Tag Archive: activision


Back in Black

The original Call of Duty: Black Ops took a risk with the franchise by inserting players into a new conflict for the series—The Cold War—and changing up its storytelling mechanic to where most of the game actually takes place via flashbacks. Much like the rest of the franchise though, Black Ops was a huge success, and the new characters introduced resonated with gamers everywhere. So where could Treyarch go from here with their next chapter in the Call of Duty franchise? Well, if the original Black Ops was a change of pace, then Black Ops 2 looks to take the franchise and turn it on its head (in a good way).

The story of Black Ops 2 looks to take place in two main conflicts—the first of which is The Cold War of the 1980s. With talks of Iran, Afghanistan, and Ronald Reagan’s STAR WARS program permeating the culture of the time, you will once again work with Alex Mason and Frank Woods. Yes, Woods is alive and well (and being played by James C. Burns again) as we find that Mason’s unstable mental state had him believe Woods was dead in order to carry out his Manchurian Candidate mission. In the game play demo we saw, we briefly were introduced to what Black Ops 2’s Afghanistan would look like—along with being graced by Woods’ distinct attitude as Mason and Woods rode on horseback (with realistic horse movements as Treyarch went as far as to mo-cap some thoroughbreds) through the Afghanistan desert, working in the best interest of the time for the United States.

The other conflict will not take place in the past or even modern times—but in the future of 2025. There, you will play as Alex Mason’s son, David, who has followed in his father’s footsteps as an ass-kicking soldier supreme who has to stop a ghost from his father’s past—Raul Menendez—from ruining America’s future.

“While playing the game, you’ll see through the eyes of Alex and Frank how this monster is created in the first Cold War,” explains Black Ops 2 Director Dave Anthony.  “Then, in 2025, while playing as David, you see him again and you actually experience what this monster is capable of. While working with David Goyer [writer of Batman Begins, The Dark Knight] on pushing the story and re-writing the rules on the story telling aspect of Call of Duty, the first place we really looked was the villain himself. We wanted to create a human being—not a two-dimensional character. The best reference I can probably give you is if you look at a TV show like The Sopranos, where the main character of the show—Tony—is a villain. He is a cold-blooded murderer; he does things we in our right minds would never do. But, you find subtle layers of understanding of who he is as a human being. You find yourself empathizing with him on many different levels—it puts you in a real conflict. So we have that side of Raul Menendez, and working with David Goyer on this—the man who wrote Heath Ledger’s Joker—you can imagine how far Menendez will go. It’s been very exciting because we’ve been working on this character non-stop for 18 months and I can say that Raul Menendez will be a very memorable character for you.”

Continuing with the two conflicts aspect of the game, Black Ops 2 is really centered around two things: Player choice and parallels (beyond just the father-son relationship of Alex and David and a villain’s past and present). And it wouldn’t be a Call of Duty game if there wasn’t a conflict with global ramifications throughout. So, the first big parallel is that—much like how the 1980s were about oil and stopping the spread of communism—the Cold War of the future looks to be similar.

Doing extensive research and bringing experts on future warfare in like P.W. Singer of the Senior Fellow Brookings Institute (to add to Call of Duty’s go-to-guys on warfare Lt. Col. Hank Keirsey and Col. Oliver North), Black Ops 2’s geo-political conflict revolves around REEs—Rare Earth Elements. REEs are important because they power the laptop you might be reading this on, the iPhone you use to call your friends to talk about this preview with, or the flatscreen TV you’ll end up playing Black Ops 2 on—and 95% of the world’s REEs are currently mined in China. Electronics manufacturers are at the mercy of the world’s most populous country, and a country which could cripple the economies of many other countries if they so choose because of it. The demo we saw of Black Ops 2 hints that they might do exactly that, as REEs make everyone forget all about oil.

In terms of player choice, there are now branching paths in the middle of chapters—similar to what you might see in Gears of War, where you can choose to go down different paths with your character and see the same conflict from different angles. The example we were shown was where David could choose to take a sniping position on an L.A. freeway and cover his troops as they moved through some rubble below, or lead the charge himself and take the lead. Same conflict, two completely different points of view—an element which could give some great replay value to the campaign.

The most thrilling new aspect of Black Ops 2 may be the technology though, both in-game as well as the stuff that actually powers that game. In terms of gameplay, the demo we saw had David firing a sniper rifle with specially-charged bullets which could actually fire through concrete as thick as L.A. freeway support columns. And, we knew where to fire those specially-charged bullets because of the special X-ray-like scope attached to the gun. As David then wove his way through Los Angeles—the target for one of Menendez’s attacks—he took control of a small squad of Quad-rotor drones that he commanded through an area in a fashion similar to how Commander Shepard commanded his team in Mass Effect 3.

But you aren’t the only one in control of fantastic technology like spy drones outfitted with weapons as Menendez and his group obviously know a thing or two about hacking government equipment. Aside from these aerial drones, there were also ground drones called C.L.A.W.s that reminded me of AT-ATs from The Empire Strikes Back—another loose parallel to Reagan’s STAR WARS plan perhaps? So, aside from terrorists, David now had to contend with these unmanned drones that are more deadly accurate than a human could hope to be. And, because they don’t think like humans, they have a completely different A.I. pattern for you to contend with.

Another gameplay parallel we saw—and this one was more in line with the Black Ops series itself—was David having to fly what was referred to as an FA-38 VTOL (vertical take-off and landing). That such a plane could exist in 2025 is possible due to fact that the military is currently testing an F-35B VTOL manufactured by Lockheed Martin. Once airborne, David must shoot down a series of drones and the task itself that might remind some players of the Vietnam helicopter mission with Alex and Frank from the first game. That entire sequence though ended up playing out completely differently, as you might imagine the differences between a 1960s helicopter and a futuristic super-jet. 

Going back to the technology behind the game, I think players will be surprised at what Treyarch is getting out of their engine this time around: Their goal is 60 frames per second, and PC quality graphics on a console. A high bar to set indeed, but I would love to see if the team can pull it off. What we did see though was a pair of incomplete multiplayer maps dubbed “Aftermath” (urban area) and “Yemen” (rural area) that really showed us what they were trying to do to reach those goals, as different parts of the maps were in different stages. More complete parts had “reveal mapping”—a technology new to the series—which gives crevasses and cracks in the ground or walls a more sensitive, detailed, and realistic-looking texture to them. We also saw examples of brand new lighting schemes and particle effect, which included bounce lighting and self-shadowing to really emphasize the realistic qualities of light that are being added to locations.  I think the most impressive thing about these maps were how different they looked compared to anything we’ve seen before in the Call of Duty multiplayer.

“You’ll notice a lot of the areas you walk through are very distinct and unique spaces on the maps,” says Dan Bunting, Director of Online for Black Ops 2. “In ‘Aftermath’, I started in an empty parking lot and then moved into a parking garage, went into a destroyed street, through a fire escape tunnel, and ended up in a hotel lobby. We intentionally do this. Its important to us as designers that we design maps that are easy to understand and that players have a sense of space. As soon as they spawn in, they know where they are. They need to be able to call out to their teammates things like ‘There’s a flag carrier in the lobby!’, for example. It’s not just about communication though, it’s about how the maps flow. There’s always a learning curve when you first start off on a new map and we want to decrease that as much as possible. The fastest way to learn is by having very distinct spaces.”

Clearly, it wouldn’t be Call of Duty without its multiplayer—and it wouldn’t be Treyarch if the “Zombies” mode didn’t return. Thankfully, fans everywhere will enjoy shooting zombies once again, as that mode has been confirmed for Black Ops 2. The folks at Treyarch didn’t want to go into much detail beyond that, but Game Design Director David Vonderhaar did give us some interesting tidbits on what the team is aiming to do with multiplayer overall.

“When we knew for sure where we were going with the time period, and what the game was supposed to be like, it actually opened our eyes up to thinking very critically about challenging what assumptions we had been making about how this game should work, extending the systems that we have, and just what cows are sacred. Did the game have to work the same way it did last time just because it’s a sequel? We asked ourselves this and with many of the game’s core systems like create-a-class and kill streaks, we pulled all these things back to where they started from and asked why do we have this particular perk that acts in this particular way? Are they good? Are they bad? And we really just focused in on three key things on the design side. First, we wanted to create a healthy amount of balance. Like with the Ghost perk. It prevents you from being seen by UAVs. But that’s something that is just on/off. You can’t tune something that is just on/off. So we needed to put ourselves in the best position to where this content is tunable. Then we looked at progression.  Going from when you first pop that disc in to what for many people becomes 40, 60, even 80 hours of game play time. But most importantly, we focused in to make sure that players had the most diverse amount of game play. We challenged ourselves when it came to game play style and as long as we could keep coming up with counters for the most insane game play style then we’re confident we’d create this wide range of game play that appeals to the largest range of people possible.”

Of course, what better way to provide gameplay diversity than with a brand new mode? Strike Force Campaign is a mode that has some real-time strategy elements to it, where you can jump into the shoes of any character or drone on the field, or pull back to a satellite-like image where you can point out posts and command your troops to move where you want them to. And—depending on how well you do or do not do—the following missions and mission options could be drastically different. Again, strong player choice and replayability is being offered here, and Strike Force being its own special campaign adds a lot more meat to the game as a whole as it hits an entirely new demographic with the real-time strategy aspect.

All in all, I do not think I could have been more blown away by the demo we saw and the effort that Treyarch is pouring into this title in every possible aspect. And honestly, this is the most excited I’ve been for a Call of Duty game since the first Modern Warfare. From the parallel moments in history to the new player choices, game modes, and fantastic looking futuristic weaponry and combat, Call of Duty: Black Ops 2 is something that all gamers, not just fans of the franchise, should be keeping their eyes on as its November release steadily approaches.

Revenge is Sweet

Prototype 2 starts off a little more than a year after the events of the first Prototype. Alex Mercer, the first game’s hero, has been lambasted as the villain behind a new mutagenic viral outbreak that now cripples New York City (since renamed New York Zero). Sergeant James Heller, a man who has returned home from overseas military conflicts to find his wife and daughter murdered, supposedly by someone infected with what has now been dubbed the Mercer Virus, plans revenge on Mercer, who he blames for his loss. But Alex has other plans for our dear Sergeant, whom he promptly infects with the virus. Now, with power comparable to Mercer, Heller looks to take down all who get in his way on his vengeful path.

The first thing you pick up on when you start playing Prototype 2 is the drastic change in the tone of the story. Whereas the first game’s plot was very conspiracy theory heavy, Heller isn’t here to play detective. He has one purpose and one purpose only, and if on the way to that he blows a lot of stuff up that hurts Blackwatch and GenTek, so be it. People who love plot and story may not enjoy just how simple things have gotten, but simplifying the plot also makes the game a lot easier to relate to, helps the story pace flow more smoothly than the convoluted conspiracy theories of the first game, and helps keep the main focus on the action.

And there is a lot of action in this game, especially as you start to evolve Heller’s powers with a streamlined upgrades tree. Not only are many of Heller’s powers different from Mercer’s beyond the wall-running and gliding, but a lot of the control issues from the first game have been done away with and so a new game play element has surprisingly crept in: stealth. In the first Prototype, if you picked something up, you automatically set off an alarm. Now, it just raises your suspicion level and you can place it back down and wait for things to cool off without entering conflict. You also have a new sonar sense so you can tell who is most vulnerable in a group of enemies, sneak up behind them, stealth consume them, and work your way into Blackwatch bases or GenTek facilities without ever tripping an alarm. And seeing the reactions of soldiers and scientists as they realize their co-workers are slowly disappearing is hysterical.

Of course, if you want to be a bull in a china shop, you can do that, too. And with powers like “Black Hole”, where you fire a cluster of tendrils at someone or something and when the cluster makes contact, the tendrils explode outward and pull in whatever is within reach, doing massive damage, it’s not going to be easy to take Heller down.

The one downside to all this is that the game play can get very repetitive after a while. There is very little in terms of mission variety beyond murdering high value targets for information or new powers as you build up to the final confrontation. I never thought I’d see the day where I’d get bored suplex-ing a tank, but it can happen in Prototype 2. And the mini-games that are present are good for building up experience, but really are a sad attempt at changing the pace of action as they are not at all necessary on your path towards completing the game and aren’t as fun as they were in the first.

The game also has a fair amount glitches in it. It’s understandable with such a complex physics system in an open world that sometimes things won’t go as smoothly as they should, and these can be patched later on, but some of these glitches are in the vein of Skyrim or Red Dead Redemption where they are more humorous than game play hindering. I’m talking NPC hobos randomly flying across the screen for no reason or bouncing around in the middle of the street like they’re having a seizure or standing in place and floating up the side of a building like they’re in some invisible elevator.

All in all though, if you enjoy superhero games, then you’re going to really enjoy Prototype 2 because I imagine this is what it would feel like if you had a Spider-Man symbiote to play around with. There is never a slow moment (although they are repetitive) and the story is solid, if not as good as the first. The voice acting is superb, the graphics are awesome (when not glitching), and at the end of the day, I had more fun than not smashing up a virus-laden NYC.

SUMMARY:  The rough controls of the first Prototype have been tweaked and revamped to allow for a more user-friendly experience. The story also flows a lot more smoothly than the more conspiracy-driven first game.  Unfortunately, even with Heller’s different powers, Prototype 2 does become tedious at times as there is little variety in mission parameters, but you should still find some fun in blowing up everything that gets in your way.

  • THE GOOD: Many of the rough edges from the first game have been smoothed out
  • THE BAD: Lack of game play variety
  • THE UGLY: All non-human bad guys look like something you would puke up.

SCORE: 8.5

Prototype 2 is available on Xbox 360 and PS3. Primary version reviewed was on Xbox 360. 

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!

THE BUZZ: Activision and Radical Entertainment have announced the special items you will receive if you pre-order Prototype 2 from Best Buy.

EGM’S TAKE: Gamestop recently revealed the Bio-Bomb Butt Kicker ability if you were to pre-order Prototype 2 with them and so Best Buy made sure that their deal had to at least be on par with that.

If you pre-order from Best Buy, James Heller will have access to the Hardened Steel armor, which can best be summed up by Radical Entertainment Studio Head, Ken Rosman:

“Prototype 2′s Hardened Steel Vehicle Armor allows Sgt. James Heller to jump into any military vehicle and shrug off even the most devastating attacks. Whether fighting off individual soldiers, helicopters, tanks, and APCs or all the above at once, this upgrade provides Heller a defensive advantage as he goes head-to-head against everything the enemy Blackwatch forces throw at him.”

This sounds all well and good, but I’m concerned because if this armor is supposed to be as powerful as Rosman hypes up, does it stand a chance of making the game too easy then? Could this allow you to buy your way to some easy trophies and achievements? It sounds like the start of a slippery pre-order slope if you ask me. Then again, if you’re just playing the game to blow stuff up without remorse to begin with, then this will likely just help you to do more of that so I guess it all depends on what reason you have for playing the game.

Along with the armor, there will be a limited edition Prototype 2 poster while supplies last to go with the Best Buy bundle.

Will these items make you want to pre-order the game from Best Buy? Was Prototype 2 on your spring wish list before this announcement? Where do you typically get your games from? Let us know your thoughts with comments below!

One hell of a paradox

Trying to capitalize on their success with last year’s Spider-Man: Shattered Dimensions, Beenox brings us now Spider-Man: Edge of Time. A new villain in the year 2099, Walker Sloan, is at the forefront of time-travel and finally cracking the fourth dimension. Working for Alchemax, Sloan uses the corporation’s mass resources for his own purposes though and constructs a time machine that propels him back into the 1970s. With over 100 years of future knowledge, Sloan pilfers many of the late 20th century’s great ideas years ahead of their conception in order to re-write history and the Alchemax company into his own image. Now, Spider-Men from two ages must work together across space and time in order to put things back the way they once were and close up the wormhole that Sloan has opened up with his time hopping.

There are a lot of good things that Beenox has done with the Spider-Man franchise to date and some of these things continue in Edge of Time. Unfortunately, they get away from two things that I feel are critical to any Spider-Man game dating back to Spider-Man for the N64/PS1: lots of web-slinging and lots of villains. With the entire game taking place inside a single building, you do a decent amount of wall-crawling, but there is not as much room as you’d like to swing and something that has been a staple I feel of all the great Spidey games of the past 10 years has been a fair amount of web-slinging. This lack of web-slinging makes Edge of Time feel more like a generic brawler whose heroes happen to occasionally walk on walls than a genuine Spider-Man game.

Also, Spidey’s Rogues Gallery is one of the most diverse in comics and is only trumped probably by Batman over at DC. So to see Beenox go from over a dozen classic villains in Shattered Dimensions to only a handful of low appeal ones in Edge of Time really felt like a punch to the gut that knocked the wind out of this game. Mind you, without giving anything away, fans of that old-school Spider-Man from the N64/PS1 will likely draw parallels to a new villain who appears in Edge of Time, but besides that fleeting moment of recognition, none of the villains featured in this game got me as excited as those from Shattered Dimensions.

Still, there is a lot of good in this game and fans of Spider-Man will likely walk away pleased with the overall experience. The story, written by original Spider-Man 2099 creator Peter David, is one of the more compelling Spidey tales I’ve seen in a while and has so many twists and turns that you’ll find yourself willingly falling further down the wormhole just to find out what is going to happen next.

Another brilliant aspect of the game is how fresh each chapter feels compared to most other brawlers out there. Bouncing back and forth between Amazing Spider-Man and Spider-Man 2099 feels like a new experience each time as they level up because their fighting styles and special powers are so different from one another.

We also see a huge upgrade with the return of the free-falling levels with Spider-Man 2099 that were introduced in Shattered Dimensions. Although you won’t be fighting any villains this time in elevator shafts and various other vertical corridors, you’ll be dodging a lot more obstacles and a new targeting reticule has been introduced that lets you know exactly where you’ll land on your current path, which makes dodging all those obstacles that much easier. No villains though may make it feel like a mini-game for some, but for me it was one of the most fun mini-games then that I’ve played in a while and are the levels I would replay the most in both Shattered Dimensions and here again in Edge of Time.

Throw in hysterical mid-level dialogue between the two Spider-Men because of a psychic link they have through the wormhole and the relationship between the two becomes a fast growing bond that is enjoyable for the player on a lot of levels. The dialogue is also very strong because Spider-Man 2099 is played by Spider-Man: The Animated Series star and Spider-Man Noir in Shattered Dimensions, Christopher Daniel Barnes, and Amazing Spider-Man is played by Spectacular Spider-Man star and Ultimate Spider-Man in Shattered Dimensions, Josh Keaton, which only makes it feel all the more authentic for diehard Spidey fans.

All in all, Spider-Man: Edge of Time is a good game with a couple of flaws that keep it from being elite. The game play would have been perfect if Beenox could have shoehorned in some web-slinging and some more villains, but everything else is up there with some of the better Spider-Man games of the past in terms of combat and plot. The game may also be a little short in the grand scheme of things, clocking in at just under 10 hours for me, but with a bevy of collectibles and costumes to unlock, there is enough reason to come back to this a couple more times if you’re a diehard Spidey fan and is worth checking out at least once for the more casual fan.

SUMMARY: A lack of web-slinging and villains knocks this worthy Spider-Man tale down a couple of pegs in terms of a game, but should appease many Spidey fans out there overall.

  • THE GOOD: Great plot, great action
  • THE BAD: Not enough villains or web-slinging
  • THE UGLY: My head exploding after trying to understand time-travel as explained by Spider-Man 2099

SCORE: 7.5

A new child of the atom

I think it’s every geek’s dream to develop superpowers in some way. And so like moths to flame we are drawn to games where we can not only play as our favorite heroes but can craft our own personal character in the universes we have come to enjoy through various forms of media. So as a diehard X-Men fan, I was particularly stoked about the release of ­­X-Men Destiny.

Based in the X-Men universe, this is an original story line inspired by, but having no direct tie-in to, the ongoing monthly comics from Marvel. You play as one of three new mutants attending a peace rally in San Francisco as the relationship between human and mutant grows more strained by the day. After an apparent attack on the crowd by Magneto causes panic to spread amongst the crowd, your powers manifest as you attempt to defend yourself. As you learn about your newfound abilities, you’ll uncover a conspiracy that will shake the mutant world to its very core, all the while you make and break alliances with both the X-Men and the Brotherhood of Evil Mutants.

The anticipation I had for this game’s release was soon replaced by disappointment. The best way I could describe how X-Men Destiny was that it felt incomplete. The game is riddled with glitches, has an inconsistent checkpoint save system that sometimes places saves right on top of one another or places them at opposite ends of levels and makes you replay the whole thing over if you die, and the plot, quite simply, is just too damn short for a proper X-Men game, no matter how well written it may be. I beat the entire thing, on the hardest difficulty, in less than eight hours.

I was also displeased with the three character stories and power choices we were forced into. Instead of letting the player truly craft a character they could relate to, you are forced into one of three outlandish protagonists and follow their story as it unfolds. Since many action/adventure games actually do this, it’s not the concept that bothers me, its the fact that the game tries to sell itself as an RPG that gives you a lot of choice and this is simply not the case. And to make matters worse, the few choices you are given are so spread out throughout the game that you never reach your full potential until the very final level of the game. And again, this goes back to the length of the game. Just when you seem to start hitting your stride with whatever powers you were pigeonholed into, it ends.

Mind you, there are some positives to X-Men Destiny. The plot, written by X-Men: Legacy writer Mike Carey, is worthy of the X-Men universe and features cameos or the chance to fight alongside many of your favorite characters while taking on classic X-Men threats. Whether you choose to be good and trade quips with Iceman against the Purifiers or be bad and burn stuff to the ground with Pyro in a U-Men bunker, when the game has you working with your favorite characters on the missions, you actually feel, albeit briefly most of the time, like an X-Man.

The audio was also very good as the music helped set a mood worthy of an action game and the voice acting was superb. Nolan North, better known as Deadpool in most other X-Media, came on to do Cyclops and surprised me as the stoic and steadfast leader of the X-Men. Include other voice over royalty like Phil LaMarr as Gambit and Forge, Yuri Lowenthal as Nightcrawler, Jason Marsden as Iceman, Fred Tatasciore as Juggernaut, and Steve Blum returning to reprise Wolverine and the voice over work in this game is as good as any other cast of X-characters represented in animation or other games.

Still, as good as it felt to fight alongside some of my favorite comic book heroes in this game, there are just too many shortcomings to make X-Men Destiny as special as many of the characters it features. My recommendation is that the game is worth a rental, but is only worthy of purchase by the most diehard of X-Men fans who will play through it several times, despite the glitches, and try to collect the several dozen collectibles featured in the game.

SUMMARY: Short, glitch-riddled, and lacking the choices of a true RPG, X-Men Destiny falls short of the high expectations of most X-Men fans and should only be checked out by the most forgiving of souls.

  • THE GOOD: Fighting alongside many of your favorite heroes from the comics
  • THE BAD: A surprising lack of choice given to the player for an RPG
  • THE UGLY: A lack of polish shows up often considering how short the game is

SCORE: 6.0

Originally Published: August 30, 2011, on EGMNOW.COM

I had a chance to sit down with Infinity Ward’s Creative Strategist Robert Bowling and talk a bit about the multiplayer strike packages for Call of Duty: Modern Warfare 3. To check out my full interview with Robert, head to EGMNOW.com or check out EGMi on the iPad and look for Issue 251.5. And for new trailers and more videos from me and the rest of the EGM crew, be sure to check out EGMNOW on Youtube! Multiplayer trailer footage provided by Activision.

Originally Published: April 19, 2011, on Comicvine.com

I had a chance to talk with Sean Miller, the Game Director of Transformers: Dark of the Moon: The Video Game from Activision and High Moon Studios.

DUE TO PLAYER COMPATIBILITY ISSUES, PLEASE CLICK THE LINK BELOW TO OPEN THE VIDEO IN A NEW WINDOW.

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Originally Published: March 22, 2011, on Comicvine.com

Likely set in a possible alternate future where Professor Xavier has passed on and mutants are just as alienated as ever from their human counterparts, X-Men Destiny looks to revolve around the choices you will make as a new mutant and a new member of the famed superhero team.

Not much else had been released up to this point about the highly anticipated RPG from Activision and developer Silicon Knights aside from you will choose to be one of three new mutants who will be critical to the X-Men’s future and that the game will have a Fable or Bioware RPG feel to it as the choices you’ll make will greatly affect your fate.

Today though, new details and four new screenshots have been released confirming both Colossus and Gambit will be in the game along with information about the first mutant of the three you can choose from.

The first new character for X-Men Destiny is a 15-year old girl named Aimi Yoshida (not revealed if related to Sunfire in any way) whose bio reveals that she was smuggled out of Japan by her mutant parents before the entire family could be rounded up and incarcerated in the new mutant camps. Not a good sign for the future if there are mutant concentration camps. Anyway, Aimi arrives in San Francisco hidden on a tanker ship. She is too young and frightened to appreciate her parents’ motivations for sending her away, and instead feels only the bitterness and anger of abandonment.

She is described as small in size but strong in mental focus and that Aimi is the mutant ability expert. She specializes in efficient mutant power usage and her fighting style is very acrobatic and graceful.

This unfortunately leaves out what exactly her powers are or if there is an option of you being able to choose what your powers are at the beginning of the game. Maybe Aimi and the other characters are simply like choosing a particular class at the beginning of any other RPG. I’m sure more details will be revealed as we approach the loose Q4 2011 release date for this game. Let us know what you think of Aimi as a character and what you want to see in this X-Men RPG by commenting below!

-Ray Carsillo

Originally Published: January 10, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Prototype for the Xbox 360 from Activision.