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More Than Meets the Eye

Some franchises are what Comic-Con was made for. That perfect pop culture blending of action figures, video games, comic books, cartoons, and movies ensuring that they resonate with fans of all kinds on at least some, if not all, of those mediums. Transformers is one of those franchises and they kicked off SDCC 2012 with a bang.

On the heels of their major announcement that they’re actually moving Transformers: Fall of Cybertron’s release date up a week to August 21st, High Moon Studios and Activision invited us for a chance to go hands-on with not only some of the single player campaign, but dive into their revamped multiplayer modes and new Transformer customization feature for the first time. And this new time with the game only makes me wish they moved it up even further because Transformers: Fall of Cybertron looks to hit every major note with fan boys and hardcore gamers everywhere.

I started my evening by jumping into the single player campaign and trying my hand at some missions midway through the game. My first mission threw meright into the pilot’s seat as I went flying for the first time with Combaticon Vortex through Cybertron and mowed down Autobot grunts with machine guns or dropped some devastating bombs on them that wiped out chunks of the battlefield. What was amazing about this mission though was how critical Vortex’s vehicle mode was as the battle took place across platforms of varying altitudes. As I transformed and let out a circuit shattering shockwave, I immediately had to leap and seamlessly transform back to vehicle mode and start climbing to take down grunts with rocket launchers before switching back to robot mode and moving further into the base. It was crisp, clean, and felt damn good.

I then skipped ahead a little further and if Vortex felt good, playing as Megatron felt down right badass. With his massive tank cannon I turned countless Autobots to slag as their puny pistols bounced off my frame. And then with his new hover mode’s stomp ability, I was able to literally crush them beneath my heel as I continued on my path to counteract the Autobots master plan.

After getting only a taste of the campaign, I hurried off to Team Deathmatch. But before I even had a chance to explore one of the ten maps the game is shipping with, I played around with the Transformers customization mode where I mixed and matched different body parts on one of the four returning classes to make a Transformer truly unique to my style. And announced at SDCC was the Insecticon and Dinobot customization DLC pack that would add features to this mode. While it may sound like a costume pack, which I admit isn’t something I typically get excited for, to make my own personal multiplayer avatar look like one of these iconic Transformers definitely piqued my interest.

So, once I made a red and blue Autobot Infiltrator with a Short Fuse EMP Grenade and some massive shoulders, I rolled into combat and wreaked havoc (I was match MVP with 15 kills to 7 deaths with 6 assists, but my team lost 33 kills to 30 before time ran out) in what is still a tremendously tight mode.

Admittedly angry over my team’s loss, despite my personal domination, I tried out the Conquest mode next. Set up as your standard Capture the Point match, we were required to capture three possible stations and scored points every few seconds for each of the three we had. First to 400 points was declared the victor. Again, a very tight take on a classic versus multiplayer mode, but this time my team was victorious although my K/D was a lot worse. I shared the MVP award this time with EGM News Editor, Eric L. Patterson as I captured the most points, but he dominated on the K/D front.

Finally, we moved over to the revamped Co-op mode, Escalation. Although featured in War for Cybertron, this Transformers take on Horde mode has a new twist in that each player is required to fill one of four positions. Only one person can be a healer, one can be a gunner, one can be a shield, and one can deploy ammo. This forces a lot more teamwork and communication than in the previous version of the mode and deters anyone from being a lone wolf. Eric and I found this out the hard way as we couldn’t even get past 10 waves before succumbing to the Decepticon onslaught. Traps of all kinds littered the battlefield that we could activate for a price, and each unit had a special power to help turn the tide of battle, but even on Easy Mode, if you don’t work as a team, you’re just booking yourself one way tickets to the scrap heap.

When all was said and done, I don’t think I could have been more impressed with Transformers: Fall of Cybertron as a whole. I can’t wait to see the full campaign and how everything ties together and I really can’t wait to spend a night just making a dozen different personal Transformers for multiplayer. I think that any and all Transformers fans out there, no matter what medium may have drew them into the franchise, will find something to love about this game and am really looking forward to getting my hands on the full thing next month.

EGM Game Over Podcast 004: Surviving San Diego

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] Brandon Justice, Ray Carsillo, and Eric L. Patterson
[Date] July 13th, 2012

[Special] Brandon, Ray, and Eric travel to the San Diego Comic-Con 2012, and talk about the first few days of the show, Tomb Raider, Injustice, Fortnite, Beyond: Two Souls, the ups and down of cosplay, bringing babies to conventions, and much more.

If you’d like to hear the previous three episodes you can check them out on iTunes below.

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

In early June I had a chance to do a guest spot on Clevver Games’ hit YouTube spoof show “Riot Shield Man” as their newest villain, The Trickshotter. It was a lot of fun to get back behind a microphone, even just to do some silly voices, and I appreciate the guys at Clevver for thinking of me for this role. So check out my getting tricky with a sticky below!

Incase you missed it, Ubisoft announced a new trailer and collector’s edition for ACIII last week. My good friend Ms. Hailey Bright delivered us the info over at Clevver Games, and yours truly made a quick cameo to help her newscast. Look for me around the :30 second mark. Thanks Hailey!

I had the distinct pleasure of joining my old friend Seth Everett to review the latest project from DC Animation: Superman vs The Elite DVD/Blu-Ray. Check out the Spreecast at the link below to see what we thought! (For some reason, WordPress isn’t letting me publish the video embed code.)

http://www.spreecast.com/events/superman-vs-the-elite-official-review

Another slow week for the most part, most likely because of the July 4th holiday, but the comics that did come out were mostly quality. So let’s see what we grabbed in this week’s Pullbox! Quick note: With EGM storming SDCC next week, the Pullbox will be taking a week off!

Marvel – Amazing Spider-Man #689 – Spider-Man, along with help from the living vampire, Michael Morbius, has found a way to once again supposedly cure Dr. Curt Connors of being The Lizard. What neither knows is that although they’ve cured him of the physical affliction of being The Lizard, Connors’ brain is still that of his reptilian alter-ego and sets plans in motion to continue his quest to make all of Manhattan populated by lizard people!

For the most part, I refuse to read Spider-Man comics ever since the worst storyline I’ve ever read in my comic book loving life in One More Day. But in honor of the new movie (which was awesome by the way) and new game (also really good) I figured I’d buck the boycott for one week, especially as it involves the Lizard. What perfect timing that he’s the main bad guy in the movie (sarcasm)! Seriously though, this was a solid comic if you’ve stuck with the wall-crawler through his ups and downs then you’ll enjoy the action as it sets up an epic storyline between Spidey and one of his all-time great foes. And Michael Morbius’s presence is the icing on the cake.

Marvel – Wolverine #310 – After being out of Wolverine’s spiky hair for some time, Romulus has found a way to escape out of Cloak’s darkness dimension and has also found a way to bring Sabretooth back to life. But was Sabretooth ever dead to begin with? Going back to where his most heinous memories originate, Wolverine searches Silver Fox’s cabin and the Weapon X facility and realizes he’s stumbled into another nightmare, a Sabretooth clone factory.

You knew it was only a matter of time before both Romulus and Sabretooth came back. The idea of clones though is probably the least interesting way they could have done it. Still, Jeph Loeb is one of the few people I trust with this and the set-up so far has been tremendous. Lots of action and making Cloak and Dagger major players will be interesting if they stick around for the whole of the arc. All in all if you like Wolverine, this will have everything you love about him in it, bub.

DC – Batman: Detective Comics #11 – Mr. Toxic’s true identity is revealed as…Hugh Marder?! The man Batman has been trying to save is also the same man who is trying to kill him and so there is a lot more science involved debauchery going on as the on going theme this week seems to be clones.

I understand that DC is still trying to build up Batman’s rogues gallery (for some unknown reason since it’s the most celebrated in comics already), but this story is a bit too sci-fi for me and Mr. Toxic looks like a bootleg version of the Atomic Skull. Honestly, so far this arc has been very forgettable and has done nothing to impress me and if it wasn’t a Batman monthly, I’d probably have dropped it from the Pullbox with a lot of the other ‘New 52’ garbage DC has tried to force down our throats. Hopefully this will start to pick up, or at least end quickly so that we can start a new arc that maybe I’ll care about.

DC – Red Lanterns #11 – The Red Lanterns continue their search for what has caused their power battery to become corrupted before it’s too late. The new human Red Lantern is lost in space and following his own trail of death, Bleez is trying to beat off the Star Sapphires, and Atrocius is still using blood prophecies to try locate his abomination that started it all. Who will find the source first though?

I liked that even though there was three different stories going on at once, the pace of the comic kept up throughout and there was just enough action to keep you intrigued about what might happen next with each major character and if any of them would finally catch their quarry. It does a great job of setting up the major confrontation in the next issue that we’ve been waiting for though and will hopefully end this ‘plagued’ Red Lantern Battery arc so we can get back to seeing what Red Lanterns do best and that is kick intergalactic butt.

IDW – The Cape 1969 #1 – Set in the midst of the Vietnam War, this origin story for Joe Hill’s The Cape sees how the main protagonist of that original volume comes into possession of the demonic piece of cloth and where it gets its power from as we watch his dad fight through 1969 Vietnam.

Joe Hill is one of the best comic writers of the day and seeing him branch out from his already amazing Locke and Key series is a real treat. What’s best about this comic though is that you don’t need to have read the original The Cape to pick this up and start enjoying it for what it is. This gritty, gruesome, swear word filled first issue will blow you away with its depth and action and make you forget that its supposed to be the origin story about a soul-consuming piece of cloth. Joe Hill definitely got his daddy’s writing genes.

This week’s Monday Night RAW saw the love triangle that has been AJ, Daniel Bryan, and CM Punk start to sink the champ and the number one contender. John Cena, Chris Jericho, Kane, and the Big Show are also starting to get into each other’s heads as MITB is right around the corner. Teddy Long was this week’s Interim GM and he put on the quite the show. Quick note folks: EGM will be down at San Diego ComicCon all next week and so The Sleeper Hold will be put on hold for a week. Thanks for understanding.

Main Plot Overview: With an opening promo that really set the two main storylines off and running, it’s hard not to start getting excited for MITB. Although John Cena continued to walk the company line and turn all negatives into positives, Chris Jericho and Daniel Bryan saved the day with a hysterical catchphrase battle with Jericho obviously winning as he has a much fuller repertoire than D-Bryan.

CM Punk also came to the ring though and talked about the irony of AJ being the special guest referee for his and D-Bryan’s MITB WWE Championship match, but soon Kane and Big Show joined the fun before all hell broke loose.

Clearly, the WWE knows the WWE Championship has the best players involved right now so by putting over both Punk and Bryan’s blossoming rivalry along with re-inserting John Cena and his rivalry with Big Show and Jericho and Kane into the picture, this is the reason why we continue to watch wrestling. And the best part is how AJ finds a way to always steal the show!

Match of the Night: In terms of match quality, this was one of the weaker RAWs we’ve seen in a while. Most matches ended in only a few minutes or didn’t even get started due to classic heel maneuvers. It was good to build characters up for the MITB PPV again, but if you were looking for any kind of wrestling, this definitely wasn’t the night to watch.

But if I had to choose, I was pleasantly surprised actually by the Mixed Tag Team match between the odd team of Sheamus and AJ taking on Vickie Guerrero and Dolph Ziggler. Obviously, this was mostly a match between Sheamus and Dolph as the two put on a really good show hitting very solid spots. If they had put on this good a match at No Way Out, I would’ve walked away a much happier camper than I already was from that PPV. The end was also solid as after Sheamus Brogue Kick’d Dolph out of the ring (just after Dolph did the cowardly heel move of tagging in Vickie), AJ came in, pulled off a couple of nice moves including her Daniel Bryan-esque kick to the head finisher and got the pin.

Promo of the Night: As good as the opening promo was, especially with Jericho and Bryan trading catchphrases, and a later catty one between Eve and AJ that was surprisingly solid, the clear winner for this is Paul Heyman’s interview via satellite with Michael Cole and Jerry Lawler.

Heyman’s big announcement was that Brock Lesnar is waiting for the 1,000th episode of RAW to announce if he will participate in Summerslam (need to fill those three hours pretty badly now). But it wasn’t just this announcement, it was that he declared he had figured HHH out. That HHH wanted to be destroyed at Summerslam by Lesnar because then HHH could be a hero, the king carried off the battlefield on his shield and placed in the corporate suit he has desired for so long without losing any face with the WWE Universe or the wrestlers in the locker room. And he did with that classic Heyman venom that makes you appreciate how good a heel he truly is.

Shocker of the Night: Tyson Kidd’s quick upset of Tensai was in the running for this, but again this seemed to just be a way to build up hype and conflict between participants in MITB. But it was the frontrunner until the very end of the night.

At this point, AJ’s continued interference in matches isn’t something new or surprising. In fact, it’s getting close to the point of irritation now (I still love her though) and hopefully this storyline will start to wind down after the results at MITB. But how she decided to interfere in the CM Punk and John Cena vs. Chris Jericho and Daniel Bryan tag-team main event of the night was absolutely brilliant.

After all four men entered the ring for the standard chaos that ensues in these kinds of tag matches, Cena and Jericho fought each other up the ramp and out of sight. Punk and Bryan, the legal men, then put on a great individual effort with quick pacing, a few great spots with counters and high flying maneuvers, and then AJ made her appearance. When ignored by the two terrific tacticians in the ring though, she resorted to desperate measure and pulled out a table. Maybe like the Dudley Boys of yesteryear, she’s got a thing for wood. Anyway, she climbed to the top turnbuckle and made it seem like she was going to put herself through the table. Finally, Punk and Bryan’s attention was got and they moved over to convince her it wasn’t worth it. When in the right place, AJ then pushed them both through the table, started laughing maniacally, and started a ‘Yes’ chant all her own. My jaw dropped as my fellow New Jersey AJ native pulled one over on the WWE Champ and number one contender. Wow.

Cheap Pop of the Night: Continuing the trend leading up to the 1,000th episode, Heath Slater has been taking on WWE Legends. And for a good while I thought this would be the week the streak of this being the ‘Cheap Pop of the Night’ would be broken as Doink the Clown returned to a WWE ring…unfortunately. Lucky for Heath though as he finally broke his losing streak and emerged victorious. The cheap pop came though when DDP, Diamond Dallas Page, walked down to the ring to congratulate Heath on the win. After a hearty handshake, not surprisingly, DDP then hit the Diamond Cutter and the crowd erupted.

Honestly, DDP looked in bad shape. He was deathly thin and I thought he was going to hurt himself doing the Diamond Cutter and looked the worst of all the Legends to come out for this segment so far. I also wonder what sorry sap had to come to ring dressed as Doink as I highly doubt it was the original.

Set in a world just like ours, The Secret World asks what would be if all the monsters, myths, and legends we’ve told over the years were actually true…and gives you a chance to kick their butts. We sat down with Martin Bruusgaard, Lead Designer on The Secret World to pick his brain about it all as the game launches today.

EGM: Instead of your typical class or level systems, The Secret World touts being ‘highly customizable’ when it comes to your characters so there isn’t the standard level grind of a lot of other MMOs. How do you think this will affect the draw of your game to the more hardcore MMO player who is used to these systems and how does this customization feature work in powering up your character?

Martin Bruusgaard, Lead Designer: I think hardcore MMO-ers will find this as a very welcomed break from the norm. I think players have been waiting for a game where they’re not locked down to a class, but rather let the players forge their own play style. Remember that when you play a class, you are locked down to that class forever. If you want to try a new class you have to start a new character and then play through all the content you played before, while your friends are all in the endgame. In The Secret World you can swap out abilities whenever you want, except for when you’re in the middle of combat. This means that the different strategies to take down a difficult encounter multiplies thousand fold, and this has always been the design intent; To give players the freedom to make smart decisions, and reward them for it.

EGM: The game takes place all over the world in both real world locales and fictional settings. With the real world settings it is easy to draw inspiration from, but where did you get your designs for the mythical places your adventure in The Secret World will take you?

MB: What do you mean by fictional setting? Everything is true! Hehe, joke aside, we have a fantastic team who have investigated all types of myths and legends all around the world. We developed many different concepts for the different locations, and went with the ones that seemed most plausible in our real world setting. Since we are mimicking the real world, OUR real world, it’s very important that even the fictional locations are believable. We are trying hard to make it feel just like another place you can visit. What does El Dorado look like today? What is all this machinery doing in Hell? Play the game and find out!

EGM: Aside from these mythical locations, much of the game draws from various mythologies, local legends, and pop culture and even features time travel. How was it to try to strike a balance between these creative elements to make them still feel new and refreshing to players?

MB: As I mentioned, we have a great team that investigates all these different elements of our world, and a lot of the challenge are incorporating this into the game world in a believable fashion. I really hope players will appreciate the amount of research that has gotten into the game. Everything from NPC names, to item names to little snippets of information you can pick up through the lore system. Some players will probably enter our travel hub, and think “Cool, they have a travel hub”, but I hope most of our players will actually Google why it’s called Agartha…

EGM: A key to any MMO is PvP. Talk to us about how The Secret World‘s PvP works in a world without leveling and what makes it stand out from the competition. 

MB: First of all I should mention that we have 3 factions, The Templars, The Illuminati and The Dragon. Having three sides in PvP always creates more interesting gameplay. There’s never 2 sides just butting heads, but one always have to look out for that joker in the mix.

We have 3 different kinds of PvP. In each hub, we have a fight club, which is a free for all PvP arena. This is a perfect spot for players to practice dueling, or just to test out their builds. Players are also already making plans to host PvP tournaments there. In addition to that we have the Battlefields. These are legendary locations all over the world, which the secret societies fight over. The two locations we launched with are Stonehenge, and Eldorado. Stonehenge is a king of the hill type of match, where each of the three secret societies has sent a team of five players to battle over who gets to control the power of Stonehenge. In Eldorado, the secret societies have sent a team of 10 to battle over some ancient Mayan artifacts. This is a capture the flag type of gameplay, but the twist is that instead of bringing the flags back to your base, you have to pick a spot on the map and defend them with your life.

Finally we have the Warzones, which are persistent PvP playfields that can hold up to 275 players simultaneously. Players fight over control of different facilities, and the cool thing is that the bonus for controlling these facilities is distributed across the whole secret society, not just the ones fighting. So you can basically go in there, kick ass, and become the hero of your secret society, since they all benefit from your efforts.

EGM: Another thing that we noticed makes The Secret World stand out a bit is the audio. From the moans and groans of the undead to the citizens you try to help, it sounds like there is a voice actor for every character in the game! What went into the audio production in the game and how important do you think it is to setting the supernatural mood?

MB: We are putting huge emphasis on the sound in our game. We have gotten some fantastic music composed that really sets the tone perfectly if you’re walking in a back alley in London, exploring the forest in Transylvania or traversing the desert in Egypt. We have also gotten some world class voice actors to give life and soul to the various characters the players will encounter. We give out quests or missions as we call them, a bit differently in our game. The characters the players will meet in the game world will never ask for anything specific from the player, but rather tell them a snippet of their own life and the situation they’re in. Therefore it’s very important that their voices are first class, and that the players believe and empathize with them.

EGM: The elephant in the room is obviously you guys have a subscription base going in. You’re starting to see a lot of MMOs move towards the Free-to-play route. Was this ever an option for you guys? Is there a possibility of that happening in the future? What made you stick to this route?

MB: We’ve obviously considered several business models, and we concluded that the subscription model was the right one for The Secret World. There is definitely still room for the subscription MMO provided you can supply the level of quality both in the launch version as well as in the ongoing updates after launch.

EGM: You’re wrapping up the beta here as the game prepares to drop July 3rd. How important has the beta been towards making the push to the final product and making those last tweaks to the game world, especially so close to launch?

MB: It’s been incredibly valuable. We have had some fantastic testers, which actually focused on testing, instead of just playing the game for a couple of hours to see if they will buy the game at launch. We have reacted to their feedback continuously, and have patched very frequently. We have also set up runs with the testers where the developers went in as observers to see what issues the players were facing, what they could potentially exploit, measure the difficulty rating, etc.  It has been a very successful beta in our views, and we are very grateful to all our testers.

EGM: The game’s story does come to an end after a long and winding road, but are there any plans in the future for add-ons possibly already in the works or a fourth faction maybe to play as aside from the Dragons, Illuminati, or Templars? 

MB: We have lots of plans for the coming years! The story does not end, but a chapter finishes. It will give the players some closure and more understanding of The Secret World universe, but there are still questions to be answered. As the players play the game, they will realize that there are definitely other factions at play here, but if the players get to play as them remains to be seen. We will release our post launch plans, and our content update info relatively shortly after launch.

A huge week last week means no surprise that this week was a bit of a lighter hit on the ol’ wallet. That doesn’t mean we didn’t have some quality comics though for us to deliver in this week’s Pullbox!

Marvel – Wolverine and the X-Men #12 – Wolverine and the Avengers continue to keep Hope away from the Phoenix Five as a massive fight breaks out in one of Wolverine’s favorite dive bars. Hope escapes though after Wolverine and Rachel Grey have an impassioned speech explaining both their cases and Rachel must return to Cyclops empty-handed.

So, I’ve been avoiding the whole Avengers vs X-Men event, but with the slim pickings this week, it was an inevitability. There were a lot of great things about this issue. The two-page spread of the Avengers amping up for battle was the first ‘Oh wow’ moment I’ve had in a while from a comic book in terms of art and with the cheap shots that Wolverine throws at Rachel like saying it’s great her mother wasn’t here to see this was just wonderful writing. It shows how personal this fight has really gotten. The only thing better was the ending where you see that Rachel starts to remember who she really is and Gladiator finally reaches Earth, setting up an epic fight for the next issue!

Marvel – X-Men Legacy #269 – Rogue starts coming into her own as she sees the real good that the Phoenix Five are doing and borrows Iceman’s powers for a short while to assist some folks down in the Gulf of Mexico. Unfortunately for her, Ms. Marvel crashes the party (looking as hot as ever) looking to talk. Rogue isn’t really in a talking mood though.

Again, this issue shows how personal things are starting to get for a lot of these characters as Rogue tries to absorb Ms. Marvel’s powers again and Ms. Marvel freaks out as these two had a long and sordid history caused by Rogue absorbing too much for a long time and putting Ms. Marvel into a coma. The fight though between Rogue with a hint of Ms. Marvel’s power and a hint of Iceman’s versus a fully powered Ms. Marvel was epic to see play out, but I admit I was a little disappointed in how brash Rogue acted as it didn’t offer up a chance for the quality dialog like what we saw in Wolverine and the X-Men. The twist ending though with Magik helps us see where this whole event is going though as it looks like a lot of the X-Men not touched by the Phoenix may start rebelling soon.

DC – Before Watchmen: Nite Owl #1 (of 4) – The Nite Owl we know from Watchmen is actually a legacy hero, carrying on the mantle for the original when he grew too old. This book explores his origins, his relationship with Rorschach, and his first encounter with Dr. Manhattan and Silk Spectre, also a legacy hero at that point inheriting it from her mother.

Honestly, this Before Watchmen event has been hit or miss with me so far and DC is only batting .500. The Comedian book was stellar, Minutemen and Silk Spectre were both disappointing, but Nite Owl falls on the side of awesome. Seeing how young Daniel was inspired by robotics and designed a lot of his tech from an early age was something we never really saw from the character. Or the crush he instantly developed for Silk Spectre. His rapport with Rorschach was also comical and so this book lays an interesting foundation of action, humor, and romance in only its first couple dozen pages in this first of four mini-series.

DC – Green Lantern: New Guardians #10 – The Reach are on the verge of claiming the Hope Lanterns’ Power Battery, but Kyle, Arkillo, and Fatality arrive on the scene to provide aid and allow the Hope Lanterns to reach their full offensive potential. But is the battle already lost and what will happen should the Hope Power Battery fall into the wrong hands?

It’s rare to see the bad guys win in comics, but Kyle’s uncharacteristic lack of hope is the downfall for the group here. Saint Walker is not pleased with abandoning the homeworld of Hope and you may start to see some other lanterns exercise other emotions…like rage. I admit, this new Green Lantern monthly has slowed down some in the past few issues and it doesn’t seem to know what direction it wants to take. The characters are definitely dynamic enough if properly written, but aside from Arkillo and Saint Walker, no one has really stood out since the first couple of issues. If this trend continues, this monthly may no longer have a place in my box.

IDW – Teenage Mutant Ninja Turtles #11 – The TMNT are still without Master Splinter, but a lucky break may point them in the direction they need to finally track down the Foot headquarters and bring home their father. Meanwhile, Splinter is trapped in a life or death battle against the entirety of the Foot Clan as the Shredder watches on!

Kevin Eastman’s return to comics with a re-launched TMNT has been glorious and this issue continues that trend. It’s build up to the battle we’ve longed to see between Splinter and Shredder is terrific and Splinter’s inner dialogue is something of pure beauty, only eclipsed by the banter the two ninja masters have with each other as Splinter takes down lackey after lackey. It will be interesting to see where the turtles themselves go from here though as the spotlight really hasn’t been on them for a couple of issues and if they can get to Splinter in time before exhaustion allows one of the Shredder’s deadly blades to hit a critical blow and just what will happen when they take on Shredder for the first time.

Zombies aren’t always the biggest concern…

Continuing the five-part series based on Robert Kirkman’s celebrated comic book, Telltale’s second episode of The Walking Dead will leave you horrified, disgusted, and inexplicably craving more by the time you’re done.

Subtitled Starved for Help, this tale takes place three months after the end of the first episode and sees Lee, Clementine, and the rest of the survivors from the first chapter bunkering down in an abandoned motel. Running low on supplies and even lower on food, the group starts to turn on each other, with Kenny and Lilly vying the most to assert themselves as the alpha dogs. All seems lost, but other survivors suddenly approach the gate and offer a trade that seems too good to be true: food for fuel.

It turns out these survivors happen to own a dairy farm up the road, so Lee and the rest of the gang set out to explore the grounds in order to see whether a change in venue might give the group a better chance of surviving. But along the way, they run across bandits—and, when it seems like these aren’t just any ordinary old dairy farmers, Lee realizes that the zombies aren’t the only monsters out there in the world…

If you enjoyed the first episode of The Walking Dead, then Starved for Help definitely won’t disappoint. The continued character development of the core group—with the introduction of several new members to your ragtag band of survivors—constantly intrigues. All decisions and non-decisions are even more critical this time around, and I loved the fact that the zombie invasion really serves as more of a simple backdrop for this episode—the whole motif surrounding humanity’s dark side will make you rethink a lot of your decisions as the game unfolds. And all I can say is that I can’t wait until more of my friends play so that we can discuss certain scenarios and explore how we all handled them differently. Personally, I was in the minority for some and the majority for others; the stat tracker that illustrates how other Walking Dead players approached the game is a highlight of the experience.

That’s not to say that this episode is without its flaws, though. Lee’s walking pace is dreadful, and though this understandably builds suspense at times, it just feels like a drag most of the time—it takes forever to walk from one end of the farm to the other. I just wish that, in certain scenarios, the player could hold down a button, and he’d break out into a light jog. There’s a zombie apocalypse going on, man—show some hustle! I also love how, no matter how big an item Lee may add to his inventory, it magically disappears when he places it behind himself—like he’s got a wormhole in his butt that he uses to dispose of all large items.

If you love The Walking Dead and enjoy point-and-click adventures, though, this series may well be Telltale’s crowning achievement when all is said and done. Until then, we’ll all just have to endure the painful wait until the next episode, Long Road Ahead, finally becomes available later this year.

SUMMARY: The second episode in this five-part series cranks the twisted-ness up to 11—and may push you in directions you never even thought possible. 

  • THE GOOD: A twisted story chapter that shows zombies may not be the only monsters out there…
  • THE BAD: Lee’s lackluster walking pace needlessly extends the experience.
  • THE UGLY: Human-flavored beef.

SCORE: 9.0

The Walking Dead: Episode 2—Starved for Help is available on XBLA, PSN, and PC. Primary version reviewed was for XBLA.