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

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

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

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

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

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

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

It wants to be the very best

I still vividly remember the Pokémon phenomenon first reaching American shores in 1998 in the form of Red and Blue—and how it absolutely took over much of the free time my middle-school friends and I had. We traded, we battled, and we went to events set up at malls in the middle of nowhere. We downright obsessed for a couple of years.

Then Gold and Silver came out in 2000, but we’d gotten a little older. And while we’d grown out of the arguments that would ensue if someone evolved their Eevee before consulting the group, the game was still enjoyable and exciting to play on its own.

But then more time passed, and the excitement and anticipation that came with each subsequent game continued to lessen. Had I simply outgrown something that dominated my early teen years? Or had the game become stagnant and the formula worn thin?

I can tell you now that it was the latter, because a lot of those great memories I had as a kid returned during the 25-plus hours I put into Pokémon X and Y.

Now, this isn’t because I’m in some quarter-life crisis and I’m feeling nostalgic or something. It’s because Pokémon X and Y succeed in adding just enough new elements to make this classic game feel fresh, while leaving its RPG core perfectly intact.

As usual in the series, you’ll start out as a trainer—this time in the brand-new Kalos region—and just like in previous Pokémon games, you set out on a quest to explore the world around you, develop special relationships with the Pokémon you carry, and collect eight Gym Badges in the hopes of proving yourself as the best trainer around. At the very start, you get to choose from one of three new Pokémon: Froakie, a Water type that looks like a frog, Fennekin, a Fire type that looks like a fox, and Chespin, a Grass type that looks like a…um, well, er…a grassy mole thing.

After this, it’s business as usual for Pokémon old-timers. Go out and level up your Pokémon of choice and collect others to set up a balanced team. Players who’ve been with the series from the beginning will be pleasantly surprised that, right from the get-go, you’ll bump into just as many Generation I Pokémon as the new Generation VI ones on your journey. For example, by the time I’d reached the first gym, I had both a Pidgey and a Fletchling in my party. In previous entries, you’d often see a lot more of the new-generation Pokémon so that the game had a chance to show them off; the balance is much better here.

While on the subject of Generation I—and all previous generations, for that matter—Pokémon X and Y does the best job of any game in the series to establish a bit of continuity in the Pokémon world. In every town I went, there were people who spoke of family in the Unova region or had traveled to Kalos on vacation from Sinnoh. Trading for a Farfetch’d and fishing for Magikarp brought me back to my Game Boy days—and there are a lot of nice little nods to the games that came before X and Y that series veterans will particularly enjoy.

But enough living in the past. By the time you get to that first gym, you’ll notice some subtle changes in X and Y that really change how you play a Pokémon game. The most obvious? The visuals. The lowered camera and 3D effect may seem like minor things, but after playing for a while, you realize just how much more immersive the game feels thanks to this slight tweak. Plus, the new roller skates allow for full 360-degree movement and break that traditional grid-based system of the past, which helps your character actually feel and behave like a human would.

And speaking of avatars, that’s another addition you’ll notice very early on: the customization. I didn’t think I’d get into it as much as I did, but making my trainer look like I wanted took up a decent chunk of my time—and my hard-earned money. By the time I was done with the game, I’d bought a half dozen new outfits and gotten a couple of haircuts along the way before settling on a particular look.

Another new element that’s immediately evident comes from leveling up your Pokémon. In previous games, it was a grind to try to level up a weaker Pokémon. You’d have to have the weaker Pokémon at the head of your party, go into a battle or random encounter, and then immediately switch out to a stronger Pokémon and have them split the experience points. Or, later on, you’d have to waste the “Hold Item” spot for one of your Pokémon in your party to carry around an Experience Share.

Pokémon X and Y streamlines the process immensely. First, if you switch Pokémon out—as long as they don’t faint—every Pokémon that participates in the battle gets full XP. And now you don’t need to have a Pokémon hold the Experience Share. Simply carrying it in your items bag will grant all Pokémon who don’t appear in a conflict half the experience points earned in a battle, making it so much easier to get a new Pokémon up to the level of the party without having to sacrifice time.

Admittedly, some purists may find problems with this. Personally, the less grinding I have to do in an RPG, the better. But if you want the “authentic” Pokémon experience, I suppose you could always sell your Experience Share at a Pokémon Center.

For all the love I’m showering on this game, I don’t feel that all the new features in Pokémon X and Y are for the best. Easily the most glaring problem is the highly touted Mega Evolution feature. The idea here is that certain Pokémon who reach their final stage of evolution—or don’t evolve at all—can take on a new form, mid-battle, to change their stats and sometimes even change their Pokémon types. In theory, it’s a fun idea that might add a hint of unpredictability to battles—but in execution, it falls flat in several ways.

The problems start with you having to sacrifice your Hold Item spot if you should happen to have the right rock that causes Mega Evolution. Aesthetically, it’s pretty cool to see familiar Pokémon like Charizard or Mewtwo take on awesome new forms. But aside from the look, the game does a horrible job of informing the player of what the changes actually do. It doesn’t show stat or type changes—and for the Pokémon whose types do change, this can really mess up strategy if your Pokémon knows moves that lose attack bonuses due to the shift. The only way to see if a type change actually occurs is to go into the Pokémon menu and look at the summary of your Pokémon as if you were going to switch them out. And even then, I still didn’t know if I’d gained strength, lost speed, or if anything else with my stats had actually happened. For a strategy-driven game like Pokémon, Mega Evolution throws an unnecessary amount of randomness into the battles.

If you can put Mega Evolutions aside, though, combat is just as fun as ever. New battles with Sky Trainers put your Flying Pokémon to the test, and Horde Battles against wild Pokémon can get intense; your Pokémon will need to withstand multiple attacks in a row if you don’t have an area-of-effect attack like Fire Blast or Surf.

Also, players no longer need to cower in fear at the sight of a Dragon type in battle. The new Fairy type—marking the introduction of many new Pokémon as well retconning several others like Clefairy and Mr. Mime—means that every Pokémon is weak against something, finally giving the game the balance it’s noticeably lacked since the Gold and Silver days.

The real innovation with battling, however, comes through multiplayer. While I wasn’t able to test the full reach of challenging passersby or putting Pokémon out into the ether randomly through Wonder Trade, I was able to get a couple of decent rounds under my belt locally with fellow EGMer Chris Holzworth, who was playing Pokémon Y while I was using X. As soon as he started playing the game on his 3DS, a picture of his avatar appeared on my lower screen. By tapping it and selecting a few options in regards to how the battle would go, I was fighting him in seconds. For competitive Pokémon players, this will make organizing events a breeze compared to years past.

Even if you aren’t competitive, this is still one of the most worthwhile purchases you’re likely to make for your 3DS. Even though I beat the game in 25 hours, if you take your time and explore all the side content—like making PR vids for your trainers, becoming a fanatical Pokémon Daycare user, or face every trainer on the routes—you could easily clock another 10 hours in single-player. This is, by far, the most impressive Pokémon game we’ve gotten in years, and it presents itself beautifully for newcomers and longtime trainers alike. It’s finally fun to try to catch ’em all again.

Developer: Game Freak • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 10.12.13
9.0
The best main Pokémon series entry in years, X and Y sees several new features breathe life into a process that had grown stale and stagnant. Newcomers and longtime trainers alike should be able to find the joy in catching ’em all once again.
The Good New look, new Pokémon, and finally some new life for the series.
The Bad Unclear benefits to Mega Evolutions.
The Ugly Scraping the bottom of the barrel when it comes to inspiration for new Pokémon.
Pokémon X and Y are exclusive to the Nintendo 3DS. Primary version reviewed was Pokémon X.

The Pokémon Bank app will launch on the 3DS eShop on December 27, Nintendo of America announced today on their official Twitter account.

According to the app’s official FAQ, there will be an annual fee of $4.99, meant to help maintain and manage the servers, to use the app. If you sign up before January 31, 2014, however, you’ll be given a free 30-day voucher.

The Pokémon Bank will provide players with 100 different boxes online to store Pokémon in, giving them the potential to store 3,000 different Pokémon on Nintendo’s servers, which can then be accessed at anytime through the Pokémon X/Y software.

If you sign up for the Pokémon Bank, you’ll also get the Pokémon Transporter companion app for free, which allows you to move Pokémon from Pokémon Black and White and Black and White 2 into the bank. Those Pokémon can be transferred into Pokémon X and Y, linking the two most recent generations of Pokémon together. This is only a one-way move, however, so you can’t bring Pokémon in X and Y to Black and White.

For more info on the Pokémon Bank, including a way to theoretically bring Pokémon from as far back as Ruby and Sapphire to X and Y, check out the Pokémon FAQ page here.

Pokémon X and Y launches exclusively for Nintendo 3DS worldwide on October 12. EGM’s full review will go live next week, on Monday, October 7.

With only a month left before Call of Duty: Ghosts drops, Activision has released a trailer highlighting a new multiplayer option for players called “Squads.”

Call of Duty: Ghosts’ multiplayer features 10 different loadouts for players to customize and level up via experience points earned in battle. Squads allows you to take all of those loadouts at once and play alongside them in four AI-driven modes: Wargame, Squad vs. Squad, Squad Assault, and Safeguard.

To get the full rundown on each mode in Squads and what it entails, be sure to check out the trailer below.

Aside from being an interesting option in its own right, Squads has the dual purpose of allowing players to learn maps and get some practice under their belt if they feel intimidated by the more hardcore Call of Duty players out there. They can learn against bots that scale to their skill level without having to worry about their K/D ratio getting demolished right out of the gate.

Call of Duty: Ghosts will be available on Xbox 360, PS3, PC, and Wii U worldwide on November 5, and will serve as a launch title for both the PS4 and Xbox One.

It should’ve left its mask on

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

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

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

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

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

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

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

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

Going Deep

One of the big surprises of Sony’s February PS4 reveal was when Capcom showed off their new online multiplayer medieval fantasy game, Deep Down. At least, we thought it was a medieval fantasy game—until, during the events leading up to Tokyo Game Show, we learned that we should maybe stop with all the Dark Souls and Dragon’s Dogma comparisons, and instead look more to Assassin’s Creed.

While much of the game’s action will indeed be set in the past, your character is actually part of Ravens, a special team of people living in 2094 New York. These individuals have the ability to travel back in time to explore eras of interest, although nothing (as of yet) has been said as to why these time periods are on the Ravens’ radar, or how the Ravens actually time travel. So, while a medieval setting will surely be included, that’s not to say the American Revolution or the Renaissance are off the table either.

Deep Down wasn’t done showing itself off, however, and at TGS I was lucky enough to actually get my hands on this fascinating new title while at Sony’s booth.

I began by selecting one of two lance-wielding medieval knights, whose only real differences on the surface seemed to be cosmetic (with one wearing silver armor and the other clad in gold). I chose the more traditional silver, and was brought to a character customization screen with three branches of abilities set before me. I admit my lack of understanding Japanese left me a disadvantage here, but I was able to select three abilities from the first tree, and two more abilities from each of the following two trees.

I was then teleported to what I can only assume to be a level specifically designed for the demo, as the lack of complexity left it wanting, with only a few corridors and enemies to speak of. The level’s detail, however, was a fine testament to next-gen hardware, as every stone in the wall seemed to exist on its own and dynamic lighting and dust particles galore gave me the sense that I was indeed exploring a small section of some ancient dungeon.

As I slowly proceeded down the first corridor—avoiding the fire spewing stone turrets placed at regular intervals—I was confronted by a creature that could best be described as a hairless Rodent of Unusual Size from The Princess Bride standing on its hindquarters. Where the look of the game had first wowed me (and actually continued to do so with how grotesque the creature standing in front of me was), the controls knocked me back down a level as they felt clunky and slow in regards to the combat. I could swing my lance wildly directly in front of me, or aim and thrust forward with the triggers, but I felt like I was fighting both methods as much as I was the ROUS (Rodents of Unusual Size).

The magic spells I blindly picked at least helped, as I could perform a strong 360 degree spin with my lance with one, or throw a variety of magical grenades with another. One grenade was made of light, and exploded after a delay; the other seemed to be a spirit scroll, releasing ethereal energy from its enchanted pages after contacting the ground.

As I continued to explore the level, I stumbled across a couple of hidden passageways that served as shortcuts and slayed another half dozen or so ROUSs before reaching the end goal, marked by a teleportation dais. As I approached the dais, however, a motherly voice began coming through the headset, seemingly speaking to my character. Whether this was a memory of the Raven or of someone from the time period, I’m not really sure, but the voice seemed to haunt me as I drew closer to the demo’s end and added a necessary layer of intrigue for the story.

When all was said and done, the demo was probably less than 15 minutes long—but it gave me a decent idea of what I could expect from combat, regular enemies (no dragons like those pictured above quite yet), and magical powers. The story could potentially be a huge selling point once more details emerge about the Ravens and their purpose. I think the game is visually stunning, and the magic is cool, but melee combat definitely needs more work if Deep Down’s going to be a hit.

I really wish I had gotten more than a thrown-together demo level. I’m curious as to why I was allowed to play something that feels so incomplete and yet clearly will have the complexity you’d expect from most RPGs (at least we hope) in the final product. This isn’t to say I’m disappointed, but I feel like the more I learn about Deep Down, the more questions I have. Only time will tell if the answers are worth the wait.

Who is deadliest?

For three seasons, Deadliest Warrior on Spike took some of history’s greatest combatants and threw them into a fictional “What if?” scenario. Torn Banner Studios’ Chivalry: Medieval Warfare is a best-selling PC title best described as a first-person slasher where feudal knights clash in multiplayer combat in order to achieve a variety of objectives.

When the two meet, you get Chivalry: Deadliest Warrior, a Chivalry expansion pack coming this fall via Steam. It might sound simple, but after going hands-on with the game, there’s a lot more going on than you might initially expect.

Sure, the first major aspect is obvious: the six warrior classes. The Knight will be familiar to longtime Chivalry players, but the Ninja, Samurai, Pirate, Viking, and Spartan are new—and each brings their own brand of mayhem to the proceedings. In true Deadliest Warrior fashion, all combatants have a choice of weapons, so a Samurai-versus-Spartan showdown could theoretically play out quite differently each time.

The game also includes projectile weapons—much like the main Chivalry experiencethat fit the needs of each character. For example, a Spartan can throw his spear, while a Pirate can fire his flintlock pistol. The Pirate and Ninja weren’t available in the demo, but I did get a chance to try out the Spartan; tossing his spear felt excellent, especially when it hit and impaled an opponent for a killing blow.

Speaking of weapons, fans of Deadliest Warrior know how heavily these bouts rely on statistics. But don’t these matchups wreak havoc on weapon and armor balancing?

“For us, we’re trying to keep the personality of the weapons,” says lead game designer Steve Piggott. “We’re not going to use the exact stats. If Spartans are using bronze weapons and armor, that would never cut through the steel armored plates of a knight. But we’re not going to represent that in the game, because that would be the least fun thing ever. So, we’re trying to maintain the character and personality of those weapons without losing the fun factor of wielding them. And then, from there, it’s just constant iteration to make sure it’s a fun experience.”

Aside from a variety of authentic weapons, each class also has its own unique arena with different traps or features that could change the way you think of combat. I was able to try out the Samurai’s arena, where I was able to run on the rooftops and get the drop on enemies from above. At one point, a Knight tried dropping down on mebut all that heavy armor didn’t make for a sound strategy, and it was an easy kill for my Viking warrior. I also tried the Spartan’s arena, which has a 300-style pit into which you can kick careless foes. Of course, if you’re like me and mash the kick button near that pit, you also leave yourself open for an easy gutting.

The biggest change, however, comes in the form of multiteam matches, where up to six teams of 10 players clash in a single arena. There’s also Mixed Team Deathmatch, which allows for a hodgepodge of classes on a given team; Faction Battle, where 32 from one class go against 32 from another; a traditional Capture the Flag mode; or 1-on-1 duels akin more to a traditional Deadliest Warrior scenario.

Meanwhile, Deadliest Warrior fans will be thrilled that comprehensive stats will be kept on globally ranked leaderboards to help fan the flames of that eternal debate: “Who is deadliest?” Players can also monitor their personal stats, including kills and their most effective weapons. Honestly, there’s a lot of potential here. I only got a chance to see the 1-on-1 duelswhich were certainly exciting in their own rightbut this is a mode that fans of both the Deadliest Warrior games and TV show will embrace.

But it’s the idea of expanding that into multiple teams and factions versus factions that really got me excited. Who wouldn’t love to see 32 Spartans up against 32 Ninjas? Or see 10 Spartans, 10 Ninjas, 10 Samurai, 10 Vikings, 10 Knights, and 10 Pirates duke it out? The potential for mayhem is awesome, and that’s what will really draw players into this $15 expansion.

Hack to the future

A lot of attention has been paid to the unique hacking gameplay Watch_Dogs is going to be bringing to current and next gen consoles in November. But there’s still a story behind Aiden Pearce and his uber-connected world of the near future. With this in mind, we were able to sit down for a few minutes with Kevin Shortt, one of the writers and Lead Story Designer for Watch_Dogs and pick his brain a little.

EGM: Watch_Dogs has been in development for more than four years now and a lot can change in that time. How has the story changed, at all, from the original vision you guys started with?

KS: I think the core idea has always been there. We wanted a bit of an anti-hero whose making questionable choices towards a noble cause. The story itself, for sure, it’s shifted a lot. And that’s going to happen. As you’re working with the game developers and designers and creative director, we all get in a room and we start realizing what the best flow is both for gameplay and for story.

And so as a result, you end up having to shift the story quite a bit to make sure it hits all the right beats and has the right energy. Four years, for sure, you start thinking to yourself “that idea was kind of crap, but this idea is f***ing amazing and we’re going to go with this.”

So, we finally landed on that amazing idea that we’re really happy about it and we think is a story that’s going to resonate with people. They’re going to get pulled into it. What’s cool about the story is it’s really reflective of how the player’s going to play. The player will find it easy to live Aiden’s life because he’s a guy who can’t stand by and just watch people get hurt and I think the way the game is you find you can’t just walk away from these situations. You have to step in.

EGM: Has it been difficult crafting an anti-hero as your main protagonist?

KS: Yeah, well I think any story can be difficult. They can all be quite difficult to make. The easy thing would be to make him a black and white hero, and off you go. But, we wanted him to be three-dimensional, and that means you have to really think about what are the human choices you would make that aren’t necessarily the right choice. We all make these mistakes and I think that’s what we were after, to make sure he was very human.

The people around him, as well; that was an important part. The characters—we’ve mentioned Clara and Jordi, two characters that you meet in the game—they have their own stories as well. And their stories don’t mesh perfectly. They are not crafted to strictly help Aiden Pearce. They’ve got more than that going on. They’ve got their own ups and downs and their own goals that they’re trying to achieve while Pearce is trying to achieve his goals. And that makes for a great collision between the characters and makes for an exciting story.

EGM: What went into the decision to set the game in Chicago?

KS: We loved the character of the city, the landmarks, the history. I think another thing is we looked at it from a gameplay perspective. It’s a great city for that. Look at all those bridges. And we knew this would just translate into a fun city both visually and gameplay-wise to explore and have fun in and that as well was a big reason why we went with Chiacgo.

EGM: What are you most proud of with the story?

KS: That’s hard to say. I guess I’m most proud of the depth of the characters we have. We’ve got a rich cast of characters who all have their own goals and they end up blending well together without serving each other too obviously.

So, overall I’m pleased with how well we crafted the story and integrated it with gameplay. What was different about this game from other games that I’ve worked on is from day one, I was sitting there in the room with the game designers, the creative director, the level designers, and we worked out together how’s the gameplay and how’s the story going to work. That doesn’t always happen in games at all.

Story quite often can come much later. And you’re wrestling to fit your story into the gameplay. For us, we worked on it right from the beginning.

I’d say that’s what I’m most proud of. We’ve gotten to a point where the gameplay and the story mesh so well that I think it all just flows really beautifully together. We’re able to adapt quite easily on the fly. If gameplay has a problem that they need to solve, because we’ve worked together already so well, it’s easy for us to adjust it this way to make it work and still hold everything together.

Et tu, Sega?

It’s been a while since we’ve done one of these game tie-in book reviews. Quite honestly, it’s not easy to review a book like a game or movie, because there’s a lot less to go on. A book is based solely on its creative merits. There aren’t any graphics to critique, there’s no voice acting to lament, and there aren’t any controls to put through their paces. So, if I tried placing a book review on a similar scale to a game review, I’d fail miserably. It’s not like I can knock off points for things like font choice or the type of paper used at the printer! With that being said, I got my hands on Total War Rome: Destroy Carthage, the first of what’s supposed to be a brand-new series of tie-in novels to the Total War series from Thomas Dunne Books. This one highlights Total War: Rome II, which was just released last week.

Written by renowned archaeological/historical-fiction author David Gibbins (Atlantis, Crusader Gold, The Mask of Troy), Destroy Carthage follows the life of the fictional Fabius Petronius Secundus to see how Rome transitioned between the Second and Third Punic Wars, culminating in the fall of Carthage in 146 B.C. While Fabius may be the main character here, the story is actually about how the very real Scipio Aemilianus Africanus rose to power in Rome and led his army through Carthage. The narrative takes Fabius’ point of view as Scipio’s second-in-command; our protagonist conveniently rides his commanding officer’s coattails, which gives us an interesting look at what one of ancient Rome’s most famous generals would’ve gone through to carry out his lifelong mission of wiping Carthage from the map.

And while Fabius isn’t the only fictional character created to help demonstrate certain factual Roman political, social, and combat traditions, Scipio’s also far from the only real man to make an appearance in the novel. The feared Hasdrubal, leader of Carthage during its fall; Polybius, famed Greek historian and adviser to Scipio; and Roman praetor and censor Marcus Porcius Cato (better known as Cato the Elder) all play major roles in the novel, just as they did in history.

Perhaps the most impressive element of Destroy Carthage is that it finds such a large thread of history that’s so accurately able to parallel the action of the game. While a few sections get into the trenches in rather gruesome detail—including the Battle of Pydna during Scipio’s teenage years and the siege of Carthage itself—the book is, by and large, a political thriller. While we might think of that term describing the modern-day wheelings and dealings in Washington, D.C., politics absolutely played a role in societies from millennia ago; striking this balance of less action and more intrigue helps the book do justice to a game that requires meticulous planning. It also shows Gibbins’ attention to detail—he paints a vivid picture of what ancient Roman life would’ve been like circa the second century B.C.

Unfortunately, this attention to minutiae makes Destroy Carthage a slog at times. Though it’s not surprising given Gibbins’ scholarly background, he takes few historical liberties beyond the handful of fictional characters. Several Latin phrases are liberally thrown around, and with Roman naming traditions being so alien from our own, it’s a bit confusing early on understanding just who everyone is and their role in society. It all comes together eventually, but I found myself looking at the appendix a bit more often than I might like, which broke up the pacing on several occasions. A perfect example is that Scipio Aemilianus is the younger son of Lucius Aemilius Paulus Macedonicus and was adopted by Publius Cornelius Scipio, eldest son of Publius Cornelius Scipio Africanus, changing Scipio’s official name to Publius Cornelius Scipio Aemilianus. By the end of the book, Scipio is Publius Cornelius Scipio Aemilianus Africanus.

Despite all that, I enjoyed Total War Rome: Destroy Carthage. The hardcover price tag of $25.99 is about what you’d expect for a book of this size (352 pages), but if you’re low on cash, a paperback version will likely come sooner or later. If you enjoy immersing yourself in a historical time period and learning a bit about long-extinct cultures—or find yourself obsessed with the corresponding game and need something else to help augment your experience—this is a solid read that’s definitely worth your time.

Author: David Gibbins • Publisher: Thomas Dunne Books • Pages: 352 (hardcover) • Release Date: 09.03.2013
7.5
The hardcover price tag of $25.99 is about what you’d expect for a hardcover book of this size. If you enjoy immersing yourself in a historical time period and learning a bit about long-extinct cultures—or find yourself obsessed with the corresponding game and need something else to help augment your experience—this is a solid read that’s definitely worth your time.
The Good More political thriller than action, this book serves as a solid tie-in to Total War: Rome II.
The Bad Though it’s historically accurate from a linguistic standpoint, the liberal use of Latin throws off the pacing and reading comprehension.
The Ugly The Roman centurion on the cover has a face only a mother could love.

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

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

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

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