remastered tracks from all of Kirby’s adventures, and three episodes of Kirby: Right Back at Ya!, the Saturday-morning cartoon Kirby starred in for 100 episodes.

Now, the skeptic would say that Nintendo simply just slapped some ROMs onto a disc in order to capitalize on Kirby’s anniversary, and they wouldn’t be completely wrong. Nintendo fanboys would say that Nintendo’s simply trying to keep the experiences authentic and preserve the classic gameplay. And they wouldn’t be wrong, either. But I know that, personally I would’ve loved some updated graphics or even some color in the Game Boy entries—and for the games to completely fit my 42-inch TV screen.

The lack of new polish on these older titles also hurts the collection’s appeal to younger gamers who may be less familiar with Kirby and want to learn about this classic gaming protagonist. Don’t worry—this won’t turn into a “back in my day!” review—but I’m sure younger gamers’ heads will explode at the concept of playing a game that looked like the original Kirby’s Dream Land compared to the kind of graphical output they may be used to with modern systems.

Now, just because the aesthetics of these classic games don’t enter the modern era in any way doesn’t mean the platforming and puzzle action don’t translate. The NES and Game Boy games feel just as tight as they did two decades ago, and they translate perfectly to the Wiimote. But I was pleasantly surprised to find that the later games, especially Kirby 64: The Crystal Shards, actually felt better than I remembered with the simple new Wiimote layout. Though, maybe it’s just that the Wiimote feels better in my hands than the N64 controller did.

Aside from the six original games, Kirby’s Dream Collection also features an interactive timeline showing key dates in Kirby history as well as a bevy of new challenge levels inspired by his most recent Wii adventure, Kirby’s Return to Dream Land. These unique levels have an old-school arcade feel as you specialize in one of Kirby’s powers, whether it’s Beam, Sword, Spear—or one of the many others featured in that game—and attempt to clear the level and set a high score while also beating the time limit. As you set certain scores in each level, you’ll then unlock the right to attempt other, more-difficult-to-wield abilities.

If you’re a big Kirby fan and grew up with him like I did, this is a nice total package. The games don’t completely stand the test of time, but this offers older gamers a nice chance to reminisce and see how far we’ve come. Plus, considering the $39.99 price tag and all the extra features the package comes with, Kirby’s Dream Collection reminds us that’s it OK to think pink every now and again.

SUMMARY: Not all of the games in this classic collection stand the full test of time, but for die-hard Kirby fans, the entire package is more than worth the price tag.

  • THE GOOD: Six games, an hour of music, an art book, and three cartoons makes this a sweet package.
  • THE BAD: No graphical enhancement whatsoever—really just a bunch of ROMs.
  • THE UGLY: You ever stop to think about what Kirby’s enemies must go through when they get eaten?

SCORE: 8.0

Kirby’s Dream Collection: Special Edition is a Wii exclusive.

DC’s Issue #0’s started this week, but was there anything of any real note in them to check out? Couple this with a light week from Marvel and on the Indie front should make this an interesting Pullbox! Find out below!

Marvel – Venom #24 – Hellstrom has brought the demon inside Flash Thompson to the surface, but is he strong enough to force it back down? Or is the symbiote even stronger than both the possession and in his host combined? Agent Venom must find help as soon as possible before whatever it is inside him ends up destroying him though.

Seeing the Venom symbiote’s ferocity again like it was in this issue was a refreshing sight and seeing what Thompson’s desperation would push him to do again made this issue a fun read. The end reveal of what Hellstrom’s master plan felt a little cheesy and a little more oddball than I’d expect from the son of the devil, but could be entertaining if pulled off well in the next issue. As is though, I’ll be picking it up just to see what Venom does next as the demon inside him is ready for an interesting fight!

Marvel – Avengers Academy #36 – The Clean Slate nanotech meant to de-power the world of all its superheroes is ready to go and the Academy’s revolt against the plan has pushed up the timetable of its release by Jeremy Briggs! Half the team still has to reclaim their powers though if they have any hope of going after Briggs and his hired help in time to stop the missiles full of the nanotech.

I haven’t loved every issue, but most of Avengers Academy has been a fun and entertaining read and this 4-issue story arc has been no exception as you finally start to see many of the characters come into their own and mature. Much how real people might if there were in a real academy tailored to folks with super powers. The entire story does have a bit of a funny feel to it though as it’s also a bit too neat at certain points. It makes me feel that this is all just some Danger Room test or something and the last issue of the story will end with the kids coming out of stasis or the like. After all, how would you figure out if a bunch of super powered kids were ready to graduate to the big league? Maybe I’m reading too much into it. Either way, this book is only good at this point depending on how early you got into it, being the most rewarding for fans who’ve been there since Issue #1. As is, you might want to wait until after this story.

DC – Batman: Detective Comics #0 – Looking to go into the origin stories of every DC superhero, DC’s Issue #0 initiative for Detective Comics tells of one of Bruce Wayne’s last training exercises. In the Himalayas, he searches for a master of martial arts and body control called Shihan Matsuda. There, Bruce will learn some of his most valuable lessons of both mind and body, but they will come at a terrible cost.

I’ve been one of the biggest critics of the New 52 since it started a year ago. And this Issue #0 program is just another poor idea by DC to push comics as it delays current storylines of major characters by another month, forcing us to read stories we already know for most of our favorite heroes. At the very least though, this particular book, that could make sense as part of Batman’s back story, was a good read and helped us learn where Batman acquired some of the techniques that allow him to slow his breathing, control his body temperature, and increase his pain resistance. It also explains part of the reasons why he keeps most people at arm’s length in his never-ending crusade against crime in Gotham.

The worst thing about this book and the rest of the Issue #0 run though is DC blatantly ignoring the histories of some of their most celebrated characters. By claiming James Gordon and the Phantom Stranger (who is next in the Pullbox) just appeared in the DCU a few months ago literally throws away DECADES of history and sends the wrong message to new fans. Honestly, DC should be embarrassed by how they do things now and if I didn’t feel a responsibility to keep reading comics, I’d probably stop. Even with their relaunch of Spider-Man a few years ago, at least they didn’t suddenly change that Spider-Man’s first appearance wasn’t in Amazing Fantasy #15.

DC – The Phantom Stranger #0 – Judas Iscariot, one of history’s most infamous villains, has been brought forward to a council of wizards to pay for his crime against humanity. As part of the Trinity of Sin, Judas must now walk the earth for eternity until he atones for his crime, now as The Phantom Stranger!

The Phantom Stranger’s origin has always been in question, but the constant theme of dealing with heaven and hell has always been there, so making him Judas Iscariot and making his quest one for atonement isn’t a bad idea. And since he’s had so many origins over the years, banging an official one out and making it readily available for the public was a very good idea by DC. But completely ignoring his past 50 years of history though cannot be forgiven and on top of this slap in the face to long term fans, the book itself isn’t even that great a read once you get past the first few pages. Hopefully this can lead to some more interesting adventures featuring Phantom Stranger since he’s been eerily quiet (even for him) during the New 52, but DC better get their act together before long term fans stage a massive revolt.

Valiant – Archer & Armstrong #2 – After dispatching the lower level thugs of ‘The One Percent’, Archer is captured by some more imposing figures. Armstrong is there to help bust him out, but not before Archer has a vision and understands what he must do to save his friends. Now, in the vein of National Treasure and The Da Vinci Code, Archer and Armstrong are on a scavenger hunt around various holy locations in the hopes of finding the six pieces to The Boon, an item of immense power that everyone else is dying to get and only Armstrong has the clues to find!

This was an amazing read and is yet another feather in the cap of Valiant Comics and their triumphant return to Pullboxes and comic book stores everywhere. The dynamic between Archer and Armstrong is great to watch and this epic movie feel to what they’re doing makes it all the better. Not to mention, unlike many other comics out there, this still has a feeling of unpredictability while taking jabs at today’s more prominent organizations like the American government and the Catholic Church. Ninja nuns anyone? Fred Van Lente continues to show off as a tremendous writer in the industry and this is easily my favorite new indie of the year so far. Bravo on every front. Get on this book NOW folks.

A little late this week due to the Labor Day hangover, but it wasn’t the best episode of RAW this week either as, although we all love CM Punk as much as the next guy, as you’ll see, it was a bit too Punk-centric for my tastes. So here is this week’s Sleeper Hold!

Main Plot Overview: Things kicked off big time on RAW as Punk ambushed Jerry Lawler and kicked him in the back of the head again. Lawler was so hurt, he would not take part in this episode of RAW as Punk continues his rampage looking for respect.

Punk could do no wrong in his hometown of Chicago though until he decided to skimp out on the Champion vs Champion match he had lined up against Sheamus by GM AJ Lee. Punk, claiming to take a personal day (after all, it was Labor Day).

Punk would not completely leave the arena since his Night of Champions opponent John Cena was still to be in action though and when Cena’s Falls Count Anywhere match with Alberto Del Rio went to the back room, Punk intervened and hit a GTS on Cena on the hood of a parked car. This gave Del Rio the win and we also then saw our Shocker of the Night shortly afterward.

Match of the Night:  There wasn’t much going on this night in wrestling aside from CM Punk stealing the whole show, but one other rivalry that’s brewing is Dolph Ziggler vs Randy Orton and talk about putting on a show. These two guys are both some of the most technically sound wrestlers on the RAW roster and with each one hitting great spots, this match was a joy to watch. Although it ended on a classic heel move when Ziggler grabbed Orton’s tights, everything up to that point was terrifically tight and a shoe in for Match of the Night.

Promo of the Night: Just in order to break up the CM Punk love, we’re giving the Promo of the Night to the Kane/Daniel Bryan anger management sketches. They’ve been hysterical watching Bryan and Kane work out not only their personal issues with each other, but in general. Kane, of course, is angry because he’s the Devil’s Favorite Demon, his real dad being Paul Bearer, etc. And Daniel Bryan is just being angry at the WWE Universe. They also set up the hysterical ‘Hug It Out’ option, which the WWE voted for, but devolved into Kane wreaking havoc as always.

Shocker of the Night: Although it came in the final 15 seconds of the show, this was easily the most exciting moment of the night. After knocking out John Cena and helping Alberto Del Rio pick up a win, CM Punk got into a car and started driving away. But before pulling all the way away, the driver rolled down his window, and Paul Heyman stuck his head out. What this means for the WWE Champion and John Cena’s match at Night of Champions, we will have to wait and see until next Monday, but at least we have something to look forward to now.

Cheap Pop of the Night: Easily the Cheap Pop of the Night came during everytime CM Punk opened his mouth as he related everything to his Second City home of Chicago. Even when he stormed out of the arena, he expected his hometown crowd to understand as he related it to them taking the day off for Labor Day. So all night long, CM Punk’s lovefest with Chicago takes the Cheap Pop of the Night.

Lee walks a lonely road

We play a lot of games here at EGM. So many, that as much as we may enjoy a game, fall in love with its characters, or gush about its premise, it’s difficult for us to find the time to ever get back to a game after we beat it that initial time through for review, unless we make a concentrated effort. After playing just the third of five episodes to be released by Telltale in their The Walking Dead series though, I swear I will make that effort and find time to play this through from the beginning once all five episodes are out. Episode Three, The Long Road Ahead, sealed the deal because the story is just that damn good and I don’t just want, but need to play through it all again to see how some of the critical, and even no so critical, choices I’ve made so far have affected my game play experience.

And that’s the beauty of what Telltale has crafted here. The replayability for this game is through the roof because they successfully found a way to consistently make you care about these characters via every decision you make, because you don’t want to end up regretting something. And this is mostly because the zombie apocalypse, much like in Kirkman’s original Walking Dead comics, is just a setting as this franchise has always really been more about the human condition and how people react in crisis. And this episode is no exception. There were literally moments that had me laughing out loud followed up immediately by moments that shocked me so much I dropped my controller. There are few other stories in gaming that have ever sucked me in and wowed me like this series has with its brilliant plot development.

Speaking of plot, this episode starts about three months after since Lee and Clementine had their fateful meet-up outside her tree house and the Motel has all but run its course in terms of usefulness. Lilly and Kenny are still at each other’s throats, with the events of Episode Two having only driven them further and further apart, culminating in Lilly refusing to leave and Kenny ready to just barrel out of there in his RV with just his family. The title, The Long Road Ahead, kind of hints at what happens, but I can’t in good conscience tell you more about the story. Not to mention, I’m sure that depending on the decisions that you make in the first two episodes, your story might set up completely different from mine beyond that.

The pacing of the episode was a lot quicker this time around and transitioned better, a major problem I had with the more leisurely paced Episode Two, and so in that regard The Long Road Ahead took a nice step forward as I was constantly progressing it seemed by doing even the most menial tasks.

There was one minor annoyance this time around though and it came in the form of a shooting gallery mini-game where Lee was wielding a sniper rifle. I understand Lee may not be the best shot in the world, but I felt like I could never line up my shot just right because of the lack of proper crosshairs and the controls’ sensitivity. This can be somewhat forgiven though since, after all, Telltale’s The Walking Dead is more of a point and click style adventure game and not some Call of Duty-like shooter.

Once again though, the key for me was seeing the evolution of the characters over just one episode, and how the group dynamic shifted as the roster of characters changed once again, sometimes very rapidly. If you care about The Walking Dead, zombie games, or just spectacular storytelling, The Long Road Ahead will hook you to this series if you weren’t already. And if you were hooked to begin with, then you’re like me probably, begging Telltale to get on it and release the next episode already.

SUMMARY: Somehow, Telltale finds a way to keep working in emotionally powerful moments with this series that range from humorous to heart wrenching. Either way, these moments make only one thought come to mind…that we can’t wait for the next episode!

  • THE GOOD: Finds a way to yet again amp up the emotion and consequences for your actions
  • THE BAD: A couple of rough/out of place shooting sequences
  • THE UGLY: The human condition

SCORE: 9.0

The Walking Dead: Episode 3 – The Long Road Ahead is available on XBLA (Xbox 360), PSN (PS3), and PC. Primary version reviewed was for XBLA.

A slightly less busy Pullbox this week that looked very similar to last week in terms of what we’re covering, but very different in regards to content. Without further ado, here is this week’s Pullbox!

Marvel – Uncanny X-Force #30 – Evan, a.k.a. Genesis, a.k.a. the Boy Apocalypse, is on the road trip from hell as Daken’s new iteration of the Brotherhood of Evil Mutants attempts to jog his memory of what his life’s purpose is as they hope if he remembers, they’ll be at the forefront of Apocalypse’s new army. So as Shadow King plays countless games with the boy’s mind, X-Force and the rest of the X-Men are lost as to what to do to go about getting Evan back before it’s too late.

Anyone who is a fan of Apocalypse as a villain will love this issue. Not only does it show off the lengths Daken, Sabertooth, and Shadow King are willing to go to torture the boy into reminding him what he is supposed to become, but we finally start to see Evan show off some of Apocalypse’s more infamous powers, like shape-shifting, as his rage forces him to push himself to the limits as The Brotherhood breaks down everything he has ever known bit by bit. Surprisingly, much of the book revolves around Evan, which hasn’t happened since X-Force took the boy in, and the X-Men themselves only get a few panels explaining their concern about the creation of a new Brotherhood. Again, if you’re a fan of Apocalypse, pick this issue up.

Marvel – Wolverine and the X-Men #15 – Wolverine and the rest of his school prepare for what will likely be the final battle with the Phoenix and everyone on campus, from Krakoa to Toad to Iceman have different ways of getting ready for what could be (but most likely won’t) be their final battle.

Okay, we get it. I’m honestly kind of tired of the whole Avengers vs X-Men event now. It’s coming to a head and this issue just felt like a waste of ink and paper. It was interesting to see some of the asides, like Toad with Paige Guthrie, and Professor X with Quentin Quire, or even Iron Man and his little think tank having at it before Broo the Brood shows them all up, but in terms of forwarding the actual story, very little happened of note here and it makes you wonder how long Marvel will drag this out at this rate. I’m ready for it to be over already and at this rate, I’m almost rooting for the Phoenix.

DC – Batman Detective Comics Annual #1 – During the Night of the Owls debacle at Arkham Asylum, it seems that Roman Sionis, a.k.a. the original Black Mask, had escaped and hypnotized much of the staff into believing he was still in his cell. Now, Batman has to find a way to stop him before he forms a new False Face Society and begins a new reign of terror over Gotham.

This is probably my favorite Batman related comic since the New 52 launched because it feels like an old-school Batman story in terms of its pacing, the action, and the villains involved. Bringing back Roman Sionis into prominence is a good thing, even if the entire mind-control battle between him and The Mad Hatter (read the book to better understand!) came out of left field a little bit. Batman fans should definitely pick up this book, especially if they’re looking for a solid point to get back into Detective Comics incase they missed some of the Night of the Owls stuff.

DC – Green Lantern Annual #1 – The battle between Hal, Sinestro, and Black Hand finally comes to a head. Meanwhile, halfway across the universe, some of the origins of the Guardians comes to light as they free the source of power that will drive their Third Army, which we also finally see just what that Army will be!

I really don’t know what to say about this comic aside that it is a must-read if you are at all interested in the upcoming Green Lantern crossover event. 16 issues (17 if you count this prologue) across four titles will change the face of the Green Lanterns forever as it seems a being called The Original Lantern and who can effortlessly wield all spectrums of light is powering a Borg-like entity for the Guardians. The Guardians have realized the only way to ensure order in a chaotic universe is to destroy free will. Therefore, making the universe of a hive mind seems to be the way to go and although I’m not really a fan of this direction, it could provide a very interesting new threat to the DCU. The most exciting part of this book though is that in freeing The Original Lantern as their power source, the Guardians have also stirred up a long lost remnant of their race! This could possibly lead to an entirely new cast of Guardians down the line to replace these power-mad ones. Time will tell on that front though as Hal Jordan first has to worry about coming back from the dead again.

IDW – Teenage Mutant Ninja Turtles: April O’ Neil #1 (One-Shot) – April feels tired of sitting on the sidelines and wants the turtles to know she can be an integral part of the team as well. She may not be a ninja, and she might be able to bash skulls even like Casey, but her intelligence and ability for subterfuge can be just as valued as being a human for her has its perks. Of course, after the mess she caused, it’ll be unlikely she’ll be brought back to Stockgen again.

I wasn’t going to do a Teenage Mutant Ninja Turtles comic two weeks in a row originally. But after reading this and absolutely geek-gasming at what this book laid out, I couldn’t resist. Fans of the original cartoon series and Archie series of comics will immediately pick up on a failed experiment that April lets loose during her antics in this issue, best known as Slash, the Evil Turtle. Whether or not Slash will exhibit his same low-level intelligence as his previous incarnations is yet to be seen, but his obsession with palm trees at least remains the same. And considering how much of a fan favorite rogue Slash ended up becoming (he even had his own badass action figure), it’ll be interesting to see what other mutants start popping up in the issue of TMNT in the months ahead. We also see one of the main characters of this book finally have some direct interaction with Rock Soldiers, who up until this point, had been seen only with Krang and Baxter Stockman and kept hidden from the TMNT. All in all, this book may not look like much if you just glance at the cover but old-school TMNT fans must pick this up.