Latest Entries »

Starting a Revolution

The Assassin’s Creed universe has become one of gaming’s most dynamic and fluid on-going stories as it explores history in a unique and thrilling way. Turning some of history’s most interesting personalities and settings into some of gaming’s most interesting sidekicks, antagonists, and levels, you never really can predict where they are going to go next until Ubisoft reveals the next step themselves. And now that they’ve pulled the veil back on Assassin’s Creed III, the questions have all shifted to just what can we expect next from a game that is being put together by the team who did AC1 and AC2 and has the best and brightest from Brotherhood and Revelations coming on board as well. Fortunately, EGM has some of the answers.

The first thing we have to talk about is the time period. Many have stated that the game takes place during the American Revolution and although this is true, it might be more accurate to describe it as Colonial America as the game will actually start in 1750 and end somewhere in the 1780s so you’ll see many events leading up to and post-war as well. There will be plenty of battles from the American Revolution, of course, as this wouldn’t be the largest Assassin’s Creed yet if they didn’t explore much of that in detail, but don’t be surprised if a lot of the fun is just trying to work your way through 1760s and early 1770s Boston and New York with a heavy red coat population looking to hunt down our newest assassin. Boston and New York will also serve as your two primary hub locations during different years for much of the game.

And speaking of our newest assassin, we finally have learned how Desmond’s bloodline made the great leap across the Atlantic. Connor, a half-European, half-Native American, will have to explore and embrace both his Native American heritage as part of the Mohawk Nation and his European roots if he is to overcome this new Templar threat that will have him working both sides of the American Revolution as he fights the Assassin/Templar war from the shadows. Part of him embracing his Mohawk bloodline will be in the form of the weapons he will use.

The first new weapon that fans will immediately embrace is the tomahawk. For those who prefer up close, brutally bloody moments, this handheld axe will fast become a favorite for many. There is also the bow and arrow that will lend a completely new element to taking out enemies stealthily due to the quiet nature the weapon. Although we did not see any game play with the bow, we were promised it would be there and that it would change how many approach missions as assassins. There will also be the return of iconic weapons such as hidden blades and there will be A LOT more guns due to the advancements in gunpowder over the years that Connor will be able to take advantage of if he can get his hands on a few. I’m sure the British can lend our new hero a few, no questions asked, right?

Another new weapon though that got most of our attention was the rope dart. Not quite a grappling hook, the rope dart can also give Connor some ranged attacks as well as really strike fear into nearby patrolling troops. We also saw it in action for one encounter, but it definitely let its mark on us. Connor was perched in a tree as a British patrol of about six soldiers walked by. Connor threw the rope dart into the chest of one of the patrolmen and then jumped off the branch of the tree still holding the rope, basically hanging the now dead red coat to serve as a warning for later patrols. Connor then leapt into combat with the remainder of the group and we saw some thrilling new counter-kills including one where he placed a rifleman’s head against his own gun and used his foot to blow the soldier’s brains out.

Now, I had mentioned that Connor had been in a tree when that sequence started and that is because many of your missions, about 30% to be exact, will be taking place on the frontier. Since much of America was still wilderness in the 18th century with just a few cities serving as colonial hubs that would later expand outward, it would make sense that much of the game has Connor moving through this untamed land. And since the game takes place over such a large period of time, you will see many areas in both winter and summer. So a lake in one level could be frozen over in the next so you could then run over it. And being in the Northeast, this also means a lot of snow for you to move through that affects Connor’s speed and stealth abilities, but was absolutely gorgeous to look at, even if it is more recommended that he try to stick to tree branches.

And since much of Connor’s free-running in these areas will have him moving through trees and over rocks, the AC team gave him the most fluid climbing mechanics yet as many of the foot and hand holds that we are accustomed to are no longer present and Connor will have to improvise on the fly. And with the frontier being 1.5 times bigger than Rome was in Brotherhood, it’s a good thing that Connor can climb trees to help get around more quickly in this massive piece of real estate.

Another interesting aspect of the frontier, and again continuing with Connor’s Native American heritage, will be his encounters with wildlife. Startling animals could alert soldiers to his presence, but skinning and killing them could also allow him to sell meat and fur back at the city hubs for money and I am sure several side-missions will center around this mechanic.

And speaking of city life, Connor will spend a good portion of his time here, too. More NPCs than ever before will be seen on screen in the hustling and bustling Colonial New York and Boston that will be in ACIII. There is also new free-running mechanics here as the chase-breakers from multiplayer have found their way into single player. Now you can dive through open windows and cut through actual building or apartment interiors when being chased to escape your foes, making this easily the largest Assassin’s Creed game yet, inside and out.

Mentioning NPCs reminded me though that Connor will not be alone in his fight. Some of history’s greatest characters will once again be getting the Assassin’s Creed treatment as George Washington and Ben Franklin will be mission givers in this game as you take part in history yourself with Paul Revere’s Midnight Run or take orders from General Israel Putnam at the Battle of Bunker Hill. And speaking of Bunker Hill and NPCs, the most impressive thing I’ve seen in games in a while was the rows upon rows of individually rendered and modeled British soldiers during the Battle of Bunker Hill.

When prompted as to how many were on screen at any given time, the folks from Ubisoft assured us there were over 2,000 British soldiers on screen at any one moment firing volleys of bullets from their 18th-century rifles as we moved through the trenches, trying to be stealthy in the middle of a war and not get shot by accident, as we approached our target, a British captain and high-ranking Templar official, who was assassinated in one smooth running motion as Connor took advantage of the chaos of battle around him.

When all was said and done, with everything that we had seen, I was quite simply in shock. The massive world, the new characters and weapons, and the setting were enough to knock my socks off. The new game play and combat elements the Ubisoft team had implemented along with working our way through the frontier were absolutely gorgeous to look at and if they are anywhere as smooth as many of the elements from the previous Assassin’s Creed games, then there is not a doubt in my mind this will be the greatest adventure yet. I just wonder how Desmond feels about all this.

I ain’t afraid of no Ghosts

For a lot of shooters nowadays, the idea of patience is taboo, like it was some naughty word or an out of date, ignorant way of thinking. Run and gun has become synonymous for the most part with this genre, especially those of the first-person, military-based variety. Many franchises that even once revolved around stealth have abandoned their proud roots for the sake of just getting the bullets to fly as fast and as furiously as possible. The folks at City Interactive though feel there is still a strong base of gamers out there who would enjoy a more involved simulation that rewards you for taking your time, being precise, and not making a sound. And so we here at EGM got into our best camos, snuck into our game room, and sat down for a demo of Sniper: Ghost Warrior 2.

The first thing we immediately took notice of was the detailed and rich environments we saw in the two-level preview we were given. Courtesy of the power of CryEngine 3, the levels we saw were massive in scope yet still were able to highlight the tiniest of details as if we were actually in those locations. Also, whereas in the first game you were relegated to jungle environments, you’re going to get a lot more diversity in Sniper 2 in terms of location and that was evident in that we saw both an urban and jungle level in our demo, and we were promised some campaign levels in the Himalayas, although we did not actually see them.

The new engine also allowed a lot of the A.I. issues that those who played the original Sniper complained about to really be cleaned up with enemies reacting much more dynamically to you when you were spotted. The new engine also allows a lot more enemies on screen at once. Really focusing in on the stealth elements, there were whole sections of the levels we saw where discretion was the better part of valor and it was much smarter just maneuvering around enemies instead of engaging them in any way.

There is also a lot more feedback being given to the player. Picking up enemy snipers from the glint on their rifles, tagging patrolling foes via binoculars, and a whole new detection system have been implemented to help you work your way through levels.

“The main difference compared to the first Sniper Ghost Warrior in terms of detection feedback is we were only telling players if we were being spotted at the moment, but it never told us from which direction. So we added the direction tracker to make it easier to maneuver away from enemy sights as now only when the indicator fully fills up does it actually register with the enemy A.I. that he’s spotted us. So if I move slowly and carefully enough, I can correct any errors I may make and back up back into cover,” said Sniper Ghost Warrior 2 Producer Michael Sroczynski

Aside from the A.I. and environments though, there is even more going into this franchise facelift. Your rifle selection has increased to allow for bolt-action rifles. There are now several different stealth kill animations including kidney stabbing and throat slitting. You can blow off enemy body parts if you hit them in the right spots with the right weapons and ammunition. And, of course, bullet cam is returning, where when you get those special kills, whether it be a really far off enemy or the last guy in a crowded room, the camera does a panoramic around the bullet as it releases from your rifle and tears through the flesh and bone of your foe, putting him down like the dog that he is.

City Interactive is also implementing a Custom Difficulty mode on top of the traditional Easy, Medium, and Hard modes. This Custom Difficulty will allow you to choose what assists you do or do not want. If you want wind resistance to be on, but not gravity factors, or if you don’t want to have to take weights and balances into account, but still want to be able to hold your breath to steady your shot, then this mode will be perfect for all those micro-managers out there. But, if you want the most accurate sniper simulation possible, then leaving most of those factors on is the way to go.

With our demo complete and dozens of digital denizens’ brains blown out, I admit that the only thing I could think of was that fellow fans of stealth and headshots should definitely be looking forward to this game. If this tasty tidbit was any sign of things to come, then I can’t wait to grab my spotter and head back into the shadows when Sniper: Ghost Warrior 2 releases this summer on Xbox 360, PS3, and PC.

If I Could Turn Back Time

The idea of the treasure hunter is nothing new and has been around probably for as long as there has been treasure to hunt. But Blades of Time, looks to put an interesting spin on this age old premise by mixing equal parts attractive looking protagonist with some sweet elemental time powers and seeing if it can’t make something that is worth playing.

You play as Ayumi, a girl whose good looks are only outmatched by her greed and so when she hears word of an alternate dimension with countless riches, she storms into the sanctum where the portal to this world is held with her mentor, a man named Zero, and takes no prisoners. Once in this alternate dimension, a place that you find out is called ‘Dragonland’, Ayumi gets more than she bargained for though and falls katana-first into an ageless war between chaos and order and only by tapping into the powers of both can she hope to survive.

And, of course, Ayumi will be expected to fight through this new world in order to save her hide and has more ways to do so than you’d expect to find in even the most polished of hack ‘n’ slash adventures. She’ll wield a pair of patented katanas, a plentiful amount of rifles, and various elemental powers, including time, which is obviously referred to in the title and thus takes center stage with your magical abilities, and creates many of the more interesting combat dynamics.

Many of the foes you’ll face, especially the larger ones, outgun Ayumi in a lot of ways. Thus, the only way for her to make any progress is to use the time rewind powers bestowed upon her when she first entered Dragonland to her advantage. By doing this, Ayumi can create duplicates of herself that will mimic the actions she performed in the last few seconds. You can literally create a small army of rifle firing Ayumis to immediately shatter a foe’s shield or hack away with a hundred katanas. And it is quite the sight to see all these echoes of the curvaceous blonde running around a battlefield, causing carnage in their wake.

Of course, the downfall of this mechanic is the fact that many of the enemies require this technique to be used on them later in the game. Therefore, the game starts to become a bit of a grind as you move through various vibrant and colorful sections of this war-torn dimension you find yourself in with really only one or two combat options later on as opposed to early in the game and that in and of itself just seem counter-intuitive.

With all these weapons and powers at her disposal, the thing that I was most impressed with though was the ease with which I was able to switch from swords to guns and to magic. This helped with the pace of many battles and with a dozen Ayumi’s running around, helped keep things feeling frantic and exciting in terms of action, even if I really had the situation well in hand the whole time as my combat options became more and more limited as the game went on.

Unfortunately, the game really falls apart when it comes to the plot and character development of Ayumi, Zero, and the other characters you come across in the game. Ayumi is left as a plain, one-dimensional character until the very end of the dozen-hour experience where you maybe start to see a crack of personality form. By then though, you’ve become bored of her and the miserable voice acting that litters the game in both mid-level banter and poorly animated cut scenes, all of which is, of course, just a vain attempt to forward what was a very weak plot to begin with. This lack of a fleshed out story makes the grinding in the later levels even more painful as you are denied the proper motivation to really see this character through to the end of her journey because you never care about her or her cohorts and therefore are denied your just rewards with a satisfying conclusion.

The game does offer some replay-value in that once you beat the game you can play it again on Hard Mode and it has various collectibles scattered about Dragonland that are supposed to help fill in the back story, but are just as vague and lifeless as the voice acting in the cut scenes. There is also a multiplayer mode called Outbreak, which is the game’s twist on Capture the Point and can be played against or in co-op with several friends, but isn’t anything particularly special.

When all is said and done, Blades of Time surprised me with its tight controls and interesting time manipulation dynamic that offered a nice change of pace to your typical hack ‘n’ slash experience. But with a lack of plot and character development throughout my entire time playing the campaign, I just could never bring myself to really care about this game as much as I wanted to.

SUMMARY: Some solid combat dynamics can’t make up for the fact that the plot and character development, or lack thereof, falls flat in every way.

  • THE GOOD: Great combat dynamic between the guns, swords, and time powers
  • THE BAD: An overall lack of plot and character development
  • THE UGLY: Don’t you just love it when lips don’t sync up with words in EVERY cut scene?

SCORE: 6.5

Blades of Time is available on Xbox 360 and PS3. Primary version reviewed was on Xbox 360.

Catchin’ Thieves Just Like Flies

Since developer Beenox took over the Spider-Man franchise for Activision, they’ve put out a couple of great Spidey titles that gave fans of the wall-crawler hope for his future in video games. But now that they’re going to do a game based off of a movie instead of an original story, many are wondering if the developer will have enough wiggle room to produce the top-tier title fans have started to expect from them with the web-head.

After seeing a brief demo of The Amazing Spider-Man, I have hope renewed. Although the game will be released about a week before the movie actually hits theaters, the game takes place after the events of the movie and will feature Dr. Curt Connors (no word on if he’ll turn into the Lizard in the game), Gwen Stacy (basically confirming she won’t get killed off in the first movie), and our dear Peter Parker. Aside from them, exclusive to the game we also saw a very bestial looking Rhino (although we’re not allowed to go into much more detail than that).

Beyond the characters though, the thing that really jumped out at me was the look. Crisp, clean, and very cinematic, Beenox has taken their time to craft what is shaping up to be their most life-life Spidey yet in a fully realized Manhattan. And part of this was the camera angle, especially when web-slinging.

“The camera is more of an over-the-shoulder shot than a traditional third-person view and is much closer than in any previous Spider-Man game ever when web-swinging. It gives you this incredible connection to the character. This is extremely different from anything anyone has tried before in a Spider-Man game and, for me, this provides the most outstanding web-swinging experience ever because of that familiarity you quickly develop with Spidey from it,” said Dee Brown, Studio Head at Beenox when talking about the new cameras while swinging around Manhattan.

And speaking of getting around Manhattan, the movement was definitely one of the key aspects of the demo shown to us. One of my favorite sequences involved Spidey trying to get to the front of a high-speed car chase, using both his normal webs, and a new move called “Web Rush” where Spidey can stop in a moment and pick a specific point he wants to throw his web. The game engine then performs real-time computation to get Spidey to that point in the fastest, most acrobatic way possible. When Spidey got to the front of the chase, we were rewarded with him spinning a massive web that caught the entire getaway vehicle and left the robbers high and dry for the cops to clean up with a very distinct Spider-Man calling card.

The web rush ability was very cool to see, and it showed off how powerful Beenox’s new engine is, but my only concern is that there were a lot of yellow Spidey silhouettes showing where he could go and I hope that they will only be active during the mode or that those silhouettes were still early build markers as I could see that getting distracting very quickly in game.

Aside from the movement, we also saw some of Spidey’s new combat. Incorporating some of the stealth maneuvers Beenox had played around with in Shattered Dimensions with Spider-Man Noir, Beenox has it now so that in the indoor areas Spidey will traverse, he can either go in with web-shooters blazing or take the sneaky route and really strike some fear into the foes he will face.

Although the game is still a few months from release, again, what I saw gave me a lot of hope. Beenox knows they’ve set a pretty high bar to hit and know that being tied to a movie can both help and hurt them. But from what I saw, I think everyone is just going to really enjoy being Spider-Man again and I, for one, can’t wait to see the finished product.

Get ready to hate eggplant again

Many of us who grew up with the NES fell in love with the idea of a little angel who was trying to save the heavens from a nasty demon with snakes for hair. Then we played this game and proceeded to throw and smash many a controller due to what would become its legendary difficulty and would need to go to anger therapy for being turned into an eggplant over and over again.

But still, all this was part of the charm of the original Kid Icarus, and many of us wondered why we never received a true console sequel. Sure there was a Game Boy version in 1991 that was really just a dumbed down version of the original and we’d later be teased and taunted by Pit being a fighter in Super Smash Bros. Brawl. But now, finally, after so long, Pit is back to serve the goddess of light, Palutena, and save the world once again from Medusa. And Medusa has a few surprises in store for our dear Pit, including a dark doppelganger of our hero, the return of her lieutenants like Pandora, and yes, that damned Eggplant Wizard as well. At least now the eggplant thing is only temporary though (although I would’ve loved to have seen some 3D nurses).

But, although Eggplant Wizard may no longer be as infuriating as he once was (or his new cousin Tempura Wizard that can turn Pit into a shrimp), there is still some great difficulty to be had with the new Kid Icarus: Uprising. But if the normal experience should prove simple for some of you out there, you can make the game more difficult before hand by sacrificing found hearts to the “Fiend’s Cauldron” before each chapter and amp up the Intensity to a level 10 (the game starts at an Intensity level of 2). This can lead to finding bigger and better treasure in a level, but will also throw a lot more and stronger enemies at you and if you should die, you lose all the hearts you used to increase the difficulty in the first place.

Unfortunately, the “Fiend’s Cauldron” isn’t the only thing that makes the game difficult. Some of the game’s inherent difficulty also stems from the unusual control scheme. All of the action from the game stems from shooting with the L Button, moving with the circle pad, and using the stylus to aim and look. Each level is broken into two parts. The first is always an on-rails in the air style shooter where Palutena is guiding Pit’s wings and all you have to do is shoot enemies as they come on screen. This works fine with the odd controls.

The problems always arose during the second part of each level when Pit was on the ground and the game became more of a traditional third-person shooter. It was difficult to target enemies, move the camera around with the stylus, and really just figure out where you were going at any time or where you should be looking. I would have killed for some sort of Z-Targeting system like in The Legend of Zelda games (or a second joystick like every other shooter made in the past decade) just to help me keep my bearings with a lot of the foes, especially during the epic boss battles. And although the included stand does help alleviate some of the strain that comes from having to hold the 3DS so awkwardly whenever you play, it also limits you to where you can play as it only works best on a table or flat surface of some kind. Trust me, I tried it in my lap and a few other places, and tables are your best bet.

Despite this, you’ll probably be able to force your way through most of the game as long as you take it in short spurts of only a couple of chapters at a time. And because of the humorous writing and great story, you’ll definitely be compelled to finish the story mode. Not to mention, the ability to use nine different types of weapons with a bevy of options in each category really helps keep the game play from getting too boring as you get new weapons through a variety of different means.

But, here I am getting carried away with how awesome the story mode is, and I almost forgot that there is also a huge new multiplayer component to the game as well. First, you can use AR cards included with the game or Idols collected in game to duel various creatures from the game’s universe against each other with the 3DS cameras. There are also “Light vs. Dark” team-style and “Free-For-All” versus arena modes where you can battle up to six players with your own customized Pit depending on what weapons you find and use in the game.

The game is also pleasing to the eyes and ears as no two levels, in story mode or versus, look alike and take advantage of a bright and colorful design palette, and the voice acting, especially for Pit and Palutena in story mode, who fill in most of the gaps of the story with some witty mid-level banter, is simply top of the line. Add in some remixes of classic NES themes and a few new tunes as well and the audio/visual component of the game is superb all around.

When all is said and done, although the controls may be frustrating at times and take some getting used to, this is a very solid game. Great visuals, tremendous depth of game play modes, and a fully realized plot that is brilliantly executed on every level makes this probably a must have for every 3DS owner out there.

SUMMARY: A brilliantly written and executed new chapter in the long-abandoned, but never forgotten, Kid Icarus franchise that will appeal to new and old fans alike with its amazing depth and stunning visuals.

  • THE GOOD: Great action and writing throughout
  • THE BAD: Unusual control system can get uncomfortable after long periods of time
  • THE UGLY: How about a two-decade long wait for a true sequel

SCORE: 8.5

Kid Icarus: Uprising is a Nintendo 3DS exclusive.

None Shall Pass!

High fantasy seems to be the soup de jour in the games industry nowadays with games like Lord of the Rings, Elder Scrolls V: Skyrim, Game of Thrones, Kingdoms of Amalur, etc., etc., either having just been released or are just beyond the horizon. But something that hasn’t been beaten to death is the Tower Defense genre and since high fantasy lends itself to that discipline rather naturally (think castles and stone forts), enter now Defenders of Ardania ready and willing to fill the gap. This isn’t your typical Tower Defense title though as it interestingly mixes in some RTS elements that encourage you to think both offensively and defensively as well.

As the ruler of a prosperous fantasy kingdom, your wealth and resources has obviously attracted a horde of malcontents who wish to raze you for every last coin you may have. But by implementing some serious strategy, you can weather the storm of both human and demonic foes. To ensure your victory though, you must also march your army down the enemy’s throat with wave after wave of your own soldiers.

The ideas that Defenders of Ardania throws out there are all well and good, but like so many games that try to cross-breed game play types, a failed marriage between two or more elements can lead to a bigger disaster than had a single game play style been used and failed. The Tower Defense base works fine as you place ballista, spearmen, archers, and various other well equipped fortifications around the battlefield map. Even the magic spells in your inventory work to help even the odds as space runs out quickly on the field for you to place your towers. But the RTS element is woefully under-developed as each wave you create of soldiers must walk a clear path towards your enemy’s castle and they are as mindless as the towers you place. You let them go and forget about them. So although there is some strategy there as you must pick what units to send and what paths for them to take, you can mostly forget about them after you create them and hope they carry out their pre-ordained mission.

The worst part of this is that once you create a sound enough defense, as the old sports adage of “defense wins championships” was taken to heart it seems in the game design, your enemy has typically done the same and you can’t muster the proper offense you need to win as your mindless drones march to their doom over and over again, often resulting in long drawn out matches on even the easiest difficulty settings as you try to force your way past a virtual stalemate. One nice thing about the game though is the multiplayer as when you insert human error into the equation, there is a better chance for a match to progress at a decent pace, or if a stalemate does occur, for one player to get tired and give up.

The sound is irritating as well as your narrator and chief advisor sounds like an awful Sean Connery impersonator and he may be the best of the voice actors you come across as you move through the levels. The visuals are at least bright and vibrant enough to offer some distraction from this, but there are a lot of pretty games out there I’d rather devote my thinking power to.

When all is said and done, Defenders of Ardania was a nice concept, but poorly balanced execution and a tired, unoriginal story keep this from being anything special aside for maybe some Tower Defense diehards who have been waiting for something to come along in the genre.

SUMMARY: The marriage of RTS elements with a Tower Defense base fails to work as smoothly as necessary for this game to be anything memorable.

  • THE GOOD: Beautiful, stylized high fantasy setting
  • THE BAD: RTS and Tower Defense elements don’t blend as smoothly as necessary
  • THE UGLY: Bad Sean Connery impersonator serves as narrator

SCORE: 5.0

Defenders of Ardania is available on Xbox 360 (XBLA), PS3 (PSN), PC, and iOS. Primary version reviewed was on Xbox 360.

Get Over Here!!

Something that has littered much of the Vita’s launch has been ports of popular games from last year that could easily make the transition. And fighting and racing games are typically the easiest of the easy for the bunch. So, I admit, when I heard Mortal Kombat was coming to the Vita, I just shook my head and figured “here we go again”.

But Ed Boon didn’t want that. And seeing an opportunity to play around with some new technology, wanted to make sure that there was something that made this version of Mortal Kombat a little special and differentiated it from it’s console brethren from a year ago. So at GDC, we were able to go hands on with Mortal Kombat for the Vita and the handful of new features were just enough to actually make the short list of Vita titles I’ve been excited for.

A lot of what made last year’s console Mortal Kombat great in the first place remains like the tight combat and story mode. But now there are special Vita-centric challenge towers that utilize the touch screen, like a fight where blood splatters on the screen with each hit and you have to wipe it away to see, and special new mini-games modes to go along with classics like Test Your Might. We were also told of an expanded ‘Krypt’ to show off some behind the scenes of the development of the Vita version.

The challenge tower was the first thing we looked at and to go along with the blood splatter mission, there was also a mission where you had to catch falling ‘koins’ by tapping them before they hit the ground and a juggling contest where you would tap missile launchers to bounce a falling ‘kombatant’ around and keep them from hitting the ground. The promise of even more missions and another challenge tower promises a lot more longevity to this new game. Not to mention one mission where you can play as Shao Khan…

The next thing we looked at were the two new mini-games: Test Your Slice and Test Your Balance. Test Your Balance takes advantage of the Vita’s built-in gyroscope and has a character balancing over a pit filled with blades, acid, or some other instant kill trap. Not only must you balance your character for a certain amount of time, but random body parts from previous balancers who failed will be thrown at you, trying to knock you into the pit below and adding an interesting challenge to this game that was a lot of fun.

But what was most surprising was Test Your Slice, which is basically Fruit Ninja, but with a Mortal Kombat flair. Instead of cutting fruit, you’ll be slicing apart brains, hearts, and skulls just to name a few body parts. There are also a few characters’ heads with special abilities, like Sub-Zero’s freezes the stage, thrown in as well. Just make sure to avoid the bombs. This, too, was a lot of fun and made great use of the Vita’s touch screen.

The most impressive part of the game though may have been the local connection we ended up trying out. Not a hint of lag with the inputs impressed me more than any other multiplayer feature for a Vita game to date as I used my preferred Sub-Zero to best my opponent’s Noob Saibot in three rounds. And what was really phenomenal was I then pulled off Sub-Zero’s classic beheading/de-spining Fatality by using the touch screen. Yes, Fatalities are easier than ever now as with a quick simple rubbing of the screen back and forth over my opponent and his head was my latest trophy for my wall.

All in all, this was easily the most impressed I’ve been with a Vita title to date, as even though it’s a port, it offers enough new features to keep old fans happy and hopefully brings in even more newcomers with its portability. And we can’t forget that it also features PS3 exclusive roster character Kratos and all the DLC characters as part of the package so I can’t wait to really put this fully through its paces when it releases sometime this Spring.

And if you want, the reveal trailer is embedded below for your convenience. FIGHT!

Where Does He Get Those Wonderful Toys?

We all kind of know what to expect from the LEGO series of games now, whether it’s Indiana Jones, Pirates of the Caribbean, Star Wars, or Harry Potter. But with one branch of the LEGO franchise, Telltale Games has decided to be a bit different this time around. Yes, LEGO Batman 2: DC Superheroes looks to be the biggest and best game in the LEGO universe yet and from the demo we saw at GDC, anyone who is fan of LEGOs will not want to miss out on this title.

It’s hard to know where to start with this one as there is so many new features added in that differentiates this game from all those that came before it, but we’ll begin with the story. In a plot that reminded me of the Adam West Batman, the Joker has crashed the Gotham Man of the Year Awards, angry that HE wasn’t this year’s recipient. Thought to have been locked away safely in Arkham Asylum (yeah right), Batman knows he must get to the bottom of it and realizes Joker had help. Lex Luthor busted Joker out for reasons still unknown and so Batman realizes he needs some help. Enter the Justice League.

Now we don’t know how deep the roster is for the JL, but knowing the LEGO series, I don’t see them pulling out any stops with this and so we can expect a lot more than just Green Lantern, Cyborg, and Superman, who were just a couple of the members we saw briefly in action during our demo. And Superman’s entrance was epic in how he drifted down from the sky set to his movie theme, much how a lot of LEGO Batman’s scenes have Danny Elfman’s classic 1989 score in the background as well.

The most stunning aspect of the demo though was the central HUB world. Instead of being restricted to the Batcave like in the first game, all of Gotham, including landmarks like Wayne Tower, Amusement Mile, and the Botanical Gardens, are fully realized in a LEGO 3D environment that you can explore by flying around with Superman or one of the other JL members or drive around in one of Batman’s preferred vehicles. This also leaves a lot of opportunity for teaming up as we special LEGO blocks that could only be picked up by Batman, but needed Superman to melt special gold grating first with his heat vision.

And Batman isn’t alone on the power front. Much like in the first game, him and Robin see brand new specialized suits appear for certain situations. We saw Batman’s Electricity Suit, which makes him immune to electricity and can power up machinery, his Sensor Suit that makes him invisible to security cameras and can let him see through walls, and his Power Suit that gives him rocket launchers and limited strength abilities. We also saw a pair of Robin suits where Robin channels shades of both Tim Drake and Dick Grayson in his Acrobat Suit, which includes a bo staff and the ability to do Prince of Persia style flips from poles and his Hazard Suit which allows him to put out fires and swim underwater.

We were also told that a few new additions were inspired from critiques of previous games on the fan forums. These include mid-level saves for the longer levels, split-screen for when playing in co-op mode to allow for more individual player freedom, and for the first time ever in a LEGO game, voice actors. Yes, finally all the heroes and villains of the DC LEGO-verse will speak. There was no reveal of who the particular voice actors were for each character, but it was hinted at that fans would not be disappointed.

Honestly, I went into this meeting at GDC and had my mind blown by the differences we saw between the first LEGO Batman and this new game and the idea of exploring LEGO Gotham had me a lot more excited than I thought it would. It made me feel like a kid again and I think that’s what has always been part of the appeal of the LEGO games and already with an early build, this game has succeeded on that front for me. Now it’s just a matter of trying to develop some patience before LEGO Batman 2: DC Superheroes’s Summer 2012 release.

The Truth is Out There

In December, we here at EGM previewed The Secret World in our MMORPG issue of EGMi (Issue 76 if you’re curious to go look) and the excitement we felt then only carried over into a new demo we were able to get at GDC last week. And although it may have been pushed back from an April to June release, The Secret World shows they are pulling out all the stops when it comes to trying to be competitive in the subscription based MMO world.

If you need a little refresher, The Secret World is shaping up to be a cross between The X-Files, Fringe, and some obscure Norse mythology where you play as an agent from one of three very distinct and different secret organizations. The Templars are based out of London and have that old world charm and are zealots when it comes to hording power and control. The New York based Illuminati believe that only the strong survive. And the Korea-based Dragons, who we finally saw in action at GDC, worship and all its causes, including lust, jealously, and other kinds of extreme emotion.

The mythology is really where the action comes from as while playing your part for your respective organization, you have to try to hold back demonic forces that are trying to cross over into the real world and help out folks who are clearly in over their heads. Part of what is breaking down the dimension doorways and what not is something called the Filth, which we saw what happens when there is a full-on infestation of this stuff. People are completely consumed and turned into walking monstrosities when they make contact with the stuff and it is up to you tapping into some crazy powers and weapons to help drive it back.

Something else we saw in our original demo was when you are first brought into the fold of your respective organization is that you live the last moments of a life, flashback style, that came into direct contact with the Filth. At GDC, we saw a level that took that a step further as we were transported back to pre-colonial America and had to fight off a monstrous dragon-like creature and much like the Cthulhu type creature we faced off against back in December, you need a full-team before taking on any dungeon master as these creatures do monumental amounts of damage.

It should be interesting to see how well The Secret World can do in the AAA MMORPG space to compete against titles like World of Warcraft and now even Star Wars: The Old Republic as the market continues to move towards a free-to-play stance for the most part. But one thing is for certain, the concept is definitely there and I can’t wait to go hands-on with a finished product.

THE BUZZ: Activision and Hasbro have announced Transformers: Prime, a video game based off The Hub TV show and that will be available exclusively on Nintendo’s Wii, 3DS, and DS platforms this fall.

EGM’S TAKE: “Transformers: Prime” is a hugely popular show on The Hub and so it is no surprise that a digital extension of that brand would be made at some point. The timing for the release of the game is also ideal as it will go hand in hand with the release of Fall of Cybertron, offering Transformers fans on all systems an option of some sort when looking to get their Robots in Disguise fix.

With Arcee, Bumblebee, Optimus Prime, Ratchet, and Bulkhead all confirmed to be playable in the game, fans should get a good amount of variety in terms of action set in the Prime universe. Also, it has been said that you will have to cultivate the relationships between the Autobots and their three human friends from the show as Team Prime looks to take down Megatron once and for all.

The game is being developed by Now Production for the Wii and 3DS and Altron Corporation for the DS version. If you would like to see the reveal trailer, feel free to check it out below!

What do you folks think? Does it make sense for Nintendo to take the cartoon oriented Transformers game? Would you rather play this game or Fall of Cybertron if you could only have one? Let us know what you think with comments below!