Tag Archive: ray carsillo


Originally Published: February 9, 2010, on Lundberg.me and SportsRev.TV

I reviewed No More Heroes 2: Desperate Struggle for the Nintendo Wii, Legends of the Dark Knight one-shot from DC Comics, his hot chick pick of the week, Reby Sky, and an interesting observation about the style of other internet pundits like himself.

Originally Published: February 3, 2010, on Lundberg.me and 1050ESPN.com (Now ESPNNewYork.com)

It was a meeting of the minds. Two comic book geeks would enter and only one would leave…

My sitdown with Sara “Babs” Lima continues now with this, the second part of our three part interview. In this part of the interview, we discussed out mutual love of the Dark Knight and exchanged thoughts on DC killing off Bruce Wayne and their announcement of his return in April 2010.

We also discussed theories on who will appear in Batman: Arkham Asylum 2 and what we thought of the first of this new video game franchise written by Paul Dini and starring many of the voices from Batman: The Animated Series.

Sara also revealed some of her favorite and least favorite Batman stories and writers as we continue our in-depth look at the first lady of comic books. Check it out below!

Ray Carsillo w/ Sara Lima of Comicvine.com – Pt. 2
Video by Jared Bodden

Originally Published: February 1, 2010, on Lundberg.me and SportsRev.TV

I reviewed MAG for PS3 and Wolverine Origins #44 from Marvel. I also featured Nicole Bahls as my hot chick pick of the week and revealed the exclusive footage of Kiefer Sutherland flipping out on me and Brad Blanks of 95.5 WPLJ-FM at a NYC Red Carpet.

Originally Published: January 29, 2010, on 1050ESPN.com (now ESPNNewYork.com) and Lundberg.me

It was a meeting of the minds. Two comic book geeks would enter and only one would leave…

Okay so it wasn’t that epic, but it was a rare opportunity for me to talk to a hot chick who wouldn’t run away (hopefully). This hot chick just so happens to be an editor for the second largest online comic book community and archive.

Sara Lima, geeks everywhere may know her better as “Babs”, is an editor for Comicvine.com, a branch of Whiskey Media. Comicvine.com is set up as a community where geeks of all shapes, sizes, and orientations can come to share ideas and thoughts on one of our favorite mediums, comic books, via another one of our favorite mediums, the internet!

Sara, originally from the tri-state area by way of Brazil, was visiting family for the holidays when I lured her to one of our studios to chat about comics.

This video is the first part of our near half hour sitdown as we discussed everything from comic book movie adaptations to the state of the comic industry itself. In this first part though, I just wanted to get to know a little more about our favorite first lady of Comicvine.

Ray Carsillo w/ Sara Lima of Comicvine.com – Pt. 1
Video by Jared Bodden

Originally Published: January 24, 2010, on 1050ESPN.com (now ESPNNewYork.com), Lundberg.me, and Examiner.com

When one mentions Sega, the first thing that comes to mind, for most people, is a spiky blue hedgehog. However, Sega has taken steps over the past couple years to let people know there is a lot more to them than our superfast friend. First came Jack in last year’s sleeper hit Madworld, with his chainsaw and the game’s Sin City style sending gamers into a frenzy. Now, with the help of Devil May Cry and Viewtiful Joe director Hideki Kamiya, Sega unveils their latest creation: Bayonetta.

With guns in hand (and attached to each ankle), as well as swords, claws, and other weapons you acquire over the course of the game, Bayonetta, a 500 year old witch who escaped the witch hunts of the 15th century, rages her own personal war against the forces of heaven as she fights to not only restore the balance between light and dark, but also to restore the memories she lost when she was forced into a near five century hibernation by her fellow witches.

As soon as the game starts, Kamiya’s style oozes out of the game with over the top characters and situations, a pop version of Sinatra’s “Fly Me to the Moon” blasting in the background, and an ageless battle between heaven and hell unfolding as you’re immediately thrown into a face-off against several angel-like creatures.

The other thing you immediately notice is that the fighting system is exactly like Devil May Cry. It is to the point that you wonder how much work Kamiya actually did on this game or if he just redesigned his classic Dante as a female in a cat-suit. It’s not to say that the system is poor, but points off for lack of originality. Also, the PS3 version lags tremendously compared to the Xbox 360 version so the fighting system on that console lacks the smoothness necessary to pull off many of the elaborate combos that define this fighting style.

One of the nice nuances added to this fighting style, and for many of the game’s button prompt sequences, is that Bayonetta’s power comes from her hair and that she uses her hair to serve not only as most of the construct of her cat-suit, but to construct giant fists and feet to finish off some of her more devastating combos. She also uses her hair to summon hellish demons to her side to finish off all of the massive bosses you have to deal with over the course of the game in some tremendous cut scenes.

To counteract the lack of originality in the gameplay, the game is graphically beautiful. Of course, a good portion of that deals with the emphasis on some of Bayonetta’s…best assets…but even when not focusing on those select areas, the levels, the angel creatures, the demons, the bosses, everything looks like you really are invading a heavenly stronghold.

Throw in phenomenal voice acting (although it was weird that no voice actors were credited in the end credits), a great instrumental soundtrack and some great pop covers on a Frank Sinatra classic, and spot-on SFX and the peripherals for this game are top notch.

It is a shame that it looks like that the great music and graphics are mostly being used to try to cover up a plot with more holes in it than a Palm Beach golf course. As Bayonetta starts to uncover her memories, she comes across a small girl, who starts calling her “Mommy”, that ends up being a time-traveling version of herself, and she has to fight her father, who might also be her husband, who is also the right eye of their god, and Bayonetta may have died, and then come back because of a magical gem, and that is why she hibernated, and…I am confused just writing this. When you also consider that everyone seems to make these unbelievable escapes, whether they are magical or not, and the plot might just make your head hurt like a fourth-rate anime.

If you can look past the plot holes and the Devil May Cry gameplay mirroring and get into the game, there is actually a lot of replay value for this considering it only has a one-player mode. There are endless collectibles and secrets to find as you progress through the game and after beating the game the first time through, you unlock hard mode. Mind you, a full playthrough on normal should only take you 12-13 hours, so even with the replay value; this game will probably give you a total experience of only 25-30 hours if you beat every mode and collect every item.

Speaking of collectibles and lack of originality, the economy system for this game to buy items and maneuvers requires collecting…golden rings. Really Sega? You couldn’t just make some digital cash? Just because you call them “halos” in this game, doesn’t mean we don’t know what they really are. Such a setup is fitting for a game that is best described as “fun, but trite”.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 10.0: This game is gorgeous in every aspect. From the color schemes, to the facial expressions, to creature design, to water effects, this game delivers on the visual spectrum.

Audio: 9.0: I loved the cover of Frank Sinatra’s “Fly Me to the Moon” along with a tremendous original orchestral theme. I could’ve used a fuller soundtrack though besides those two songs and that knocks this down a point. The voice acting was top-notch, even if no one knows who the actors were, and the SFX were spot-on.

Plot/Plot Development: 5.0: The plot was more convoluted than most animes and even after beating the game, leaves you asking questions about a lot of the characters. The character development was clearly more focused on how Bayonetta physically developed instead of how her personality should develop. Add-in that the game had a very fast pace to it, which was probably intentional, and you can see the plot was not a primary concern for the development team.

Gameplay: 7.0: The Xbox 360 was very smooth. The PS3 version was anything but. Taking away the glitches, the gameplay was still a blatant rip off of Devil May Cry and left you looking for more.

Replay Value: 8.0: A very good score considering this is only a one-player game. There are a lot of collectibles, a lot of unlockables, and you have to play through the game fully once before you can unlock hard mode.

Overall (not an average): 7.0: A lack of originality really hurts this score. There are games that take elements from other games, and then there are blatant rip offs. Bayonetta is the latter. It is a beautiful looking game that hopes some make-up and bright lights will cover up its deeper flaws. The plot is poorly developed, but the action is good, if not repetitive. A surprisingly amount of replay value for a single player game helps to give this game a passable score, but at the end of the day, I recommend this as a rental, not a purchase, especially if you are eyeing up the badly optimized PS3 version.

Bayonetta is available now for Xbox 360 and PS3.

-Ray Carsillo

Originally Published: Januaryt 23rd, 2010, on Lundberg.me and SportsRev.TV

I reviewed Green Lantern Corps #44 and Sega’s Bayonetta, and gave my hot chick pick of the week: Anna Burns!

Originally Published: January 19, 2010, on 1050espn.com (Now ESPNNewYork.com), Collider.com, PlayerAffinity.com, and Lundberg.me

From Top Gun, Total Recall, Starships Troopers, Free Willy, and many more, Michael Ironside always seems to find an audience no matter what role he accepts. Now, he plays Chief Bannen, a police chief with a mobster brother and con artist son, in the new web series The Bannen Way over at Crackle.com from Sony Pictures. Seemingly being on top of the New Media game, I also spoke to him about his decision to reprise his role as Sam Fisher in the popular Splinter Cell video game series, with the 5th installment ready to land in stores in late April 2010, and also got him to divulge about his childhood love of Superman and how it helped lead him to voiceover work as one of the Man of Steel’s most nefarious enemies, Darkseid.

To listen to my interview with Michael Ironside,
CLICK HERE
or read the transciption below!

Ray Carsillo: Hey there everybody, this is Ray Carsillo and I have the distinct pleasure now of talking with a man who has hundreds of screen credits over the course of his career. I mean, literally, the list is the length of my arm folks, but for all of us comic book and maybe video game geeks out there we may know him better for his countless voiceover credits including Darkseid from the Superman cartoon and of course a little guy you might not have heard of. I don’t know. Sam Fisher from Splinter Cell? Is that pretty popular? Yeah, I think so. I have the pleasure now of talking with Michael Ironsides! Michael how you doing today?

Michael Ironside: I’m doing real well. It’s a little cold and wet in Los Angeles at the moment.

RC: Well, it’s not much better here in New York. A little bit of weather parallel I guess. But right now, you’re working on a web series called The Bannen Way, it’s on Crackle.com, it’s from Sony Pictures, and the first question I have to ask you about is why do a web series? Somebody with your great list of credits, why would you decide on doing a web series like this?

MI: I don’t think the end product really kind of figures into it for it. It’s the writing and when I was introduced to this property, I just found the writing to be exceptional. It’s very witty, very cleverly written, and very solid definable characters. Jesse Warren, the writer/director and Mark Gantt, a friend of theirs sent it to me, I looked at it and went “wow” and it’s kind of rare. For every hundred scripts I get, there’s probably one that hits me like this. I met with them and they were as pleasant and as talented as their script and we did it. As far as it being a webisode, how you cook the pie, it’s still a pie. How you cut it up and deliver it is a different deal. It doesn’t really affect the way something is shot or how something is handled on set.

RC: Very cool. You’re starting to see a lot of web series really start to gain some traction online and in the media, and obviously at the forefront of the New Media surge. Do you think that’s the future? Do you think that television and radio and these other, more traditional, mediums will see this cut into their viewership, especially when producing such high quality content like The Bannen Way?

MI: I’ve been around long enough to watch this happen. I’ve been around to watch television and movies sort of fight it out and find a balance between themselves and I think it’s the nature of our times and money and you can’t just make a pilot or shoot something and if it doesn’t work throw it away. It has to have more than one life to it. For example, this project, The Bannen Way, as far as I know, it starts as a webisode, then it’ll go to a DVD or MOW, movie of the week, sort of format, and then it is also being used as a pilot as a network series. For a project to be, I think, financially responsible and fiscally responsible, it has to have more than one revenue scheme and I hope these guys do well with it.

RC: You mentioned Mark Gantt, and of course, he is not only one of the writers, but also the star playing Neal Bannan.

MI: Yeah, he plays my son.

RC: I was going to say, talk a little bit about your character. Your son’s a con artist and you’re the chief of police. How does that dynamic work and talk about the character some.

MI: Well, Mark is a mercurial guy as it is, very clever, a very likable guy. His character is a kind of flash about town con man who likes women and cars and gambling. I play his father who is kind of a stone-age chief of police and my brother, who is played by Robert Forrester, is the local mafia kingpin or crime boss. We’re the yin and yang of Mark’s life and the story is basically revolving around him owing his uncle $150,000 on a gambling debt and how he is trying to contort and run around town to get that money. And at the same time, I’m trying to get him to turn over evidence on his uncle, my brother, so I can put him away. It’s a very clever story, very enjoyable.

RC: You always seem to play these, like you said a stone-age police chief, a general, or a high position of authority. Do you sometimes get typecast into that and how hard is it to sometimes branch out away from that?

MI: Well, I don’t think it’s difficult if you’re willing to do different things at different economic levels. I mean, most people know the mainstream stuff I’ve done from like Top Gun, Total Recall, Starship Troopers, Free Willy, T4, those sort of things, but for every large film I get to do about four or five small ones that are really my choice. Like last year, I did something called The Jazzman, where I’m playing a saxophone player who is dying of cancer. It was loosely based on Mo Kaufman’s life. I get to take that opportunity based upon the fact that I can affect distribution from doing larger pictures. I’ve been around a long time. I’m never going to be the lead actor guy. I’m real quiet and real happy and real fortunate to keep working. It’s what I do. It’s like the circus. I ran away and joined it a long time ago.

RC: As long as you’re happy, that’s all that matters, right?

MI: Heh, and paying the bills. That’s what matters.

RC: I mentioned Darkseid before from the Superman cartoons and Justice League cartoons and you were also in a couple of episodes of Smallville. Are you a closet comic book geek or really big Superman fan?

MI: No. Well, growing up yeah I did. I was enamored with Superman because I thought, being Canadian and from Toronto, that the original series was based around Toronto. I remember as a kid being told that. That the Daily Planet was the Star Newspaper and the whole idea was based around that kind of small cosmopolitan city so that caught my attention. I don’t know. I just like trying things. The voice work with cartoons and stuff has worked, but I’m not interested in doing that stuff at all for commercials and stuff, but it is kind of fun to get in a room with a bunch of other actors and have the freedom of not being watched so you can sort of take risks with a character like Darkseid or the Sam Fisher character in those Splinter Cell things. It’s fun to work. It really is. It’s not all just hit your mark, take your money, and go home. It’s fun. It’s creative. It’s challenging. You get to meet great people.

RC: That’s great. Not a lot of people out there get to really love what they do and you really seem to enjoy it. That’s a great thing in life.

MI: My dad referred to it that I ran away at a very early age and joined the circus and I think it is quite apt. It’s a great way to live. You get to move from family unit to family unit, from set to set, from project to project where you’re thrust into a very intimate, very honest relationship with people and you have to either tell the truth and step up or it can be a really horrific situation if you try and manipulate it every time and over 40 years I’ve met a lot of great people.

RC: Is it hard then, you describe it as a family unit, when the project wraps up and you have to kind of move onto the next project? Is it a sad moment there?

MI: Yeah, absolutely, but I would like refer to it as postpartum. I’ve gotten to the point over the years that I actually get it before the film is over and I start getting a little bit of melancholy over the last few days of a project when I look at people. But, you get to see those people again, just not in that family unit or configuration, but man it is a great way to live.

RC: We mentioned Sam Fisher earlier and it is one of the most successful and beloved shooters of all time and you really breath a unique life into that character. Did you ever get into games? Are you a gamer? Do you have an Xbox 360 or PS3? Ever pick up the controller after the game is finished?

MI: Yeah my daughters are into that and the gaming, but I’m not a gamer. I don’t physically translate to that way of doing things. I’d rather get out there and do it myself. I don’t mean kill somebody though, haha.

RC: Yeah strap on the night vision goggles and go crawl in the shadows, haha.

MI: No, it’s like people go online golf, not to take a shot at the game, I just would rather be out there doing it. But no, Splinter Cell was interesting because I actually passed after the fourth game. I didn’t think we could take it any farther and wasn’t really interested in doing such and they came back at me with a fresh look at the character and a new way of doing things and the new artwork and we just finished the fifth one. It’ll be out I believe in about two months.

RC: Yes, actually Ubisoft just announced that it got pushed from a late February release to a late April release.

MI: And ya know, I think that is to their credit. They were actually going to, there were parts of the company anyway, that were going to try to force the game out for Christmas and they opted for the quality rather than quantity and I think that speaks for Ubisoft to give up a huge payday or a rushed payday on an old title like that and force it through on Christmas. And I’m not kissing their a** here. It’s just rare that you find something in a corporate level that makes organically sound decisions and they did that. And they pushed it again to make sure they get it right. Yeah I was supposed to go out and do the release and stuff like that, but I just got the call the other day saying they’re going to push it back another month and a half, which is cool. Get it right!

RC: Definitely, as a gamer, we would rather you take the extra month and a half and get it right, especially for such a beloved series.

MI: Yeah and there is a lot of money involved here. People put a lot of money on these games. I remember I was on a plane somewhere and somebody stepped up and said “Sam Fisher?!” I had ordered some bloody drink or something and I then started talking to them and they were talking about how it keeps them as a family unit these online games, where they sit and play with family members from different places in the world and stuff like that or have conversations with different people in different places around the world and I never thought that a game, an internet game, would be the kind of meeting place where people could exchange ideas and real truths about each other and stuff like that. It’s kind of a strange world when you can trust a game format or platform more than the network news.

RC: Yeah, it’s insane how far games have come in the past couple of decades. Would you say Sam Fisher is the character you’re most recognized for or most approached about?

MI: Not really. I think it goes generationally. I’ve been around a long time. If someone walks up and says “Jester’s dead” then I know it’s from Top Gun, and they’re probably in their 30s-40s. If they walk up and say something like “I hate that whale!” then they’re probably in their late 20s, that of course from Free Willy. Or “See you at the party, Richter!” or something like that. It depends on where these people are coming from. It seems like every six or seven years I hit on a big box office film and people get to regurgitate specific lines from the film. As for Sam Fisher, I’m totally anonymous until I open my bloody mouth and people recognize the voice.

RC: Do you ever get to chill with Tom Clancy? Do you ever get to say “Hey Tom, maybe Sam would do this in this situation?” Since the character is really you, do you ever get to influence what he does a little bit or go to Tom Clancy?

MI: No, but what I did do was that I turned it down at the beginning. I wasn’t interested in doing it because structurally the way the character was built was that I thought “I don’t want to do this.” And they asked what was wrong and I said “Well, he is too monochromatic. There isn’t enough humanity in the character. There is no conflict underneath his decisions.” It was interesting, when we first went in to do the first game, I actually did it up in Montreal at the Ubisoft labs and I had them bring in other actors since these things are usually done singular evidently where you bring in one actor at a time and it was my first big game. So I had them hire some actors so I would have somebody to work with as we worked the character up in the dialogue. And it really worked. It is the nature of communication that if you want to play tennis or play a game with somebody, you need to talk and have a conversation.

RC: Of course, of course. You’ve had such a long career as you had mentioned and you’ve been around for so long that you did a series in the 80s called “V” and of course they have kind of come back with that, a new iteration of it that is based on the series you were in. Do you ever think that you might ever want to get back into the series, maybe as a guest cameo to link the two?

MI: There was that talk, but I really wasn’t interested. The original character of Ham Tyler that we built in the mid-80s for that original format and that original show, to revisit that and revisit that character would do that whole show a disservice. It is really a different animal now. They have computer generated graphics now while we were using puppets and everything in those days. We were sort of making it up as we go, to the best of our abilities. And no I think Ham Tyler that they sent him to Chicago in that original series, where I wanted him to go. I got out of the show so I could go do Top Gun and the Richard Pryor film. No, I don’t think I’d want to go back and do it. It’s like going back and driving an old car. It had its place in time. I had a ’55 Chevy that I had for a lot of years and it was a cool car, but if I had to use it every day, no, it had its time and place.

RC: I hear you. That’s a great analogy. Aside from The Bannen Way, which is of course at Crackle.com right now from Sony Pictures, and Splinter Cell: Conviction, which is coming out in April from Ubisoft, what else can we see from you in the future?

MI: That film I did last year, the film called The Jazzman, based on Mo Kaufman’s life, the horn player who died of cancer and was written by his grandson. I think it is coming out, or is out now, or will be out soon. I don’t really follow the things. And a thing I did in Romania called Eva, which is a historical piece.

RC: Alright, very cool. Thank you very much Michael. Of course, the web series is The Bannen Way which is available now at Crackle.com from Sony Pictures, the video game is Splinter Cell: Conviction which will be out for Xbox 360 and the PC later in April, and of course the man is Michael Ironside! Michael thanks for the time.

Ray Carsillo

Originally Published: January 19, 2010, on Examiner.com

Video games for many of us are an escape, a means to pass the time, or for a lucky few, a profession. Bungie though is allowing those of us who may not be of the more fortunate variety to also give back to those in need and could probably use an escape right now instead of facing their harsh reality.

I’m more than sure many of you are aware of the earthquake that rocked Haiti and has killed thousands and left thousands more in desperate need of assistance. People all over the world are donating whatever they can, but unfortunately, not all of us can give as much as we would like.

In order to help out gamers who might not have the disposable income to donate, Bungie announced over the weekend that from 12:01 AM PT (3:01 AM EST) this coming Wednesday, January 20th, 2010, to 11:59 PM PT (2:59 AM EST Friday) on Thursday, January 21st, 2010, they are going to make a monetary donation in relation to the amount of people who they can get to play Halo 3’s multiplayer and Halo 3: ODST’s firefight mode. For every thousand gamers who play during the eligible time, Bungie will donate $100 with a maximum donation of $77,000 planned. With over 22 million people having Xbox Live accounts, Bungie hopes to easily reach their expected mark.

In order to be eligible to be counted as a gamer trying to get Bungie to shell out a few bucks, you have to make sure your character is wearing the “Red Heart” emblem while you play during the designated time. If you are unsure how to do this, here is a quick breakdown taken straight from Bungie’s site:

a. Press START
b. Select “SETTINGS” / “APPEARANCE”
c. Select “EMBLEM”
d. Select “Hearts” ICON, “Circle” BACKGROUND
e. Back out to the APPEARANCES menu and select “COLORS”
f. Set “EMBLEM PRIMARY” to RED (or MAROON / BRICK / ROSE depending on which game you’re playing!)
g. Set “EMBLEM SECONDARY” to WHITE

Along with this, from now until March 1, 2010, Bungie will donate all profits from the sale of their accessories, apparel, and merchandise at http://www.bungiestore.com/ straight to Haiti relief. Let’s show the world how much the gaming community can care!

Originally Published: January 15, 2010, on Lundberg.me and SportsRev.TV

This week I gave an editorial on the Leno/Conan Late Night War, reviewed Batman: The Widening Gyre #4 (of 6) from Jersey’s own Kevin Smith, reviewed the new video game Darksiders from Vigil Games for Xbox 360 and PS3, and provided my newest Hot Chick Pick of the Week, Adiya Mastrangelo from NYC!

Originally Published: January 13, 2010, on 1050espn.com (Now ESPNNewYork.com) and Lundberg.me

Often when something works, and works well, it will have imitators and copycats come out of the woodwork and try to capitalize on the splash made by the original. This is especially true in the media world and in video games. The hottest trend right now is an oldie but goodie: the portrayal of the possibility of a coming apocalypse, an Armageddon. There are different spins put on it from heaven vs. hell, man vs. the supernatural, or some seemingly omnipotent being needing to be stopped from wreaking havoc, but in the end it all comes down to the same basic concept. In the first quarter of 2010, we have three such games coming out with this basic theme: God of War 3, Dante’s Inferno and Darksiders with the original God of War series being the base concept.

Just because all these games may be similar in theme and execution, does not mean that they all can’t be good. In fact, sometimes the imitators will surpass the original and blow the concept out of the water. The first of these three games released, Darksiders, might do just that.

Darksiders begins with hell on Earth erupting as the balance between heaven, hell, and Earth has been disrupted and Armageddon has been triggered early. You play as War, one of the four mythical horsemen who mark the coming of the end of days, and immediately know something is awry as your fellow horsemen have not appeared. As you move through city streets, trying to find the source of the disruption as angels and demons alike fight overhead, you come upon Straga, one of the most powerful demons to emerge from hell and watch as one of the leaders of the angels, Abaddon, is swallowed up like an appetizer for the things to come. You fight the demon, but like Abaddon, fall to the unparalleled might of this hellish monstrosity.

A century then passes as hell has consumed the Earth and the human race has been wiped out. You have been imprisoned for all this time in the depths of hell by The Council, an ancient race of beings whose sole purpose is to maintain the balance that you have been blamed for disrupting. Finally, the Council relents to your pleas to send you back to clear your name. They concede, but they pair you with a high level demon called a Watcher (played brilliantly by Mark Hamill), to make sure you will do the Council’s bidding, and find out how, and more importantly, who caused the end of days before it was destined to.

Thus begins the story of Darksiders, a tale of redemption as you unravel a conspiracy that could invoke the wrath of a god.

Even with the overplayed theme, Darksiders is brilliantly executed. A combination of The Legend of Zelda and God of War series, the game is packed with both original characters, like Vulgrim the Soul Merchant, with whom you exchange the souls of your fallen foes for new weapons and fighting techniques, and those based in scripture like Azrael, the Angel of Death. Add in tons of actions sequences involving some epic boss battles and an ending that will leave you anticipating the impending sequel is more than enough for me to label this as the first must have game of 2010 (not that there is a lot competition right now).

The graphics are beautiful, from deserts where the sand is comprised of the ashes of six billion dead humans, to lush jungles that have reclaimed the cities that once dominated the landscape. Every creature has exquisite detail to them, from the scars on War’s face to the talons of the giant bats that litter the twisted remains of the world.

Along with great looks, the game sounds very good. The music, although rather generic, helps set the atmosphere beautifully and the voice acting is top notch, highlighted by Mark Hamill who seemed to channel shades of the Joker from Batman: The Animated Series into the masochistic Watcher and Moon Bloodgood as Uriel, the angel who takes over heaven’s ranks after the fall of Abaddon.

I also liked the fact how, aside from the opening and closing movies, the game really focuses more on the action, the fighting, and the platforming and avoids unnecessarily long cut scenes to forward the plot. Possibly this was a move to avoid too many comparisons to the style of games this is clearly based off of since the gameplay easily can draw a lot of parallels to more well-established franchises.

The gore and fighting mechanics are very similar to that of God of War with only a handful of buttons really being needed to mash your way across your typical desert, water, jungle, and fire areas. This goes along nicely with the “me against the world” theme from that franchise.

More parallels can be seen in the items you acquire over the course of the game since almost all of them have appeared in The Legend of Zelda at some point or another. The abyssal chain is exactly like the hookshot, your horse Ruin is reminiscent of Epona, the Crossblade is just like the boomerang, etc. So, the gameplay isn’t anything you haven’t seen before and lacks any real originality. Along with this, there are a few glitches as the game progresses and can be very frustrating when you fall into a bottomless pit when the game glitches mid-jump.

Still though, there is a reason why people love The Legend of Zelda and it was nice to see a game with hard puzzles and tremendous temples. The outside world wasn’t as epic as I would have liked, considering the entire Earth was supposed to be wiped out. It doesn’t seem like you’re traveling more than through the five NYC boroughs.

The game should take you 15-20 hours to completely beat, but there isn’t much to bring you back for a second playthrough. If there were any collectibles or achievements you missed the first time through they could bring you back for a little while, but otherwise this is a one and done.

Even with the aforementioned lack of originality, this game is a lot of fun and does a great job drawing you into the post-apocalyptic world. I enjoyed the game so much that I stood up and clapped at the end of the final cinematic and with the amount of games I have to play; it takes a lot to elicit that kind of a response from me anymore. Kudos to Vigil Games and THQ. Simply put, this is a great game. Darksiders is available now for Xbox 360 and PS3 and is the first must have game of the New Year.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 9.0: From the detail of the world you fight through to the skulls carved on your Chaoseater sword, the graphics are top notch. A point gets deducted only for the generic looking blood effects. There could have been a little more splatter that lasted longer on screen for my tastes.

Audio: 9.0: The voice acting for this game spearheads this score as Mark Hamill and Moon Bloodgood highlight a cast of awesome performances. Include spot-on SFX and the only point that gets docked from this is for the generic, forgettable background music that at least was able to set a nice mood as you progressed through the game.

Plot/Plot Development: 7.5: The general plot has been done before so it loses points for lack of originality, but at least the game progressed at a good pace and set things up well as the conspiracy against War unfolds and then comes together at the end in a great final cinema scene.

Gameplay: 7.0: Glitches and lack of originality again hurts this score, but when you are basing your game off of sure-fire hits like God of War and The Legend of Zelda, you can forgive them a little.

Replay Value: 3.0: There isn’t a lot to bring you back to this game after the initial playthrough besides looking for more power-ups or any achievements you may have missed along the way.

Overall (not an average): 9.5: Even though I penalized the individual category scores for lack of originality, I can’t do it for the overall game because, the time-tested, proven formula that Darksiders uses works and is a lot of fun to play. Any game that gets me to stand up and applaud while the credits roll is a winner in my book and I cannot deny the fun I had playing this game. I looked forward to coming home and playing this game every day after work. So what if it wasn’t the most original game? Imitation is the most sincere form of flattery after all.

-Ray Carsillo