Tag Archive: preview


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For a lot of shooters nowadays, the idea of patience is taboo, like it was some naughty word or an out of date, ignorant way of thinking.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.

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 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.

Tally-ho!

There were a lot of great moments at GDC. From the parties to the panels, GDC was a huge learning experience for me and definitely something that anyone interested in game design or the industry in general should look into attending one day. The conference also has a modest show floor to show off games, especially of the Indie variety and I admit, my personal highlight of the show may have been when I stumbled into a ring of people forming an impromptu arena for what became a hot topic of discussion at the show: Johann Sebastian Joust.

This indie game isn’t a video game in the most traditional sense. In fact, it has no video at all unless you YouTube videos of people playing it in the middle of the street. You see the only thing that Johann Sebastian Joust requires really is a PS3’s wireless connectivity and everyone who wants to play, two player minimum and seven player maximum, needs to bring their own PS Move controller.

After activating your Move, the sensor ball will turn a specific color. Your objective is to jostle the other players physically enough for their sensor to turn red, signifying their elimination. The sensitivity of the Move controller also changes depending on the tempo of the music. The music, of course, always being Johann Sebastian Bach’s “Brandenburg Concerto”. The faster it plays, the less sensitive and the slower it plays, the more sensitive.

I played 10 matches of Johann Sebastian Joust, winning all my matches but one, and that was because I was against the idea of roughhousing with a girl I did not know…or pay for. Johann Sebastian Joust appealed to my competitive gamer nature in ways that few games can actually hone in on nowadays while working perfectly with the music set up. The game also forced you to think outside the box in some instances.

My first victory came when I hid my controller in my coat pocket, and when the last man standing assumed he was victorious, I went up to him and pushed him aside for the victory as he forgot that only when the sensor ball flashed multiple colors did it mean he was truly victorious. I also used my coat as a shield in one match and actually won another match by default as a competitor kicked me in the stomach (seriously, dude went all Kung Fu on me), but all his hectic motion caused him to eliminate himself before he even touched me. My favorite though was when it was down to two of us and I yelled “Hey look at out behind you!” and my opponent turned around and let me tap his sensor ball (I actually got an ovation for that one as people were shocked the guy fell for it).

Describing it can only do the game so much justice though, so below is one of the promotional videos for the game. Considering though this likely is only going to be a few dollars on top of the price of a PS Move controller, I think this could easily be the best PS Move game yet if enough people find out about it. Of course, the only drawback is you might need to move your PS3 outside to make sure you have enough space for the game. But if you have the space, this was easily the most fun I had on the floor of a show in a long time and was more than worthy of its 2012 GDC Innovation Award and cannot wait until it becomes readily available everywhere.

Lollipop Lollipop

The twisted mind of Suda51 is prepping to strike again and shortly after last night’s official announcement of Lollipop Chainsaw’s release of June 12th here in North America, several of us in the gaming community were allowed to go hands on with the most involved demo yet of this highly anticipated tongue-in-cheek zombie slasher. And if I was excited before, my anticipation has easily hit a new peak after playing through what is expected to be the fourth level of the game.

Still in pursuit of her kidnapped sister, Juliet follows the trail to the local arcade, a massive structure built to resemble an old-school arcade cabinet. The Fulgi Fun Center though holds more than a bunch of Atari classics as a bevy of new horrors for Juliet to face, including dorky zombies who are happy to waste their undead eternity at the arcade’s cabinets when not feeding on human flesh, await her inside. With the help of her newly introduced father, a tough, but loving individual whose motorcycle helps Juliet get around the town, Juliet must storm the arcade and save her sister from the zombie horde.

The first thing you take note of is the fact that this demo took place completely outside of the high school we’ve seen up to this point, and we also caught a glimpse of a game map highlighting six areas so far: the Fulgi Fun Center, Parking Lot, Cathedral, High School, O’Bannon Farm, and Stadium. This means that Juliet will have a lot of ground to cover and is not confined to the school grounds as some might have thought from the limited game play we had seen up to now.

We also got a look at the upgrade system. As Juliet kills zombies, she collects coins, similar to Travis Touchdown from No More Heroes. She then can use the coins to purchase dumbbells to increase her attacking power, new sneakers for increasing her speed, and various health and combo upgrades as well. And speaking of the combos, I was impressed that after investing only a few hundred coins, I was able to enhance Juliet’s repertoire significantly.

Whereas many games like this would see players easily fall into the pattern of mashing the same attack button over and over again, the combos here actually have a much bigger payoff and encourages you to try to link your moves together. Often, you won’t only get a spectacular light show for a successful combo, but you’ll also dispatch even the toughest of zombies much, much more quickly and this was very satisfying.

But onto the level itself. After disposing of a horde of Molotov cocktail chucking zombies, Juliet is compelled by a mysterious voice to play a game. She is instantly digitized and transformed into a pink avatar of herself. Here, she must work her way through a bevy of spoofed arcade classics including Pac-Man and Pong levels in order to advance through the arcade. Moving back and forth through her world and the digital one, Juliet must work her way towards the mysterious voice that she knows is the one currently holding her sister.

And keeping with the late 70s theme of many of the games inside the game that you must conquer, after working your way to the roof of the Fulgi Fun Center, you soon come upon the nefarious Josey, a disco zombie who reminds you way too much of Baron Samedi from the James Bond movie Live and Let Die. Josey and his disco loving UFO with undead babes draped on it is your classic two form battle where you must first dismount Josey from his smaller UFO before he abducts himself onto a much larger and much more dangerous UFO where a countdown clock starts, forcing you to race against time to power down Josey’s disco derby of destruction or Juliet will lose her sister forever!

Very much keeping in with the themes of the music based undead we saw in our PAX Prime demo last year where we took on the metalhead Zed, combined with some hysterical one-liners we saw both in cut scenes and during game play, and some surprisingly tight controls has me thinking that Lollipop Chainsaw looks like a game that could easily break the chains of its B-Movie premise and make a killing in the mainstream.

And if you’d like to hear a bit more about the game from the man himself, check out Eric L. Patterson’s brief interview with Suda51 by clicking here!

Waking Up to Sleeping Dogs

I was always a fan of the True Crime series and so, like many others out there, I was excited a couple of years ago when I heard that it was being brought back to life with a romp in Hong Kong. Then, unfortunately, after countless delays it had its plug pulled and was put on the shelf. But luckily, Square Enix saw the potential in this open world game and so their London Studios, with plenty of experience in the open world with Just Cause 2 and an assist on Batman: Arkham Asylum under their belt, felt they were ready to tackle this challenge with the game’s original developer, United Front Games. And boy, am I ever grateful for that after getting my first hands-on with the game this week.

Re-titled Sleeping Dogs, the game follows undercover cop Wei Shen who, after joining the Hong Kong police force after a stint in the United States, is tasked with infiltrating one of the most cut throat organizations underneath the Triad umbrella and taking them down from within. Inspired by Hong Kong movies like Infernal Affairs (which would later inspire Martin Scorsese’s Oscar winning movie The Departed), the folks at United Front Games wanted to bring that realistic grit and grime into the a game world while keeping up a pace of action fit for a martial arts masterpiece.

And there looks to be a ton of action it looks like in Sleeping Dogs as we were able to go hands-on with a pair of levels. The first was a street race to let us know that even in the crowded and cramped streets and alleyways of Hong Kong, there is still plenty of driving to do in the game. After ramming several opponents off the road and taking first place in what was a satisfyingly smooth handling sports car, we got out from behind the wheel and were ready to really get our hands dirty though.

In this level, we were attempting to earn the trust of some of the Triad lieutenants and so had to shake down someone who had missed a payment of his protection money. Moving through a crowded marketplace, we quickly came upon our mark. When we explained to him who we were, he bolted and a free-running sequence fit for an Assassin’s Creed game began. Immediately the interactive environments were revealed to us as I kicked a crate of oranges out of the way and each one bounced independent of each other down a flight of stairs. As I kept the runner in my sights, our climbing skills were also put to test. Unlike in Assassin’s Creed, to help convey that sense of realism and interaction, instead of automatically overcoming objects in your path, you actually have to press the jump button at the right time to run up walls or vault dumpsters. Otherwise, you’ll still traverse your obstacle, but the animation will change and you’ll be slowed as your poor game reflexes will also directly affect how Wei handles this in game. If successful, you’ll maintain speed. If not, Wei will humorously flop for a moment before regaining his composure.

Once we caught up to the runner, a handful of his friends came out of the woodwork and we were going to finally put our combat skills to the test. With clear influence from the work Square Enix London did on Batman: Arkham Asylum, a similar two button combat system was in place here. One button was for attacks, the other for counters. What was new here though was that if you grabbed an opponent, the world lit up in a flash of red, pointing out what was interactive in the environment to instantly take out a thug if we could drag them over to it. From frying them in an electric panel, to tossing them into an open dumpster, the options were near endless and I replayed the level just to make sure I interacted with every possible item I could.

“You look at a lot of Hong Kong action movies and one of the hallmarks is that they never stop. The action never stops and its flowing, very fluid. You have a lot of people running around moving to fight or take action in the scene. And one of the key things is seeing how they bring the environment into play.  Picking up objects very quickly that they can use as weapons or just the environment in general is a weapon. So we wanted to extend that core philosophy to the game. The thing is almost that the more mundane the object, the cooler it becomes because you never stop to think about how deadly some of these everyday objects can be. So everyone has a car, but smashing someone’s head three times in the door before delivering a final kick, is really going to do some damage. So it’s all there really just to help keep the combat flowing and interesting,” said United Front Games Executive Producer Stephen Van Der Mescht in a brief interview with EGM, speaking about how important environment interaction was for them in this game.

Of course, if I didn’t want to use the environment, or was too far our of place to reach my desired target, the kung-fu Wei uses felt just as fluid as Batman did in the Arkham games as I strung together a brutal string of punches, kicks, and counters that left my foes broken, bruised, and battered. And without Batman’s moral compass, with me at Wei’s helm, I often left a scene behind that would require numerous body bags as I threw guys off high rises, turned their own lethal weapons against them, or smashed them face-first into rooftop fans that gave me just enough gore to feel more satisfied than disgusted.

Although our time with Sleeping Dogs was short, there was a lot there that had me very excited to see how the game would play out. Smooth flowing and rewarding action sequences worthy of the Hong Kong cinema that inspired them, high-speed car chases, and a deep, gritty, and compelling story that looks devoid of the fantastical that occasionally seeped into the original True Crime games has me feeling that Sleeping Dogs is not a game you should sleep on this summer.

Comic books fans are some of the most hardcore media consumers there are. And so when word came out that Disney and Playdom were making a “casual” Facebook game revolving around the Marvel Universe called Marvel Avengers Alliance, a collective groan could be heard coming from the comic community. But never fear fellow True Believers as it seems that our favorite heroes and villains are in good hands.

Although it may fall under the category of “casual” due to its delivery system to your computers, Marvel Avengers Alliance is shaping up to be an experience that all Marvel-ites will want to be a part of. Set up like a classic RPG, this original story (the release near the movie is a happy coincidence for the game as it has no movie tie-in) you play as your very own agent of SHIELD fresh out of boot camp and your high marks has already garnered the attention of Nick Fury. So when an intergalactic event called “The Pulse” suddenly slams the Earth, he knows just who to call to help round up the Earth’s Mightiest Heroes.

The threat of The Pulse is that super-villains from all over the world are searching for fragments of an element that the Pulse left behind called ISO-8 that can enhance their powers. Turn about is fair play though as later on during your super-heroing career, you’ll be able to use larger and more diverse fragments of ISO-8 yourself to round out your stable of heroes’ abilities or turn them into powerhouses in the areas they are already strongest. Hulk can truly be the strongest there is with an ISO-8 boost, or he can learn a little finesse and accuracy with his Thunder Clap if you so choose.

For every mission you go on, you’ll be able to take two heroes to go with your Agent character and be able to unlock up to 28 heroes overall including Iron Man, Black Widow, Thor, Black Cat, Spider-Man, Captain America, Hulk, the X-Men, and the Fantastic Four. If your favorite character is too many levels away though from being unlocked, there will also be an in-game store where you can purchase the unlock for them as well as a bevy of items to help you on your quest. What is most interesting about all these characters though is how different some of them look. In the picture above, we see more 80s era looking Kitty Pryde (Shadowcat) and Colossus, but I also saw a more modern rendition of She-Hulk and the Ultimate Universe’s version of Nick Fury in the game.

“It’s funny what people key into, but understand that it’s all very intentional and we spoke to Marvel all along the way about what era should we go for look-wise here. I mean Iron Man has 31 different suits of armor, which should we go with in the game, and then what will we have available to the players in the future? Are we going to have all 31 Iron Man suits? Obviously not on Day 1, but the intent is to speak to all the fans and give them all those options. But, it’s interesting what different Marvel fans key into and you should know it’s all not just a happy accident. We were very specific with how all the characters would lay out with their different looks,” said Michael Rubinelli, Vice President of Studio Operations for Playdom when I brought it up.

But aside from forwarding the story and playing through like a regular RPG, with leveling up, turn-based mechanics, and buffs and de-buffs depending on equipment, what makes this appeal to the “Casual” market is the fact that you can call in your friends’ heroes for help and they will receive a reward for making their hero available to you. Mind you, if your team has Captain America and Wolverine on it, you can’t call in your buddy’s Cap or Wolvie as the story won’t support mirrors. There is also PvP match-ups (where mirrors are allowed) where you can put your best team to the test and see how they fair against friends and foes alike, helping to expand on the game experience even further and giving this just as long a life as any other “casual” game.

“You’ve got a game that basically can play out infinitely, and that we’re going to support by continuing to release new content, we’re going to continue adding new features, and there’s no level cap. This game doesn’t ever have to end and so by interacting and people continuing to invest in their characters, those characters can continue to grow indefinitely. And that’s part of the beauty of the Marvel franchise as things change and develop in the comics, we can add things to reflect that in the game as time goes on,” said Robert Reichner, COO and co-founder of Offbeat Creations, who helped work on the game.

And the best part is the investment doesn’t have to be as time-consuming as many other RPGs and MMOs out there (hence the “casual” nature) as you can take heroes you aren’t playing with and send them on missions by themselves to level them up and have them learn new moves before calling on them later (think of the Assassin Recruits in Assassin’s Creed: Revelations). Even when you leave Facebook, the character growth continues, encouraging you that just by putting a few minutes into the game each day can have profound affects on your characters later on.

All in all, Marvel Avengers Alliance looks to be a “casual” game that will finally appeal to that “hardcore” comic book fan. An original story, a deep RPG leveling up system, and all our favorite characters with hopes for more down the road, has me ready to shout Excelsior!

What do you folks think? Are you going to play this casual title? Do you think the Marvel characters will translate well to Facebook? Let us know your thoughts with comments below!

Grinding Greatness

For many gamers growing up, our first introduction into extreme sports came to us in the form of, well, games. And the game that paved the way for all others was of course Tony Hawk’s Pro Skater for the Nintendo 64, Playstation, and Dreamcast.

Spawning a half dozen sequels and even some crazy motion control board peripheral, Tony Hawk heard the cries of his gaming faithful (most of those cries were in pain as many of us, including yours truly, broke their a**es on that board last year) and went with his gut to declare that the series needed to return to its roots.

“It’s the best of our first two games for the new consoles and we’re back to joystick controls. And I’m super excited because we’re bringing back the game play that people came to love from the series,” said Tony Hawk himself in a brief interview with EGM back at the 2011 VGAs.

Along with returning to the classic joystick controls in order to link together as many sick tricks as possible, the game also pulls in seven fan-favorite levels across the first two Pro Skater games. Those levels are:

  • Warehouse
  • School 2
  • Mall
  • Phoenix
  • Hangar
  • Venice
  • Marseilles

But, of course, in the vein of many remakes coming out lately, fresh visuals are just the beginning for the Pro Skater faithful with the levels and playable characters in the game all getting a major facelift. And speaking of characters, both classic and modern greats like Rodney Mullen, Nyjah Huston, Andrew Reynolds, Eric Koston, Lyn-z Adams Hawkins, Chris Cole, Riley Hawk, and the Birdman, Tony Hawk himself, will grace the game’s roster.

The game animations and objectives also have been upgraded with the change in times. Original level specific goals like S-K-A-T-E and the Secret DVD (originally a VHS tape) have been tweaked while returning and you can also do manuals in levels from the first Pro Skater, originally a move that didn’t enter the series until Pro Skater 2. Along with tweaked classic objectives, we might also see some new ones come in via online play. Unfortunately, online play has only been confirmed at this point, but precious details like number of players, modes, or other online features have yet to be released at this time.

But the best part of all this nostalgia may be the price. Right now expected to be $14.99 on PSN and 1200 MSP on XBLA, I think fans of Tony Hawk Pro Skater as a franchise are beside themselves waiting for this game to finally become available in the Summer of 2012. But for those still on the fence of whether or not seven levels is worth the price, the Birdman said that some DLC levels could be a possibility.

“We’re basically going to go with the best of the first two (games) and if that goes well then we’ll add new levels maybe that no one’s ever seen before,” quote The Birdman.

Well, if that doesn’t give you an urge to grind some rails, then I don’t know what will. Maybe another look at the teaser trailer? Check it out below!

So what do you folks think? Are you pumped up for this classic reborn? Were you fans of the originals? How about the price tag? Let us know with comments below!