Tag Archive: comics


Join the Merry Marvel Marching Society

When LEGO Marvel Super Heroes was first announced, some of us less-open-minded comic-book aficionados had some questions about the idea of Warner Bros. (who owns rival DC) publishing a Marvel product of any kind. Luckily, it seems that developer TT Games has just as many mighty Marvelites on their staff as they do dedicated DCers (just don’t tell the bigwigs upstairs!).

Similar to the LEGO Batman games, TT started by making a LEGO-ized version of New York City, giving fans of the comic-book giant an open world comparable to DC’s Gotham. Sure, they’ve taken some liberties—the X-Mansion’s been moved to the North End and out of Westchester County, for example—but these changes were necessary to make everything fit logically into what’s a truly massive hub made of LEGO bricks. With well over 100 heroes and villains coming together in LEGO Marvel Super Heroes, however, there needs to be a universal threat that ties this hub and these heroes together.

Fortunately, Marvel has exactly that in the form of the world-consuming Galactus. And he hungers for Earth. Again. Only a select few know of his approach, though, and some of Marvel’s most nefarious nemeses like Magneto, Loki, and Dr. Doom look to turn this global threat to their advantage. Marvel’s best and brightest heroes will now try to work together to thwart the master plan of these villains, as well as turn Galactus away.

If you’ve played any of the LEGO titles before—whether they were based directly on a movie or more loosely inspired by a property like this one—then you have an idea of what to expect. For this particular game, the action’s broken into 15 levels across many familiar Marvel Universe locales. As you make progress, you unlock gold bricks for performing certain actions, such as saving Stan Lee (who always finds himself in a perilous situation!) or collecting a certain amount of studs (the LEGO version of coins). As you unlock more bricks and play more of the game, you’ll add more heroes and villains to an ever-expanding cast of characters—who can then, in turn, be used to unlock more bricks. And the cycle continues until you 100-percent the game.

LEGO Marvel Super Heroes features more activities than previous entries when it comes to acquiring bricks, giving the game solid variety and replayability. Some gold bricks require puzzle-solving and swapping of powers, but the game also includes plenty of fetch quests that are rather dull and populate much of the hub world. Escorting mini-figs slowly on foot from one side of the map to the other is not my definition of fun and could grate on completionists.

Speaking of swapping powers, your mini-figures can now wield more abilities than ever before. And not just the super-strength you’d expect from characters like the Hulk or the Thing—you can fire laser blasts with Cyclops, activate Magneto’s mastery of magnetism to move all things made of metal, or use Jean Grey’s telekinesis to move just about everything else in the world around. Mind you, wielding Magneto and Jean Grey’s power classes can take some getting used to, since they’re not as accurate as, say, a blast of flame from the hands of the Human Torch.

Since many characters can flylike Thor and Iron Mangetting around the hub world has also never been easier. The game even includes vehicles (some of which even having character themes, like the Green Goblin’s helicopterthough he really doesn’t need one, since he has his glider, right?) for characters that move around mostly on foot, such as Black Widow or Hawkeye.

So, some of the gameplay has changed to go along with the new IP, but one element remains mostly the same: the writing. TT Games usually does a tremendous job of finding ways to sprinkle in humor that freshens up the experience for older players, but they also inject plenty of slapstick and childish antics to ensure appeal to younger audiences. LEGO Marvel Super Heroes is no exception, and its charm should warm the hearts of even the most jaded of comic-book fans.

Unfortunately, the technical problems that have plagued the LEGO series also return here. The camera remains a problem, especially in the hub world, and it’ll often lead to some unnecessary deaths. The rotating split-screen in co-op is also a distraction and detracts from the co-op experience, since two characters can’t just run off—they need to stay close to each other at all times. In future entries, TT Games either needs to make two static, horizontal split-screens or keep me and my buddy stuck within the same window. I started getting sick from the rotating line that appears when one player decides to run north and the other south.

While on the subject of co-op, the other big problem is that we still don’t have online 4-player co-op. The game includes many instances with four heroes in a group in the story, and I had to needlessly rotate through them all to try to progress. Even at my age, I can imagine having a good time with friends or my younger cousins on the other side of the country if we could do this online. And why limit the 4-player fun to the story? The hub world is easily massive enough to fit four mini-fig heroes in it.

Besides the legacy technical shortcomings, LEGO Marvel Super Heroes is immensely enjoyable. It has enough side content, including bonus missions and challenges, that should keep gamers of all ages entertained for hours. But even if you’re just in it for the story, you should walk away happy. If you love LEGO, Marvel comics, or both, this game won’t disappoint.

Developer: TT Games • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 10.22.2013
9.0
Some technical shortcomings aside, this is a tremendously fun experience that will appeal to LEGO and comic book fans young and old alike.
The Good Same humor and charm we’ve come to expect from all the LEGO games.
The Bad Same camera and technical glitches we’ve come to expect from all the LEGO games.
The Ugly Same wonton destruction of property we’ve come to expect from all the LEGO games.
LEGO Marvel Super Heroes is available on Xbox 360, PS3, PC, Wii U, 3DS, DS, PS Vita, and will be a launch title for PS4 and Xbox One. Primary version reviewed was for Xbox 360.

During their Saturday night panel at NYCC 2013, Warner Bros. Interactive Entertainment revealed the Electrocutioner, the sixth in the group of eight assassins hunting Batman in Batman: Arkham Origins.

Electrocutioner joins the likes of Deadshot, Deathstroke, Bane, Copperhead, and Firefly. It’s unlikely the other two assassins will be revealed before the game’s launch.

For those of you who don’t know, the Electrocutioner first appeared in Batman #331 in January of 1981, but three different men have worn this mantle. Batman: Arkham Origins’ Electrocutioner looks to model itself after the third and most recent one, Lester Buchinsky, who was brother to the original Electrocutioner and first appeared in Dectective Comics #644 in May of 1992.

The Electrouctioner’s only real ability is that his suit can generate enough electricity to kill a man, but he can dial it down to simply stun his target if he so chooses. It’s safe to assume this is the boss battle where Batman will get the previously revealed Shock Gauntlets, and this fight will more than likely take place early on in the story.

No one who has been the Electrocutioner has even risen above C-list status in Batman’s Rogues Gallery. The villain has pestered Batman, Robin, and Nightwing on various occasions with no success due to his numerous shortcomings. In this new rendition, it looks like Buchinsky is just as stupid as ever, evident by his badly burned face (which probably comes from playing with electricity a tad too much).

Buchinsky’s addition has this Bat-fan worried in regards to how much Origins has scraped the bottom of the barrel to flesh out their cast of assassins, and then seemingly added Black Mask, Penguin, Mad Hatter, and Joker on top of it all just to try to balance the villainous catalog with some A-listers. While I wouldn’t be surprised if another strong assassin like Lady Shiva were one of the remaining two—it would help balance the male to female ratio and could introduce Ra’s Al Ghul and the League of Assassins (might be good to have a whole league in there if the game revolves around assassins)—I still don’t know if it’s enough to warrant the addition of weaklings like Electrocutioner. I suppose one positive note about his inclusion is that Steve Blum will voice him.

Batman: Arkham Origins launches October 25 worldwide on Xbox 360, PS3, Wii U, and PC.

It should’ve left its mask on

I’ve been reading and obsessing over DC Comics properties for the better part of my entire life. Whenever a new piece of media is released in conjunction with my favorite superheroes, I must ravenously consume it and add it to my near-encyclopedic lexicon of DC lore. So, with the release of Scribblenauts Unmasked: A DC Comics Adventure, it was only fitting that I’d see what kind of an effect Maxwell’s magical notebook could have on the DC Universe. Unfortunately, this was a crossover that I wish could be erased like so many adjectives describing Maxwell’s adversaries.

Here’s the basic story: Maxwell, much like myself, obsesses over DC comic books and superheroes. While pontificating to his sister, Lily, one day about how great life would be if he could live in the DC Universe, the pair come to the conclusion that if Maxwell were to take a piece of paper from his magical notebookwhich allows anything he writes down to be brought into existencewith the word “Gotham” on it and slap it against Lily’s magic globe (which lets her travel anywhere in the world), they might be able to make Maxwell’s dream come true.

While the experiment works, in a drastic turn of events, Maxwell fails to realize that words are also written on the reverse side of that magical piece of paperincluding “Doppelganger,” who now ruthlessly aids the DCU’s villains in wreaking havoc on Gotham, Atlantis, Metropolis, Themyscira, Central City, and other DCU locales with a magical notebook of his own. In order to correct this grievous error, Maxwell promises Batman, Superman, and the rest of the Justice League to clean up Doppelganger’s mess and bring him down.

Anyone familiar with the Scribblenauts games will instantly recognize the basic mechanics of solving puzzles and progressing by writing down objects that would make sense to the situation—for example, writing “lasso” and then tying the rope to a box that you need to pull off a cliff. Of course, more drastic and ridiculous objects could do the same, and players are encouraged to let their imaginations run wild. The major difference now is that you can draw inspiration from the DC Universe. Instead of asking for a gun, you can ask for Mr. Freeze’s freeze gun or Adam Strange’s laser gun. And if you’re not sure how to spell something, the game also provides you with access to the Batcomputer, with thousands of objects and people specific to the DCU that you can call upon by scrolling through and simply tapping on them. After all, it’s not always easy to remember how to spell “Dkrtzy RRR of Sector 188 from the Green Lantern Corps.”

But for as many well-known superhero elements as you’ll find, the game is a bit of a grind. Several levels are locked off until you solve a certain number of minor problems in order to meet a “Superhero Reputation” quota. To do this, though, you have to constantly replay the same levels, never advancing the story, and saving the same old man again and again or beat up a bunch of B-list supervillains who randomly appear for no good reason. And just summoning an army of Batmen can solve most of these minor problems.

It’s a shame, because when the game does progress, there’s some enjoyment to be had. It’s fun taking on the story-related bosses, whose ranks include many of the DCU’s most infamous evildoers. Sadly, there’s only one such encounter per level. That means the game features a dozen inventive boss fights and around 100 uninspired tasks required to access them all.

Because of that curious decision, the pacing of Scribblenauts Unmasked is akin to that one Family Guy joke where Peter hits his knee, and he holds it because he’s in pain, and it’s funny. But then it doesn’t stop, and it’s not funny anymore. Then it goes on so long that it’s funny again because you can’t believe it’s still going. That’s Scribblenauts Unmasked. It starts off as a ton of fun to pull in all these zany DCU objects and use them againstor withyour favorite characters. Then it becomes a grind, because it’s insanely repetitive to get to the next story beat. Then you get to the final boss, and you laugh because you can’t believe they were able to cram six hours’ worth of “content” into the game and decide to charge you 60 bucks.

Developer: 5th Cell • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 09.24.2013
6.0
While certain elements will appeal to DC Comics fans, there simply isn’t enough substance here to make Scribblenauts Unmasked worth a purchasethe gimmick wears off way too quickly.
The Good The expansive amount of DC Comics material on display.
The Bad Grinding through the story with repetitive missions.
The Ugly You can get virtually the same game $20 cheaper on the 3DS.
Scribblenauts Unmasked: A DC Comics Adventure is available on Wii U, 3DS, and PC. Primary version reviewed was for Wii U.

In order to celebrate their 10th anniversary and continuing relationship with Capcom, as well as mark the publishing of their 150th original book, UDON Entertainment has released Street Fighter Origins: Akuma.

One of the most feared fighters in the world, Akuma, Master of the Fist and wielder of the Dark Hado, has always been a Street Fighter fan favorite. Never before though have we been able to learn just how Akuma came to be and what drove him down his sinister path. Following him from his youth in rural Japan, we see how this once innocent boy becomes trapped on the path of chaos.

Even if you’re not a big fan of Street Fighter, at the very least you can always appreciate UDON’s high quality work. Artist Joe Ng delivers the kind of breathtaking visuals that define UDON books, and Chris Sarracini’s story makes sure there’s plenty of action, which you’d expect would punctuate the early life of someone as destructive as Akuma.

Street Fighter Origins: Akuma is a 128-page, 8” x 11” hardcover graphic novel retailing for $34.95. The title is available now wherever comic books are sold.

Oh! Shell-shocked!

Like many people my age, I grew up with the Teenage Mutant Ninja Turtles. Movies, comics, cartoons, and action figures depicted the lean, green, fighting machines everywhere I looked, so it’s no wonder that I’ve remained enamored with the franchise throughout the years. It helps that they’ve maintained some measure of success in many of these mediums since their mid-’80s inception. But there’s still one area the Heroes in a Half-shell continue to stumble in: games.

Sure, we all remember how awesome Turtles in Time was in the arcade, but that was more than 20 years ago. And, yes, we’ve seen some mediocre-to-above-average TMNT offerings since then, but we haven’t had that huge blockbuster hit that harnesses the magic of Turtles games from decades ago. TMNT: Out of the Shadows hoped to be that game—the one that could marry nostalgia with the expectations of a modern audience. The good news? It did succeed in avoiding being average. The bad news? It’s downright awful.

I was cautiously optimistic when I heard about Out of the Shadows. Unlike the middling offerings based off the second cartoon from the early 2000s, Out of the Shadows is based on the latest animated incarnation of the TMNT. A downloadable title sounded like a good way for Michelangelo, Leonardo, Raphael, and Donatello to dip their toes back into the digital waters, especially with a new iteration like the Nickelodeon cartoon fresh in everyone’s minds. After playing the game, it felt like Red Fly Studio had a bunch of ideas on a board in the planning stages of Out of the Shadows and instead of paring them down like most developers would, they tried to cram in every idea they had and ended up with this confounding mess.

The most glaring and obvious flaw comes from the gameplay, which tries to channel the Batman: Arkham series with buttons assigned to weapon attacks, kicks, jump, counters, and gadgets (usually just shuriken, but other Turtle specific items later). In theory you were supposed to feel like a true ninja badass. Each Turtle would have their own style based on their weapon and personality, and you could switch between Turtles with the D-pad like some multi-character action-RPGs do (think Marvel Ultimate Alliance).

Instead, the combat is busted—the first of many broken things you’ll notice in this game. There seems to be a delay between your button inputs and when your character actually performs the action, causing you to frequently break your own combos with an extra button press intended to make up for the game’s inconsistent speed. Because the Turtles don’t automatically lock on to their nearest foe when fighting, it’s difficult to aim many of your combat maneuvers, especially when you’re just dealing with a single opponent. Worse yet, if you’re using projectile weapons, you’ll sometimes hit a friendly instead of a foe.

Tying the game further into the action-RPG genre, the Turtles can also gain levels and earn points to be put into the most elaborate bunch of skill trees you’ll ever see in a downloadable game. Some may relish the challenge of trying to earn the dozens of points it’ll take to max out a single Turtle, but I’m of the mind that it’s just overkill. The convoluted system feels a microcosm of Red Fly’s development approach: Come up with up way too many ideas and never stop to cut the fat.

This isn’t to say Out of the Shadows doesn’t have a couple of highlights, though. The arcade mode, which features seven stages taken from the game’s campaign, utilizes four-player local/online co-op so that you and your friends can get a hint of how things were back in the 8- and 16-bit TMNT glory days. Even this, though, is tarnished by the odd, realistic art style that tries to make the Turtles look like they did in their 1990s live action movies and a horrendous camera that glitches and gets caught every time you turn a corner.

And don’t think that the questionable art direction and busted camera are limited to Arcade Mode, because they only get worse in the campaign. The off-putting visual style only becomes more pronounced via the cutscenes, where voice acting is done over animation-style stills that look a lot more like the cartoon the game is supposed to be based off of. This transition from realistic gameplay to cartoony cutscenes and back left me completely befuddled. The incongruity becomes more dramatic if you try the “classic” option that then turns everything black and white like the original Eastman and Laird comics.

The voice acting, at least, is a bright spot. The actors from the cartoon are not present, but a solid cast led by voice acting veterans like Yuri Lowenthal as Donatello and Catherine Taber as April O’Neill do their best with a script and dialogue taken straight from common TMNT canon. The only problems with the audio come from the fact that every time you pick up an item, a line of dialogue is spoken corresponding to the Turtle you were controlling. As an unintended side effect, sometimes story sensitive lines will be triggered at the same time you pick up a pizza and you’ll have two separate lines played simultaneously as an incomprehensible, garbled mess. That’s not to mention how quickly it gets annoying to hear Donatello lament the fact that he’s eating pizza off of a floor every time you pick one up. Maybe it’s some weird Pizza Hut propaganda.

The campaign’s problems don’t end here, however. It also suffers because it only supports two players locally. Considering you can play the arcade mode locally with four players—which, for all intents and purposes, is nearly as long as the campaign—there is no reason to not have this feature in both modes.

At least, that’s what I thought until I tried playing the campaign locally with a friend and was presented with a split screen. That’s when I realized that there had to have been two different teams working on the two modes separately, with no communication between them. To have all four players presented relatively comfortably from a single viewpoint in arcade mode, then to squish the third-person action point of view into split screen in campaign is quite simply one of the most boneheaded things I’ve ever seen in a game like this.

But even that’s not the crux of Out of the Shadows‘ stupidity. I’ve never spent so much time being lost in a game so linear. There are several massive arena-like enclaves where you’ll have to face countless classic Turtle baddies including Mousers, Foot Ninja, and Purple Dragon gangsters. Once you clear the area, you’ll then waste a lot of time running around and mashing the A button to see what is or isn’t climbable and just what will open up the path way to the next area, since there are no indicators or mini-map to help you along. The worst, though, is when a single enemy will have glitched into one of the boundaries of the arena and you don’t realize that until you do your lap, knock him out so you can advance, then have to run around mashing the A button again, still hoping to find the right path out.

But then again, maybe this is all just part of Red Fly’s lack of self-editing. There were some decent core ideas here that ended up getting lost under the piles of gameplay garbage thrown on top. (One of those bad ideas includes spending some of their budget on getting the rights to Partners in Kryme song “TURTLE Power” from the 1990 movie to serve as their main title theme, by the way.) There are references to the comics, the movies, the cartoons and previous games. There’s split-screen, local co-op, online co-op, skill trees, action-RPG character selection, and Batman-like combat. At the end of the day, TMNT: Out of the Shadows doesn’t know what it wants to be and doesn’t do anything it tries to be well. It doesn’t make the younger Nickelodeon fans or the older, nostalgia-driven fans like myself happy. All it ends up being is a mess and a waste of time.

Developer: Red Fly Studio • Publisher: Activision • ESRB: T – Teen • Release Date: 08.28.13
2.5
There seem to be the beginnings of some good ideas in TMNT: Out of the Shadows, but none of them are properly fleshed out. Instead, these shortcomings are simply covered up with more half-followed-through mechanics, resulting in a mess of a game.
The Good The arcade mode will feel nostalgic for some. 
The Bad Lots of glitches, loose combat, and an identity crisis.
The Ugly Everything visually about this game.
TMNT: Out of the Shadows is available on Xbox 360 (XBLA), PC (Steam), and coming later for PS3 (PSN). Primary version reviewed was for Xbox 360.

The DC Comics booth was abuzz as always at this year’s San Diego ComicCon, as demos of Batman: Arkham Origins and other DC-inspired videogames were available for the first time to the public. While everyone else was playing, I had a chance to catch a quick tutorial from Jim Lee on how to draw Aquaman, and found out how much he hates drawing scaled armor. But then I headed back to the movie costume displays and met briefly with Warner Bros. Montreal senior producer Ben Mattes to talk about some of the work going on with Batman: Arkham Origins.

EGM: What made you want to include a small-time villain like Copperhead in Batman: Arkham Origins, and what inspired the character’s drastic redesign?

Ben Mattes: I tell this story differently than Eric [Holmes, Arkham Origins’ Creative Director], but I remember the meeting where we decided to go for it. We had a big bulletin board up with a lot of different assassins on it. First and foremost, we had the assassin angle. So we were looking at KGBeast, we were looking at Firefly, we were looking at Lady Shiva, we were looking at Copperhead. All these different characters. Anyone who might’ve, sort of had the word assassin in their history. And then we were looking for elements that would match different components of gameplay. So we were saying “this one would make a good challenge for freeflow combat” and “this one would be a good option because it could challenge your navigation” or whatever the case may be.

So as we were looking at the board, we realized we didn’t have a ton of women on our roster and that was frustrating and disappointing for a variety of reasons. And Ames Kirshen, who is the vice president of production for all DC properties at Warner Bros. Interactive, kind of likes the idea of the Copperhead character, and likes the idea of this acrobatic, contortionist character. And there was this merging, this alignment of the stars, where we said we have an idea of what the gameplay could be with this character. We’ve got an interesting angle in terms of this being an assassin, but we’re looking for more females, let’s pitch the idea of a refresh, a rebranding, of the Copperhead character and make it a visually appealing female character.

At first Ames and DC were a little hesitant. They weren’t against it, but they needed some convincing. And so working with our character concept team, we put together a few compelling character pieces that showed how visually appealing this character could be with her claws and her tattoos and her costume. And while doing this, we’re describing the image we have of her being a dangerously seductive contortionist, and that was a cool image that everyone could see in their heads. Imagine her wrapping herself around Batman and using her claws to attack and poison him. It was a pleasing image we all thought would be cool.

Once that happened, we got [DC Comics’ chief creative officer] Geoff Johns on board, and then the rest was just implementation. And as we revealed at the San Diego ComicCon panel, the motion capture of her was probably the point where everyone looked back and said, “See, I knew it would work!” We all thought it would be cool, but then we got these three really talented actresses and we hodgepodged together their MoCap, glued it all together to create the Copperhead experience in the cinematics we’ve shown, and that’s really when it clicked.

And then to have Geoff Johns talk about it at the panel and give credibility to the character by saying she’s going to become canon, she’s going to become a character you’re going to see in the New 52, is really validating, and shows the working relationship between us and DC—which has been great—but it also shows the importance of videogames as a medium in the overall DC space. The Arkham games sell. They get millions of eyes on them. And so they’re becoming increasingly powerful and important just as a platform to influence the canon of this character, which is very rewarding and exciting for us.

EGM: You mentioned the New 52 and how the Arkham games are now influencing that. The New 52 is very young, and the Arkhamverse is in its infancy as well. Because of its freshness, are you guys tempted to reach for Batman’s newer history, as it might have a more viable audience, or do you like staying rooted in Batman’s lengthy pre-New 52 history? 

BM: Generally speaking, everything is on the table. We are more influenced by the older comics for sure in regards to references and inspiration and try to steer clear mostly just of the movies, TV Shows, and other media. What’s more important than if our inspiration is from old or new comic material, is if it makes sense to the Arkhamverse, because it is young and it is its own unique branch of the DC timeline.

Hypothetically, let’s stick The Court of Owls into the Arkhamverse. We go back then and ask if that makes sense, especially since Origins is Year Two and very clearly Court of Owls isn’t Year Two, so there are some things where the chronology of our story dictates who we can and can’t have in it. But in regards to what books or authors or anything—it’s all available. We just have to make sure it stays consistent. And that’s not necessarily a DC mandate. I mean, they appreciate that we hold ourselves to that even before we put options in front of them, but we want to make sure that we are building a cohesive, coherent universe first and foremost. Because first of all, we’re huge fans and that’s the world we want to play in, and we don’t want to create an experience where the fourth wall is broken for those extra hardcore fans who find inconsistencies and lose that sense of immersion because there’s something about our narrative that breaks and fractures their sense of understanding in the universe.

EGM: How hard is it to keep that consistency with a prequel, though? You have a lot of new villains and gadgets that weren’t around in the first two games.

BM: You know, it’s really not that hard if you put gameplay first. We’re not ashamed of it. We’re proud of it. We didn’t sit there thinking that we needed to create an awesome gadget, but it needs to be technologically inferior to Arkham Asylum and so we need to limit him. That’s not how you make an exciting game. We wanted to make a game that felt like an upgrade over the previous two games in as far as Batman’s capabilities, even though this is chronologically taking place before Arkham Asylum. As a player, do you accept that the chronology means Batman should miss some punches, the Batclaw cable should snap once in a while, and the Batarangs shouldn’t fly as far? It would be frustrating instead of an empowering experience.

Luckily, though, there is a very well-established component of the canon that makes it all moot. Batman never leaves the Batcave with everything. It’s part of the character. He has different outfits, different gear, different vehicles, different versions of weapons, different versions of gadgets, different suits, and it’s always been accepted that based on the different challenges he may face, Batman will use some subset of his arsenal to use in that encounter, and so we’re just staying consistent, really, with that part of the canon. In Arkham Origins, Batman finds a need for the remote claw, and so narratively we can still be consistent. It’s just part of who he is.

EGM: Well, as long as he never brings out the Bat-Shark Repellant again, I think we’ll all be okay with that. So, you have a new Joker voiced by Troy Baker and a new Batman voiced Roger Craig Smith. Besides the fact these are younger versions of the characters, what made you want to change the actors and what went into choosing the new actors?

BM: Really, younger is it. That was the main reason behind the decision to change voice actors.  It’s not that we don’t love Mark [Hamill]. It was simply the fact that we needed a voice actor who could sound like he was the Joker, but seven years younger from where Mark typically played him.

And everyone acknowledged that need. We are an early career story. We needed our voice actors to be younger men who have younger sounding voices, but who can still very much play the characters the way that Mark and Kevin would’ve played them. We didn’t want Troy to re-invent the wheel and come up with an all-new Joker. We wanted him to the deliver us the Joker who becomes the character played by Mark Hamill in Arkham Asylum and Arkham City.

So what went into the casting was listening and auditioning tons and tons of some of the best male voice actors in videogames for that angle. And trying to make sure we found partners who understood and embraced that, and saw that as a huge opportunity rather than a restriction or a confinement or some sort of limiting factor. And both Troy and Roger immediately keyed into that in their auditions. You could actively hear them trying to do their versions of the vocal mannerisms of Mark. And it became quite evident to us early on in the process that these were our actors—not just because they could deliver the voices, but because they embraced the challenge so wholeheartedly and are so respectful of the giants whose shoulders they were asked to stand upon, which is exactly what we were looking for.

As part of the Marvel Video Games panel Saturday at San Diego ComicCon, LEGO Marvel Super Heroes game director Arthur Parsons revealed a plethora of the 150 characters that look to inhabit TT Games’ LEGO-fied Marvel Universe.

A special focus was given to the heavies, the hulking brutes who are far larger than most LEGO characters and were given their own trailer (embedded below). In it we see the Blob, Rhino, Kingpin, Lizard, Colossus, the Thing, and the Juggernaut join the likes of the Hulk and Abomination. We even catch a brief glimpse of Iron Man’s Hulkbuster armor in LEGO form.

Parsons had more up his sleeve at Comic-Con, playing a slideshow that a whole host of other Marvel characters set to make their LEGO debut. This list included the likes of:

  • Dr. Doom
  • Jean Grey
  • Beast
  • Gambit
  • Storm
  • Elektra
  • Magneto
  • Vulture
  • Silver Samurai
  • Punisher
  • Green Goblin
  • Iron Patriot (pre-order bonus)
  • Squirrel Girl
  • Sabertooth
  • Deadpool
  • Howard the Duck

And to cap off the cast additions, Parsons revealed that some Marvel execs, including the legendary Stan Lee (who then appeared on stage to arguably the loudest applause of the entire Con) would also appear in the game.

At the heartfelt behest of a young boy, Parsons also revealed that Doctor Strange had made the cut, and mentioned that Troy Baker will be playing Loki, Clark Gregg will reprise his role of Agent Coulson, and Nolan North returns to the character of Deadpool.

LEGO Marvel Super Heroes’ brick-building mayhem commences on the Xbox 360, PS3, PC, 3DS, DS, PS Vita, and Wii U this fall (sometime later for Xbox One and PS4). Excelsior!

Don’t forget your syrup! We’re making pancakes!

It’s never easy turning a licensed product into a videogame, but it can be especially hard when it comes to comic books. Developers typically have a wealth of history from which to draw, but that also leads to fanatical fanbases who love to criticize the slightest bit of “creative interpretation.” Or, on the flipside, you’ll see projects commissioned to be made with half the budget and half the time—and then publishers wonder why we, the game-loving public, trash the end result.

But every now and again, the stars align. With time, money, knowledge, respect for the product, and understanding from the fanbase, you’ll have an experience worth playing. The guys at High Moon Studios are familiar with this; they’ve done it twice now with a pair of original Transformers videogames. But can they possibly handle the biggest challenge they’ve faced so far in the form of Deadpool?

Based on the Marvel character best known for breaking the fourth wall and spoofing a flurry of other comic-book characters, Deadpool is a love letter, plain and simple, to the fans who’ve supported him since the Rob Liefeld/Fabien Nicieza days in the early ’90s. Luckily for us, though (no offense to those guys—well, maybe Liefeld a little), High Moon asked Daniel Way to write the script instead. Fitting, since Way’s run with the character is probably why Deadpool’s now at the height of his popularity.

And the game unfolds exactly how Deadpool fans might expect: Everyone’s favorite Merc with a Mouth decides he wants to be in his own videogame. Yep, fourth wall already smashed to smithereens. So he calls up the guys at High Moon, threatens them (a lot!), and gets the green light. We then begin stage one, where Deadpool must hunt down a big-time executive type in order to rake in a big bounty. Unfortunately for Deadpool, this particular fat cat is doing business with the Marauders and Mister Sinister, and he’s under their protection. Deadpool can’t be having that—no, sir!

Thus begins one of the wildest gaming rides I’ve had in quite some time. Sure, Way’s comics made me laugh for a couple of minutes each month, but this game had me in stitches for almost the entire eight-hour experience (give or take an hour, depending on your difficulty).

Aside from the smartly executed script, the game looks solid; it’s firmly entrenched in Marvel lore, yet it’s also got a splash of Looney Tunes when it comes to animations, character reactions, and general tomfoolery. The excellent voice work certainly adds to the atmosphere, too. Nolan North channels every ounce of Deadpool (and the voices in his head) he can muster through that red-and-black mask and when grouped with other voice veterans like Steve Blum as Wolverine and Fred Tatasciore as Cable, the acting is top notch.

But not everything about Deadpool is a perfect mile-high pile of pancakes. Deadpool loves guns. He also loves swords. In fact, any tool that can deal death is a high priority in his fractured mind. So High Moon faced an understandably difficult undertaking in finding the proper balance between guns and melee weapons. Unfortunately, the Deadpool game doesn’t quite get that balance right as the action ebbs and flows back and forth between having to use guns and then use melee weapons, instead of blending the two together more to craft a smoother combat experience. Also, while the combo system works fine and sees Deadpool transition smoothly from enemy to enemy, the broken camera and floaty platforming sequences serve as unseen foes that ultimately detract from the experience.

Still, Deadpool also features a few combat tweaks that definitely add to the experience, such as a “Momentum Meter” that fills up with continued success. The upgrade system that requires you to cash in “Deadpool Points” earned from massive combos is a decent touch, and being able to wield a variety of handheld, throwable, and projectile weapons helps keep the experience from becoming a complete button-masher. The game also offers eight challenge maps—with four levels of difficulty—that offer some replayability.

Even with a few gameplay issues, Deadpool hit just about every note I wanted. The campaign offers enough hysterical choices that I played through it several times—and I even watched as others in the office experienced it for the first time. Ah, so many fond memories.

If you’re a fan of Deadpool, you’ll certainly appreciate the experience, but if you’re really unfamiliar with the character (even though I don’t know how that’s possible at this point), you might be a bit wary of having this game be your first experience with Wade Wilson (Oh, no! I revealed his secret identity! Spoilers!).

Developer: High Moon Studios • Publisher: Activision • ESRB: M – Mature • Release Date: 06.25.13
8.0

You’ll be fighting the camera sometimes as much as enemies, and the balance between guns and melee needs a bit more work, but most of the time, I was laughing too hard to care. The script is a love letter to Deadpool fans, so if you love the Merc with the Mouth, this game will hit your chimichanga-flavored sweet spot.

The Good Hysterical story that channels the best of Deadpoool.
The Bad Balance between melee and guns needs work; camera can be a hindrance.
The Ugly WHERE’S HYDRA BOB?!
Deadpool is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

Hey there, kids! Dr. Ray Carsillo, Associate Professor of Superherolgy here for EGM. Today, we’re going to speculate as to what villains the Dark Knight may face in his upcoming game, Batman: Arkham Origins.

Along with a slew of screenshots, plot information leaked yesterday that Black Mask has called eight of the world’s greatest assassins to Gotham and put a massive bounty on Batman’s head. We know for sure that Deathstroke is, unsurprisingly, one of these assassins from those screens. But who are the other seven? Here are my best candidates for the job:

Deadshot

First Appearance: Batman #59 (June/July 1950)

Real Name: Floyd Lawton

Bio: Originally appearing in Gotham under the guise of helping Batman, Floyd Lawton actually had a grand plan to replace the Caped Crusader and then use the vacuum of costumed do-gooders to establish his own stranglehold on the Gotham underworld. This failed, of course, and when Lawton finally broke out of prison, he decided to become an assassin-for-hire instead. Consistently proving that he never misses, Deadshot quickly becomes one of the best assassins in the world, but frequent marks in Gotham has seen him cross paths many times with Batman over the years. His constant trouble with the law has led to several stints with groups like the Suicide Squad to put his skills to more noble uses while also trying to get shorter jail sentences.

Powers: Expert marksmanship

Why He Might Appear: Having already been part of an Arkham game increases the likelihood of Deadshot appearing. He’s one of the best-known assassins in the Batman mythos, and the huge bounty would play to the character’s more basic traits. Also, if the developers wanted to touch upon his origins, with the Penguin and Black Mask also being seen in screens, there’s a good chance for strong mob undertones to the game. If Deadshot wants a slice of the underworld to himself, this Batman Bounty would prove a perfect excuse for him to come to Gotham and try to weasel his way into one of the premier organizations before starting his own.

Lady Shiva

First Appearance: Richard Dragon, Kung Fu Fighter #5 (December 1975)

Real Name: Sandra Woosan (or Wu-San, depending on the writer)

Bio: Born and raised in a shantytown protected by Ra’s al Ghul’s League of Assassins, Lady Shiva grew up around martial arts. After fleeing the village with her sister at a young age to pursue a better life in America, Shiva continued her training into adulthood before being tracked by David Cain, one Ra’s al Ghul’s best assassins. In order to free her mind from restraints she didn’t know she possessed, Cain killed Shiva’s sister. Realizing that Cain was right—that she needed to let go of everything, including her family, to reach her true potential—she entered into the League of Assassins with Cain and bore his offspring. This child would go on to become Cassandra Cain, the second Batgirl (third if you count Betty Kane, but most don’t). After Cassandra was born, Shiva abandoned the girl and continued her quest to reach her full potential, often fighting on both sides of the law to fulfill her personal wishes.

Powers: Martial arts grandmaster, expert in reading body language to predict opponents’ moves

Why She Might Appear: In a game revolving around assassins, the League of Assassins would need some sort of representative. Although I’m sure Ra’s al Ghul will also likely appear somehow, he rarely does his own dirty work and often employs people like Lady Shiva to do it for him. David Cain, Shiva’s lover, is also a possibility but less likely due to his niche status in the Batman mythos.  Therefore, Shiva’s easily the best-known candidate. Her past of both helping and attacking Batman could be an interesting side story—maybe even to set up a trap in the game—since Lady Shiva’s best-known story arc is the one where she helped train Batman back to full strength after Bane broke his back in the Knightfall story arc. On several occasions, though, she’s tried to kill several members of the Bat-Family.

Merlyn

First Appearance: Justice League of America #94 (November 1971)

Real Name: Depending on what media he appears in, Merlyn has a bevy of first names, including Tommy and Malcolm, with Merlyn always serving as his last name.

Bio: Once known as Merlyn the Magician, he was a world-class archer who fell out of the limelight after one great public archery contest against Green Arrow. Leaving the contest simply as archery rivals, Merlyn appeared many years later as a member of the League of Assassins, charged with killing Batman. Green Arrow prevented the attempt, however, and Merlyn was ousted from the League because of his failure. While at the League of Assassins, Merlyn also had a hand in Cassandra Cain’s training.

Powers: Master tactician, archer, marksman, and hand-to-hand combatant

Why He Might Appear: Even though he’s best known as a Green Arrow antithesis, Merlyn’s recent history has been heavily interwoven with Batman, especially now that he was last seen working with Talia al Ghul again. If the League of Assassins does make its presence known in the game aside from Lady Shiva, Merlyn would make an interesting villain to bring along under the League of Assassins banner. Not to mention it could lead to a Green Arrow cameo, whom DC and Warner Bros. have both been pushing heavily recently.

Prometheus

First Appearance: New Year’s Evil: Prometheus #1 (February 1998)

Real Name: Unknown

Bio: The son of two criminals who traveled the country committing numerous acts of theft and robbery, Prometheus watched from the sidelines as his parents provoked the police—until the cops had no choice but to gun them down in an alley. At that moment, he vowed to take revenge against all forces of “justice” that he might come across.

Powers: Variety of gadgets and weapons, peak human physical and mental ability

Why He Might Appear: Meant to be Batman’s perfect mirror image, Prometheus offers up an interesting battle that we see in many games, where the hero must face him or herself to advance (Dark Link, anyone?). Although Prometheus has a large sum of money due to his parents’ various stashes, he often meddles himself in mob affairs to garner more power. Again, with the mob angle clearly coming into play with Black Mask and Penguin’s respective presences, Prometheus might see this as the perfect time to confront his do-gooder equal while inserting himself into the Gotham underworld scene. Seeing as how all these assassins with underworld ties might possibly appear in the game, this could help introduce other mob bosses as well, like the Great White Shark, Carmine Falcone, Rupert Thorne, or Two-Face to go along with Penguin and Black Mask.

KGBeast

First Appearance: Batman #417 (March 1988)

Real Name: Anatoli Knyazev

Bio: Trained by a secret cell of operatives inside the KGB, the Beast was loyal to the Soviet Union and would do whatever it took to eliminate the targets he was assigned. His first encounter with Batman had KGBeast targeting 10 high-ranking officials inside the U.S. government in the hopes of crippling the “Star Wars” program. The Beast was mostly successful but failed to gun down his final target, then-President Ronald Reagan, after being thwarted by Batman. After this failure and the U.S.S.R. dissolving, KGBeast turned to a more traditional life of crime.

Powers: Prosthetic gun in place of left hand, enhanced physique due to cybernetics, explosives expert, extraordinary hand-to-hand combat skills

Why He Might Appear: The leaked info says that these are the best assassins in the world, and by the time he first met Batman, KGBeast had already successfully assassinated over 200 targets. His unique weapons—and considering the game is set in the past—could allow for KGBeast’s first appearance story to be mostly explored, especially as the game looks to have an open-world feel similar to Arkham City but twice as big. At the very least, it could be an interesting side mission to have high-ranking political figures in town—and Batman having to stop them from being killed by KGBeast.

Bane

First Appearance: Batman: Vengeance of Bane #1 (January 1993)

Real Name: Unknown

Bio: Born and raised in a prison his entire life, Bane’s natural skills allowed him to survive and later thrive under the harsh conditions. Building up his body in the prison gym and learning as much as he could, Bane quickly dominated everyone in the courtyard to become the unquestioned “king.” Seeing his potential, prison controllers felt he’d be perfect for an experimental drug called Venom. Using his new-found superstrength, Bane escaped his prison home and made a beeline for Gotham City, feeling it his destiny to break the Bat.

Powers: Master of disguise, photographic memory, expert strategist, Venom usage gives him superhuman strength

Why He Might Appear: Bane’s another character who’s already appeared in the Arkham games. If Warner Bros. Montreal decides to tap into a little bit of the Batman: The Animated Series mythos, it would be easy to make Bane an assassin-for-hire type, as well as a mastermind in his own right. This would explain what would bring him to Gotham in the first place, and since his own origins in the Arkhamverse haven’t really been explored, this could be the time to do it. Plus, he’s another big name from the Rogue’s Gallery and could really help complement Penguin and Black Mask. And let’s not forget that Bane is at an all-time high in terms of popularity due to last summer’s The Dark Knight Rises, and seeing him in a more traditional comic-book setting might be just the thing to keep his villainous momentum going.

Azrael

First Appearance: Azrael: Death’s Dark Knight (March 2009)

Real Name: Michael Washington Lane

Bio: An ex-cop, Michael Washington Lane is approached by the Order of Purity when the former Azrael went mad and killed an undercover cop. Dressed in holy relics that speak to him—and after undergoing numerous purification rituals by the Order—Lane has lost some of who he once was, but his personal sense of justice is still his primary driving force, which has led him to be both an ally and an adversary to Batman.

Powers: Artificially enhanced physiology, specially armored costume

Why He Might Appear: I chose the more recent incarnation of Azrael—not the original from the early ’90s in Jean-Paul Valley—because Lane is another figure who’s appeared in the Arkham games. It makes sense for this version to be used here, because instead of trying to teach people about two different men as the same character, you create a bit of a new backstory for him in the Arkhamverse. All in all, this would be a lot simpler—and more interesting. Azrael’s always been a character who lives in that gray area and whose methods are too extreme for Batman to use himself; his religious undertones also make him a bit of a lightning-rod character. This could also lead him to believing that Batman is some sort of devil or demon—and that by purging him from the world, he’d be doing his holy duty, instantly providing a bit more depth in terms of character motivation beyond “I want to get rich and famous.” His character’s also susceptible to being easily manipulated—and he has a history with Ra’s al Guhl as well because of this.

What do you folks think of this list? Who do you think should be on here? What non-assassin villains do you think will crop up? Are you excited for Batman: Arkham Origins? Let us know with comments below! 

Spector speaks, but who should listen?

I’ve wanted to write an article like this for some time now. I knew I wanted to vent my frustrations with the comics industry, but I didn’t know how to jump into the subject without coming across like a raving lunatic—which I admit to sometimes being the case.

As my comic qualms simmered in the back of my mind for weeks on end and I pondered how to kick off this editorial, DICE 2013 rolled around. I’d planned on burying my anger even further in the recesses of my mind in order to focus on the conference, but I found some inspiration in an unlikely spot.

Celebrated game designer Warren Spector was scheduled to speak at the conference; he didn’t cancel his appearance even after the disheartening news that his studio, Junction Point, closed just a week prior to DICE. I’m sure this experience inspired Spector’s talk about spending almost four decades in the game industry—and what he saw now that he had the chance to take a step back.

Anyone who’s had the pleasure to speak candidly with Spector knows that he’s quick with a joke no matter the subject. Because of this, his presentation was one of the more enjoyable ones at the conference, even if it lacked the structure of other talks. But shooting from the hip—as Warren is wont to do—certainly ruffled a few feathers. Spector condemned the tongue-in-cheek zombie-ripping romp that was Lollipop Chainsaw and gushed over Heavy Raincreator David Cage’s work (maybe Warren’s trying to line himself up for an interview?), but what made my blood boil was his encouragement that we all “put away our geeky things.”

This irked me on several levels. Not only does what we do as game journalists drip with geekiness, but my beloved hobby of comic books is another cornerstone in the foundation of any solid nerd cred. My rage was palpable, to say the least—to begin with, anyway.

Like many other geeks, my first instinct had driven me to anger, before rationale (and, later whiskey) settled in to calm me down. After all, the same old song and dance from our favorite games, movies, and comics are like geek comfort food, and we don’t take too kindly to folks messing with tried-and-true recipes. But the more I thought about Spector’s words, the more I realized that he didn’t mean for us to drop the hobbies near and dear to our hearts or to stop being inspired by them. He didn’t literally want us to stop being who we are.

Warren Spector wants us to get away from the same tired formulas we’ve been using in games since he got into the industry. He wants developers to stop being so geeky and to grow up in a figurative sense so that we can break boundaries as a medium. The same can be said for what’s going on in the comics industry.

And this leads me into the point of this article (yeah, I like the sound of my own voice—I know, I know!). For the most part, the comic industry, much more so than the gaming industry, has become tired and stale, at least when speaking of the Big Two, DC and Marvel. “Transmedia” was a buzzword thrown around liberally at DICE, and it seems that with the comics industry being so focused on crossing over into games and movies, Marvel and DC have completely forgotten what it means to tell meaningful, entertaining stories through the traditional pages of a comic book.

In fact, Marvel and DC have gotten so far away from what they once were that they’ve transformed into an Ouroboros—a snake eating its own tail. I’ll let you decide which one of the Big Two is the head and which is the tail, but it doesn’t really matter. At this point, we can’t tell which came first, the chicken or the egg—because both are scrambled. Every time there’s a major story in one universe, the other has to go for a copycat narrative. When one relaunches, so must the other.

And heaven forbid that an original idea actually explains the drastic story switches this constant cycle signifies. If a writer uses time travel one more time to launch a series, I’m going to break the fingers of whoever wrote it. I’ll still never forgive DC and Geoff Johns for how they brought Swamp Thing back. And I’ll never forget what Marvel and J. Michael Straczynski did to Spider-Man back in 2007; they felt the best way to relaunch the character was for him to sell his marriage to Mephisto. I want you folks to look back over that last sentence and contemplate that for a little while if you’re not familiar with a horrendous little story arc called One More Day. Spidey sold his marriage to the damn Devil! It’s too much for even a comic-book fan like me to swallow.

The worst of it—at least in regards to the Big Two—is that it doesn’t look like things are going to change anytime soon. In fact, if this weren’t my job, I might be tempted to take Warren Spector literally and stop buying comics altogether, because the stuff being printed nowadays on a regular basis is slop.

I do see some potential for hope, though. While the Big Two continue to bite off each other to the point that, soon, there’ll be nothing worthwhile left to read, the indie scene is resurgent. The return of classic Valiant Comics likeArcher & Armstrong and Shadowman, new Star Wars books from Dark Horse, IDW’s takes on Ghostbusters andTeenage Mutant Ninja Turtles, and Archie’s continued success with other videogame properties like Mega Man andSonic the Hedgehog keep comics viable, much like how gaming’s own indie scene continues to breath fresh concepts into the industry year after year.

In the end, Warren Spector was right. It’s time for the comic-book industry, just like the game industry, to put a lot of their geeky, tired, uninspired ideas of what constitutes content away and to grow up. We can keep the capes, though!