Tag Archive: PS3


Some mediocre abracadabra

Everyone loves the allure of magic and believing in the unbelievable. Typically, we know that it’s all really just illusion, but games give us a chance to suspend our disbelief a little further with fantastical characters and by immersing us in stories based in myth and legend. Well, Sony hopes that even after countless delays, that by putting a ‘wand’ in your hand with Sorcery and the PS Move, that you’ll be able to immerse yourself just a little bit further than ever before.

You play as Finn, an orphan taken in by a sorcerer named Dash and his cat familiar, Erline. When Dash goes off on some errands, Finn decides its time to have a little bit of fun of his own and breaks into Dash’s storehouse. There, he finds an enchanted wand and soon after the real antics ensue as what starts off as some simple childish hijinx, like turning sheep into pigs and pots into fishbowls, quickly turns into an epic quest to protect Erline, as she is not who she really seems to be.

I admit that Sorcery shocked me in a lot of ways. It’s very easy to just write off a lot of these motion-control gimmick based games as we’ve had a steady stream of disappointment from most every one of them for quite some time. But Sorcery succeeds in crafting a highly detailed world with interesting, well-acted characters and a bevy of ‘out of this world’ powers that can appeal to gamers of all ages and providing some actual depth. Even after the game’s countless delays since the PS Move’s launch though, there are still some serious problems with execution.

Although the game’s lack of a targeting reticule or lock-on system is intended to give you a sense of freedom in the somewhat linear world before you, all it does is lead to constant frustration. It is far too easy to mishandle your wand and fire off magical bolts of various natures in the complete opposite direction of your intended targets, even after later learning how to weave your elemental spells to create a volcanic wall of fire or an electrical storm. Often instead you’ll find yourself just running around in circles on the battlefield as you try to finally get the PS Eye to pick up your wrist movement just right in order to smack your enemies with some of these devastating spells. And when you add in that some enemies have rejuvenating lifebars, the fun can get sucked out of this game more quickly than you can say ‘hocus pocus’ due to poor controls.

When all is said and done though, Sorcery is easily one of the better PS Move games. But this is still not saying much and when placed side-by-side with various traditionally controlled RPGs or action-adventure games, Sorcery, like many gimmicky motion-based games, simply falls short due to the gimmicks that gave the game inspiration in the first place. If you’re desperate to shake the dust off of your PS Move or have children that won’t easily lose patience with the controls, Sorcery does provide an entertaining, although predictable, story for gamers to play through, but otherwise shouldn’t cause any money to magically disappear from your wallet in order to purchase this title.

SUMMARY:  The gimmick driven combat system holds Sorcery back, as fun quickly turns to frustration after each misfire from your wand. And this is a shame given the predictable, but charming story that Sorcery tries to tell through vibrant characters and the beautiful world they occupy.

  • THE GOOD: One of the more well-rounded PS Move games available
  • THE BAD: Too many basic short comings and control glitches to be anything of real note
  • THE UGLY: Talking cats just ain’t right

SCORE: 6.0

Sorcery is a PS3 exclusive.     

Back to the Beginning

If there is one thing the Resident Evil series is good at, it’s embracing its past and squeezing every possible scenario out of it to continue fleshing out the back-story for this beloved series. With that idea in mind, Capcom gives us Resident Evil: Operation Raccoon City. Taking place at the same time as Resident Evil 2, you play as one of six members of Umbrella’s elite hit squad called the U.S.S. (Umbrella Security Service) whose sole task is to ensure that any illegal incidents that could shine a bad light onto Umbrella never come to surface. And Raccoon City is as bad as it gets. So you’ve been covertly inserted into the city to make sure the B.O.W.s do their job and no survivors or information get out before things in Raccoon are cleaned up.

For as much good as RE: ORC does at times, it does just as much bad unfortunately. There are seven campaign missions that you can play with up to three friends online, but the fact there is no option for a local split-screen campaign or versus modes is a big fault in my book. The story mode lacks a lot of the character development and overall depth that we’re used to seeing, but it still feels really fun to progress through this special mission as this badass unit and take down all these zombies and creatures that we’ve seen in previous titles, like Lickers or Hunters, with controls that are more suited to the action game this is clearly trying to be. Of course, some hardcore fans may not enjoy the fact this game distances the series from its survival-horror roots, but I had a lot of fun with it and so was able to forgive them for going off the reservation this time around.

The game also has six very different main characters or classes, which gives you a nice bit of variety if you want to try them all out. Unfortunately, the game only supports four players at a time in campaign and four-on-four matches in versus though. And having more people allowed to play would definitely be the way to go because if you see how often the friendly A.I. suicides itself in the campaign, you’ll want as many of your friends around as possible.

The controls are also hit or miss. While the gunplay is very good, with dozens of weapon and power unlockables and upgrades, the cover system is flawed due to it not being button prompted, but is just initiated whenever you press up against a flat surface. The melee combat is also solid as you perform character specific combos, and if you have enough energy, a character specific execution move that can instantly take out your opponents. There is also a running tackle though that makes no sense because it really does no damage and if you miss your target, it takes so long for your character to get back up that you’re nothing but a sitting duck.

The clear saving grace for this game though is the multiplayer. Four different modes that pit you not only against another team, but also random B.O.W.s and zombies in each level. Think of them as the ultimate level hazards. The four modes include your standard team deathmatch, a ‘Heroes’ mode where you pick a classic character from the series up to this point and you can keep respawning until all four heroes have been killed once, a ‘Biohazard’ mode which is your basic capture the flag, and a ‘Survival’ mode where you have to beat back the enemy team and various creatures as you wait for a helicopter to extract you. What’s most fun about ‘Survival’ is there is only one helicopter and only four seats available so half the players will lose and often there will be a mix and match of teams that make it out as once that helicopter lands, it is every man for himself.

When all is said and done, I think a lot of third-person shooter fans and Resident Evil fans will enjoy what Operation Raccoon City is trying to do with a really fun multiplayer and a decent campaign that is worth a couple of quick playthroughs. The game looks and sounds great, although I still can’t believe Capcom didn’t come up with more than a handful of zombie skins, and most importantly is fun more often than not. Some more polish on the controls, ally A.I., and a local multiplayer option would have definitely kicked this game up a notch, but as is, it is worth a look to fans of shooter multiplayer modes and Resident Evil.

SUMMARY: Another unique look at the events of the original Resident Evil outbreak combined with a fun and inventive multiplayer should help Resident Evil fans look past the sometimes clunky controls and poor ally A.I.

  • THE GOOD: Fun multiplayer modes and a unique take on the classic Resident Evil story
  • THE BAD: Poor ally A.I., no local multiplayer options, and clunky controls
  • THE UGLY: That Capcom is still using the same five zombie skins since the series launched 16 years ago

SCORE: 7.0

Resident Evil: Operation Raccoon City is available on Xbox 360, PS3, and PC. Primary version reviewed was on the Xbox 360.

If I Could Turn Back Time

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

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

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

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

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

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

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

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

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

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

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

SCORE: 6.5

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

Catchin’ Thieves Just Like Flies

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

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

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

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

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

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

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

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

Don’t fear the Reapers

Part of what’s made Mass Effect so amazing as a series is how much the direct choices you make as a player not only affect you in game, but beyond. And the concluding chapter in this tremendous trilogy doesn’t let up at all in that regard, as choices made in the first two games come back to reward or haunt you in unforeseen ways as you continue to fight against the Reapers.

Whereas the first Mass Effect was all about introducing us to the major players and ME2 was about building up relationships and your own personal task force, ME3 is all about cultivating the relationships from the first two games in order to best prepare the galaxy into forming a united front against the Reapers, who now even pester you in the galaxy map, which adds a new layer of danger to the previously mundane process of probing planets. Every task you complete and planet you successfully probe will affect how much military strength you can muster, and by crossing the wrong person or making the wrong choice on how to allocate available resources, you can strengthen or weaken the armada you’re trying to create.

The story’s also a bit more engrossing this time around, as there are a lot more cinematic, big-movie moments—and they all look amazing, as the visuals are probably the most impressive in the series to date. This more fluid story telling really helps the game flow, and fans of the series will appreciate a lot of throwback references that sometimes come from nowhere and will instantly put a smile on your face.

The weapons, armor, and RPG leveling-up system have also been streamlined so that players who want a more action-packed experience are doing less item hunting and navigating menus. Plus, there’s also a “narrative” difficulty option that really fleshes out conversations and the customization for those players who’d prefer the more traditional RPG experience.

The combat controls feel tighter and field tactics are also smoother this time around, but the cover mechanics introduced in Mass Effect 2 are still very delicate, and movement’s much more deliberate than you’d want in any type of a shooter. And that isn’t what you need in the heat of battle, as you’ll often accidentally roll away from cover when you’re trying to stick to it. Coupled with a flawed damage feedback mechanic that doesn’t properly inform players how much damage they are taking, and combat can still be irksome at times.

But Mass Effect 3’s greatest problem is its new multiplayer system. And it’s not the fact that it’s an amalgamation of Battlefield 3’s class system with Gears of War’s Horde mode, as I love both of those games’ multiplayer options. No, my problem lies in the fact that you’re pretty much forced into playing the multiplayer in order to unlock the best possible ending in the single-player mode. This aspect, called “Galaxy at War,” starts where the galaxy’s 50 percent ready to take on the Reaper threat as soon as you begin your single-player game. But instead of collecting more assets in single-player or completing side quests to improve on this number, you need to win multiplayer matches, which correlates to your armada readiness in single-player mode—this means players will be forced to play a mode they might not necessarily want to get into right away. Plus, there is no local split-screen options and a lot of times the best co-op multiplayers all allow you to have your buddy sitting right next to you while you play.

Mass Effect 3 is still an awesome game overall, of course, as the few negatives just happen to stand out against what is an otherwise mostly blemish free experience. Even the Kinect options are a lot more enjoyable than I had anticipated, although I found myself falling back into old game play patterns a few hours in as I’m just not used to screaming at my TV (when not watching a sporting event, anyway). The conclusion to the story is phenomenal, the action’s great with legions of new and old enemies alike, and the multiplayer’s fun and addictive, even if I don’t like how it affects your single-player campaign. Not to mention Mass Effect 3 has one of the more moving scores I’ve heard from a game in a while and fantastic voice acting for all our returning favorite characters, and a nice job by some new folks like Freddie Prinze Jr. as James Vega. Fans who invested in the first two games will know the wait for this third game was well worth it, and BioWare shows why they’re some of the best storytellers in the industry.

SUMMARY: Mass Effect’s brilliant story remains intact, and if you played the previous two games, the payoff’s more than satisfying. Some cover and combat issues remain unsolved, though, and the idea of participation in a completely separate multiplayer mode potentially influencing your single-player ending is mind-boggling.

  • THE GOOD: Brilliantly concludes one of the most epic trilogies of this console generation
  • THE BAD: Multiplayer tie-in to single player, combat and control nitpicks
  • THE UGLY: Joker wanting to get it on with a robot

SCORE: 9.0

Mass Effect 3 is available on Xbox 360, PS3, and PC. Primary version reviewed was on Xbox 360.

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.

With Great Power Comes Great Executions

The first Darkness game introduced us to young Jackie Estacado, a mafia hitman whose usefulness had run out on his 21st birthday. Just when all seemed lost, a dark legacy that had been passed down Jackie’s family for generations came to fruition as the two-headed snake, dark elemental force that is The Darkness took control, saving Jackie. Once word got back that Jackie had survived the hit though, his girlfriend Jenny unfortunately got caught in the crossfire of the target on Jackie’s back. Enraged, Jackie fully embraced the Darkness and its near omnipotent power and brought a bloody revenge upon all those in the mob.

Flash forward two years later to the start of The Darkness II. Jackie is now the Don of the mafia. With the help of estranged occultist Johnny Powell, Jackie has kept the Darkness under wraps for almost his entire time as Don. But there are people out there who know what Jackie hides and if he isn’t willing to satiate its murderous hunger, they’ll take it from him and do it themselves.

Much like the first game, The Darkness II does a brilliant job of storytelling, opening up with Jackie sitting by himself in a dark room, acting as narrator once again between chapters, recounting the adventure we are about to play through. And what an adventure. From the opening scene with Jackie sitting in an Italian restaurant (which you just know is going to go wrong because what self-respecting Don sits with his back to the door), the action is almost non-stop as Jackie uncovers a plot to steal the Darkness away from him while also fighting his guilt driven demons that haunt him from the death of Jenny in the first game. But terrific storytelling technique aside, there is so many new elements to The Darkness II that it’s almost impossible to compare this to its predecessor aside from how it pushes the story forward.

The first change you’ll notice comes visually. Using what they call “graphic noir”, 2K and Digital Extremes hand-painted all the environments you fight through and then laid the cel-shaded characters on top to really make the game seem as if the Top Cow comic book came to life. And there are no more telling moments for this than in combat as you rip your foes to shreds. And you literally rip your foes to shreds as the combat has gotten a complete overhaul too. I will say that it took more time than I’d prefer to get used to, but once you do, you’ll be tearing through your foes like a man possessed (pun intended, pun always intended).

The major new feature that was a tad difficult to adapt to at first is quad-wielding. Quad-wielding allows you to shoot guns in each hand as well as wield each demon arm at the same time. But once you get used to it, you can literally be attacking in four different ways at once with this. Include a new physics system that allows you to interact with the environment more and you can grab a car door and rip it off its hinges and use it as a shield with one demon arm, while picking up a parking meter and throwing it like a javelin with the other demon arm, all while you’re shooting through your door-shield’s broken window with a shotgun and an assault rifle.

I’ll give you a second to pull yourself back together after your head exploded from the awesomeness that was contained within that last sentence. And speaking of making your head explode, the new executions you can do with the demon arms are absolutely brutal. From the wishbone that tears guys apart right down the middle to more classic decapitations, Jackie knows no mercy.

Now, you’re probably thinking that this could get monotonous as time goes on. How many ways can you skin a cat and all that. But in that comes another new RPG-like feature where for every execution Jackie does you earn “dark essence”. Dark essence allows you to improve upon Jackie’s abilities and you can gain more essence by getting more creative with your kills and also eating enemies’ hearts (which also regenerates health in a pinch) or unlocking and then using a plethora of special moves.

As time goes on, you’ll definitely need to learn new and more harrowing moves to even the odds as your enemies start to get very creative very quickly in combating you. Yes, you are no longer just facing some mob grunt with spaghetti stains on his shirt as the A.I. has clearly been improved as well. The Brotherhood, the folks looking to take the Darkness from Jackie, is prepared. Along with having some nasty mumbo jumbo of their own up their sleeves, they are also armed with light cannons, grenades, and other weapons that can temporarily debilitate The Darkness and leave you wide open for feeling the pain.

But what kind of Don would Jackie be if he didn’t have a few friends? And one in particular just happens to be of the demonic kind. Unlike the first game where you could wield a small army of Darklings, now you are limited to but one little chaos-causing imp, but with it comes a bevy of new powers for him, too. From throwing him across the room as a distraction, to taking over control of him and gauging out the eyes of your enemies with his thumbs, this is no ordinary Darkling. But Jackie has some human friends, too, and there are going to be some tough choices for Jackie down the road that will really have an affect on things. But that’s all part of being a Don, right? Needing to make the tough choices? The bottom line is that all of the new and improved combat features fit very nicely into the game and offer enough variety that will keep you from being desensitized as you’re constantly splashed with enemy blood in a bevy of ways you didn’t think possible until playing this game.

There are a couple of small things that irked me the wrong way with The Darkness II though. For as good as all the combat is and as much as I wanted to really love the story itself and not just the way it is being told, Jackie himself gets on my nerves. He tries to be a pitiful character, but he is not a good guy. He killed people for a living before wielding the Darkness and now you expect me to believe he has a conscience and he’s depressed because his girlfriend is dead? The dichotomy of the character just doesn’t work for me and I often wanted to reach through the TV and smack him and be like “YOU HAVE AN OMNIPOTENT DEMON INSIDE YOUR HEAD AND ARE A MAFIA DON. STOP WHINING AND GO KILL MORE THINGS AND LIKE IT!”

Another minor negative is the demon itself. Mike Patton returns to voice The Darkness (Kirk Acevedo is no longer voicing Jackie, instead replaced by Brian Bloom) and the scratchy, almost gurgling voice of the demon is like nails on a chalkboard every time he screeches out a command. If you’re trying to tempt me into embracing you again, don’t try sounding like Krang from the late 80s-early 90s Teenage Mutant Ninja Turtles cartoon. I think they replaced the wrong voice actor there.

And speaking of replaced, the versus multiplayer from the first game is gone. Admittedly, it had its problems with lag and what not, but we’ve come a long way in four years and I would have liked to have seen what the versus multiplayer could’ve done now, especially with the quad-wielding and the fact that the game is a first-person shooter at its core. But, in its place at least we have the new co-op mode called “Vendettas”. And Vendettas is pretty sweet. Taking place at the same time as the single player campaign, Vendettas is its own standalone story where you can choose from one of four colorful characters who all wield a small piece of The Darkness and represent one of the powers that Jackie can wield himself. And if the single player campaign is an action drama, then Vendettas is a dark comedy and is a great change of pace from the main game. So much so, it feels like it could have been on a separate disk itself or as a DLC addition and it would have been worth it.

All in all, Darkness fans will likely have a field day with this game as the extra time between titles (four, almost five years at time of release) seem to have been well worth the wait considering the polish that this title exudes.

SUMMARY: Better A.I. and combat mechanics than the first Darkness, gorgeously painted environments, and the same ol’ omnipotent snake-headed dark force makes for one heck of a game play combination.

  • THE GOOD: The “graphic noir” backgrounds make the game feel like a comic come to life
  • THE BAD: Jackie isn’t the most lovable of protagonists and so it is hard to root for him
  • THE UGLY: The remnants of the poor cat your Darkling skinned to make a hat

SCORE: 9.0

The Darkness II is available on Xbox 360, PS3, and PC. Primary version reviewed was on Xbox 360.

Fall to Pieces

There are many people out there who wish they could live forever. But Konami and developer Rebellion show that 500 years really can take its toll on a person. And unfortunately it doesn’t do any favors for game players either.

NeverDead is the story of a demon-slayer named Bryce who in an epic battle with the demon king Astaroth, loses his wife and is damned to walk the Earth forever. Five centuries later and Bryce spends most of his time now drowning his sorrows at the local pub in between wreaking his own bit of vengeance as a freelance hunter, trying to keep demons from overrunning the modern world.

The most interesting aspect of his curse is that Bryce may walk the Earth forever, but in his line of work, you’re due to take your lumps, especially when you’ve been doing it as long as he has. So when he gets slashed by weird four-legged demons with giant knives on their heads (ironically named “Spoons”), Bryce doesn’t really take damage in the traditional sense, although he does go to pieces. Literally. You see, as Bryce takes damage, he loses life AND limb until he is just a decapitated head sputtering around the battlefield trying desperately to put himself back together.

What is great about this concept is that it provides a clearly unique challenge you won’t find in any other third-person shooter out there, and fits in with the wonderfully abstract character designs you’ll see throughout the game, from the colorful demon lieutenant Sangria to the twisted demon minions you’ll face in every level. And the physics system is phenomenal as explosions scatter your parts to the winds and you can find some twisted humor in trying to roll Bryce’s head around the level trying to find them again before some smaller demon finishes you off.

But having the game play revolve around this concept does have its drawbacks. It becomes irritating that there is no way to really strengthen Bryce so that he’ll fall apart less often, and as the enemies become more difficult, you end up spending more time trying to put yourself back together than actually fighting demons because of it. And with the two-bit voice acting that is wrought throughout this game, including no more than a handful of nickel and dime lines that Bryce says whenever you put him back together, this mechanic will soon become the bane of both your and Bryce’s existence.

Speaking of strengthening Bryce though, there is an RPG system where you gain XP by obtaining collectibles or striking down foes, but it feels more like a tacked on system that came in later than being a game play pillar from the beginning of development as there are several seemingly useless powers and it just seems too easy to gather the XP you need to get the handful of good powers that are offered to you.

This also leads us into the enemies and how you combat them. I will say that the boss battles are some of the more ingenious and entertaining boss battles you’re likely to find in any game. They feel like a reward for working your way through each level. The problem is they feel like such a reward because the levels themselves are cut from the same uninspired cookie cutter design and each room you enter consists of the same pattern. Kill enemy spawn points, kill enemies that spawned before you killed spawn point, repeat. Over and over again.

And the weapons you use do not help break up this monotony either. Bryce can wield a bevy of modern day weapons in each hand, or use his patented Butterfly Blade. But, and this is especially true in the early levels, Bryce’s Butterfly Blade is so much more powerful and effective than many of the firearms offered to you that there is little to no point to ever not use your sword. And this turns the already monotonous levels into an even more monotonous hack ‘n’ slash fest. Of course, you also later learn how to use Bryce’s body parts as projectiles, but doing this defeats the purpose of trying to keep yourself together if you actually use it in battle and so only is useful in solving the handful of simple puzzles scattered throughout the game.

When all is said and done, there are some glimmers of great things in NeverDead. An interesting life mechanic, solid physics, epic boss battles, and colorful characters. But monotonous combat, boring level design, and tacked on game play elements keep this from rising above mediocrity.

SUMMARY: NeverDead is a classic example of an interesting premise falling flat on execution. A brilliant exercise in game physics and boss battles, this game is weighed down mostly by the mundane combat across nearly a dozen dull and uninspired levels.

  • THE GOOD: Great physics and boss battles that feel like the reward they should be
  • THE BAD: The grind that is working through the levels leading up to said boss battles
  • THE UGLY: The toll 500 years can have on the human body

SCORE: 6.0

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

THE BUZZ: Sony has revealed the official cover of MLB 12 The Show with Boston Red Sox first basemen Adrian Gonzalez.

EGM’S TAKE: I first covered the news of when Gonzalez was announced as the cover athlete for this year’s version of The Show HERE and my position still stands for the most part that Sony seems to have a Boston bias when it comes to their cover athletes. That aside, the cover does aesthetically seem pleasing, but let’s see if we can’t smack the cover off the ball when MLB 12 The Show hits store shelves for the PS3 and the Vita on March 6th.

What do you folks think of the cover? Are you fans of The Show? What new features would you like to see implemented this year? Will you get it and if so, for PS3 or Vita? Let us know with comments below!

King of the Octagon

Up to this point we had seen the new Amateur control scheme and the Pride rules set for UFC Undisputed 3. But the elephant in the room had been “What about the career mode?” since we all knew that would comprise the bulk of the game. Well, the elephant is loose and I had a chance to go hands on and try to tackle the behemoth that this mode has become with all the changes that have been introduced to it.

The first thing you’ll notice when entering career mode are new live action movies that highlight everything you do. From first deciding to become an MMA fighter, to your first victory, to your first defeat, to your first championship, all the major moments of your career come with a short video revolving around a similar moment of either a UFC Hall of Famer or current superstar. Some of the footage has been repurposed from previously released UFC DVDs, but some stuff is completely original for the game.

We then entered into one of THQ’s staple character customization modes. Whether tweaking every fine detail of our fighter ourselves, or using a new “quick face” turn wheel with hundreds of pre-set faces laid out on it, the customization process has never been smoother. After choosing our weight class, we were then asked to select our MMA background. Whether we wanted to be a karate master, a Muay Thai monster, or an all-around MMA all-star, the choice was ours and different moves and move sets we would start with and could later learn would be affected by our choices here.

After deciding what path I would walk down, with UFC Play-by-Play man Mike Goldberg talking us through every moment, we learned about all the in-depth options we now had as we crafted our Ultimate Fighter. The first new feature was “Creds”. By participating in fights, and more so by winning them, we would earn Creds, which basically serve as currency in the game to unlock new gear and sponsor logos and better sparring partners and training equipment in order to increase the ceiling of where we could boost our stats to.

Then came the actual training. With 14 new mini-games, seven in the gym and seven in the octagon with a sparring partner, we could begin working on our stats. From tire lifting, working the heavy bag, and sprawl drills to working on our takedowns and clinches with our partners, the choice was ours in what areas to work on and when.

We were then shown six real world camps, including the legendary Greg Jackson’s American Top Team, where we could learn new maneuvers. From simple things like spinning back fists to more complex submissions, depending on where you study depends on whom you work with and what moves you can learn. After trying all the gyms, you’ll be locked into one and by training loyally at that gym you’ll unlock the right to learn even more involved moves.

Once learning some new moves, we were shown the game plan mode where instead of training, you could come up with a strategy against a particular opponent and if you succeed in the subsequent training, you’ll receive a huge boost to one statistic for one match. For example, if you choose the “Aggressive” game plan, you could end up with a +12 to your punches and kicks.

After all this, we finally got into the octagon and began our careers and played the game as normal. What is great though is that after you go through all the tutorial stuff of each activity you can do, you’re only allowed to do one or two of those listed activities above before your next fight. This still gives you the sense of control you’d want in personalizing your fighter, but it also keeps the action coming at a good pace so you don’t drown in mini-games trying to improve your submission defense stat or trying to learn a spinning back kick.

As you begin advancing up the ranks, that’s when things get the most fun as you start in the WFA and then you start getting a lot more choices about your fighter than the last game’s career mode. More opportunities to change weight classes along with the chance to go into the UFC or even Pride, which has been resurrected at least in this game, and earn their respective championship belts offers you the career management aspect many people have been looking for.

All in all, the Career Mode in UFC Undisputed 3 looks to have finally found that balance of fighting, character management, and customization that should allow players to feel like they are truly in the octagon themselves. This is shaping up to be a simulation worthy of making your wallet tap out and cough up some cash when it is released in February.

So what do you folks think? Are you pumped for the newest chapter in the UFC franchise? Are you excited about the new layout to career mode? Let us know with your comments below!