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It’s a Not-So-Wonderful Life

As Nintendo tried to get everyone hyped up for the release of the Wii U, few titles intrigued and excited players more than The Wonderful 101, long known only as “Project P-100.” Much like several other titles that were supposed to arrive during the system’s launch window, however, The Wonderful 101 experienced countless delays and technical issues during the final stages of development. As it slipped further and further away from its original release-date projections, its relevancy in the Wii U’s lineup became more and more diminished.

Now, instead of a title that helps champion the Wii U’s cause from the start, The Wonderful 101 finds itself as a lone new IP drowning among more established Nintendo franchises slated for the console in the second half of 2013. After finally getting my hands on it, though, I found that while it doesn’t totally overcome its well-documented development difficulties, it doesn’t get swept permanently beneath the waves, either.

As the game begins, Earth has come under attack for the third time from a group of alien terrorists known as the Geathjerk. The invaders are powerful, but the Earth’s premier defense team, the Wonderful 100, have always quelled the threat before. This time, however, they can’t make a dent in the Geathjerk’s offensive onslaught individually, so they must come together and unite into fantastic objects and weapons to help subdue the otherworldly threat and send these space invaders back from whence they came.

On the surface, The Wonderful 101 is exactly what the Wii U needs. Its vibrant art style is a throwback to the work director Hideki Kamiya and producer Atsushi Inaba did together on Viewtiful Joe, and it stands out from the realistic first-person shooters and action-adventures continually flooding the market. The humor and story falls directly in line with what you’d expect from Platinum Games, and the voice acting only helps carry this across, with some solid performances from veterans like Tara Strong as Wonder-Pink and Roger Craig Smith as Wonder-Blue. What’s more, the core concept of 100 (relatively) normal people coming together to do extraordinary things and become heroes is a message that gamers of all ages can get behind.

But ideas and concepts can only get you so far. At the end of the day, it all comes down to execution—and this is where The Wonderful 101 falters. As aesthetically pleasing as the game may be, its controls—which force players to use the Wii U GamePad for several features—are a far tougher opponent than any of the alien Geathjerk.

The Wonderful 101 is really meant to be played with two screens, but it’s technically capable of Off-TV Play. Unfortunately, because of the horrendous camera—which is usually either too close or too far out to be effective—you can hardly see anything on the tiny screen to actually advance. During the handful of indoor sequences when the game abruptly shifts to a first-person perspective, you might as well be blind. GamePad-only play also disables the drawing capabilities of the controller, so you then have to trace all the symbols that have your Wonderful Ones unite by using the right analog stick and an invisible cursor, which is far too sensitive to be used in any capacity in this game. Basically, you’d have to be a glutton for punishment to even attempt Off-TV Play here.

When you do play on your TV, it’s quite the opposite. You can use the GamePad to draw the necessary shapes to make different offensive forms like massive fists, swords, guns, whips, or hammers, or you can use it to change the environment around you or temporarily recruit ordinary citizens by drawing a circle. While the right-analog-stick method is too sensitive during Off-TV Play, drawing on the tablet isn’t sensitive enough—it’ll either give you the wrong weapon or completely ignore what you’ve drawn altogether.

The worst part? The pacing during the action sequences is all out of whack. Having to draw on the GamePad isn’t nearly as quick as pressing a button, yet many of the combat situations require those split-second reflexes. For much of the game, especially early on, you’ll be dealing with a horrendous learning curve. Battles will drag on and on, and levels will become akin to marathons with very little payoff—you’ll get pummeled by the Geathjerk when trying to draw lines while running around like a chicken with its head cut off.

At times, though, these marathon battles are worthwhile—and that comes when you finally get to the chapter boss. These behemoths are truly terrifying: They fill sports stadiums, consume skyscrapers, or plug up volcanoes, and they definitely put the weapon forms you acquire to the test. But unlike the missions that lead up to these encounters, you actually have a great sense of accomplishment when you topple one of these kaiju-like beasts.

And that’s the essential problem with The Wonderful 101—it doesn’t live up to its full potential, and a large part of that comes with being on the Wii U. A regular controller and simpler method of switching forms would’ve been far more effective than shoehorning features into the GamePad, and a shorter buildup to the boss battles would’ve been preferred. Players with the patience to work through the bugs and pacing problems should leave at least somewhat satisfied, but The Wonderful 101 could’ve been a true gem if Platinum had more time to polish the experience and figure out how to properly work with the Wii U hardware.

Developer: Platinum Games • Publisher: Nintendo • ESRB: T – Teen • Release Date: 09.15.2013
7.0

A horrendous learning curve, poor story flow, and shoddy controls take away from what could have been a superstar new IP for Nintendo. Instead, only players who can look past the bugs and pacing problems will be satisfied in the end.

The Good Humor and style befitting the pedigree Platinum Games.
The Bad The touchpad drawing gimmick gets in the way of the flow of gameplay.
The Ugly Wonder-Green’s stalkerish obsession with Wonder-Pink.
The Wonderful 101 is a Wii U exclusive.

An all-time great

After living in SoCal now for a couple of years, I miss that first cool October breeze to signify that summer’s come and gone, and that it’s time to look forward to a deep, wintery chill. Mind you, it’s not the shoveling snow, changing of tires, or layers of clothes that I reminisce about—I miss that it actually starts to feel like hockey season.

The closest harbingers of hockey I get these days? Blasting my AC, complaining about the fair-weather L.A. Kings fans who constantly seem to crawl out of the woodwork, and playing the NHL franchise. Fortunately, NHL 14 does the best job yet of making me forget that longing for North Jersey winters and drowning out the know-nothing Kings fans.

As always, I started off by selecting and using my favorite team, the New York Rangers. Yes, I’m from New Jersey, but I root for the Rangers. The reason? Fans of the New Jersey Devils are as mythical as the Jersey Devil itself. They don’t exist, and if they do, there’s only about 30 of them huddled in a cave down in the Pine Barrens somewhere. South Jersey roots for the Flyers. North Jersey roots for the Rangers. End of story.

The Rangers are actually ideal for a review like this, though, since they’ve got a balanced team: Some guys can shoot, some guys can hit, and some guys can skate. Sure, NHL 14 sees plenty of major additions this year—and I’ll get to them—but when I want to test the nuances of the game, I’m covered with the Broadway Blueshirts.

Take winger Carl Hagelin and his blinding speed, for example. In NHL 14, I could really see how much faster he was than everyone else as he pulled away from the defenders who chased him through the neutral zone. Similarly, it makes sense to use a guy like 6’7” forward Brian Boyle to bowl over a sniper on the penalty kill, whereas 5’7” right wing Mats Zuccarello will just bounce right off. Having every player feel unique when you take control of them is a huge plus in a sports game, and that shines through in NHL 14.

But it’s not just about the physics of a monster like Boyle running over a hapless player on the PK. In previous NHL entries, you’d have to flick the right analog stick—almost like the truck feature in Madden—to deliver a punishing hit. While that option’s still there for fans who can’t break old habits, you can also simply skate as fast as you can, and the new momentum feature will automatically see Boyle stick his hip out and send that sniper spinning to the ice—or maybe rough him up a little harder if some bad blood’s been brewing between the two rivals over the course of the game.

And that leads into the next big feature—and probably the one that’ll be a favorite for casual hockey fans: The fighting system is completely overhauled. Borrowing mechanics from EA’s Fight Night franchise, NHL 14 offers nuances to each throwdown. You can try to push or pull a guy off his skates, bob and weave to avoid incoming haymakers, or drop some bombs of your own—it feels more like a hockey fight should instead of the Rock ‘Em Sock ‘Em Robots–style fights of years past.

Of course, similarly to how everyone’s helmets started to fly off or they got checked into the bench more often in NHL 12, the fighting’s definitely tuned to happen a bit more often now. If it’s not your thing—and I’ll admit that it can be a bit jarring, since everything else around you stops pretty abruptly—you can at least turn the frequency down in penalty options. If you leave it as is, though, you’ll go from having no fights or one fight per game, like in previous years, to potentially two or three each game. And if it’s a rivalry matchup—say, the Rangers versus the Devils—you’re likely to see it even more than that. I got into five fights the first time I played the Devils!

The fighting’s so detailed now, in fact, that players will walk away with black eyes and face bruising that’ll last for a couple of games. Of course, even before the fights, these are some of the ugliest character models I’ve ever seen. EA Canada can’t even get something as simple as a player’s hair color right. I look at Rangers center Derek Stepan when he scores a goal, and I see a real-life picture of him with dark brown hair—and then I see his character model with albino-white hair. It’s a little thing, but at this point, I’d like to think that the developers have figured out the differences between brown and blond.

I’ll take little snafus like that, though, when NHL 14 sees significant additions—such as the ability to change the opposing general managers’ AI in Be a GM mode. For years, opposing teams were either so stupid that you could easily fleece them and put together a virtual team of all-stars, or they were so smart that you’d have to sell the farm to even get a mid-tier prospect. While Be a GM’s default AI seems pretty good in this incarnation, it’s nice to be able to make adjustments if you don’t think it’s acting as realistically as it should. And adding money options—such as taking on part of a player’s contract instead of the whole thing—makes the negotiating room even more heated if you like wheelin’ and dealin’ like myself.

But if stylin’ and profilin’ on the ice is more your bag, the new Live the Life mode—a revamped version of Be a Pro—is the way to go. I don’t normally create players, but I tried this option out and worked my way up through the CHL to get drafted 7th overall by the Edmonton Oilers (I’m still working on getting traded to the Rangers!). Pre- and post-game press conferences with your player, interactions off the ice with teammates, and talking to your agent about what endorsements you should sign gets you closer to living the dream of being a pro hockey player than the franchise has ever offered. And for me, personally, it was even more special. See, every NHL player has a soundbite associated with his surname, and thanks to Chicago Blackhawks left wing Daniel Carcillo, it always sounded like Gary Thorne was saying my name during play-by-play—it freaked my girlfriend out when she heard it the first time!

Part of why I was drafted so high? The new, simplified deking system. I’ll freely admit that this aspect of NHL was way too difficult for me in the past. Some people swear by it—and more power to ’em—but I’d rather just make crisp passes that work the goalie out of position instead of worrying about spin-o-ramas and the like. This year, instead of working both analog sticks while holding a bunch of buttons, you simply need to tap a shoulder button—if your player’s skilled enough, of course. I’d never done so many dekes in a single version of an NHL game before, but it’s so simple here that I couldn’t stop.

One new feature, however, hasn’t been simplified. If anything, it’s gotten more complicated, and it comes when you skate into the face-off circle. Now, I’ve never been good at face-offs. I’m lucky to average a 30-to-40-percent success rate. Face-offs require a lot more finesse this year, and you’ll need to use both analog sticks to really work for the puck. This may feel more realistic, but it’s also a lot more frustrating—I only won around 5 percent of my face-offs against the computer. I could hold my own against human opponents, but it’s damn near impossible to win against the computer—especially when the friendly AI, for all the strides it’s made, still isn’t smart enough to skate over and take the puck if I tie up the opposing center.

Let’s be honest: I could probably be here all day talking about hockey. My love for the Rangers. My hatred of the Islanders. And the Devils. And the Flyers. And the Penguins. My love and hatred aside, this is easily the best hockey experience EA Canada has delivered yet. They’ve listened to just about everything the fans have said over the years, and they’ve done their best to incorporate it here.

They’ve even heard the fans in a particularly special way: NHL 14 features a full-blown NHL ’94 mode that not only celebrates 20 years of what many consider one of the greatest hockey games of all time, but that also expertly blends the arcade style of the past with the simulation style of today. That shows true dedication and passion from the development team, and NHL 14 is as close to that hallowed Super NES/Genesis classic as any entry we’ve seen since then.

Developer: EA Canada • Publisher: EA Sports • ESRB: E10+ – Everyone 10 and up • Release Date: 09.10.13
9.5
One of the best hockey sims to date. A couple of minor adjustments are always needed, but this is as close as its going to get for you short of lacing up skates and donning pads yourself.
The Good New fighting mechanics, better physics, and Online Seasons for Hockey Ultimate Team.
The Bad It’s impossible to win a face-off sometimes.
The Ugly The character models get worse-looking every year.
NHL 14 is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360.

Don’t catch this one

We’ve always had to take Pokémon spin-offs with a grain of salt. Sure, there have been some interesting ideas like Pokémon Mystery Dungeon and Pokémon Snap that have been able to pique our curiosity for a little while along the way, and natural evolutions to the series like Pokémon Stadium, but most don’t have the staying power for sequels or simply fail outright. It’s just hard to capture the core of what makes the main series of Pokémon games great and put it into a different format that still appeals to consumers. Yet, Nintendo still keeps on trying to milk its precious cash cow in different ways.

The latest attempt at capitalizing on their beloved Poké-brand is Pokémon Rumble U, the third in the Rumble spin-off franchise and the first Pokémon game of any kind on the Wii U. In the Rumble series, players play as wind-up toys designed to look like Pokémon. You battle your way through a series of arenas, mashing a single button for a signature move that corresponds to the Pokémon. (You get two moves if they happen to be a dual-type.) As you fight your toys against other toys, you can add those you defeat to your collection, trying in essence to signify the capturing of a Pokémon from the main series.

The big difference between this iteration and previous titles in the Rumble franchise is that it takes advantage of the Wii U’s built-in NFC technology. This allows you to buy special figures (17 in all) that can help their corresponding Pokémon in the game, giving the a sense of leveling up for the first time in the series. You don’t need these figures to beat the game, mind you, but Pokémon fans and collectors alike will probably want to try to pick up a couple.

Of course, this has the beginnings of a slippery slope for Nintendo and consumers. First, there are all 649 currently available Pokémon in the game, and only 17 figures, leaving the door open for more figures to be added. The figures are also concealed, so whatever you buy is given to you randomly. It comes across as a lottery system really that takes advantage of Poké-fanatics’ willingness to throw money at anything with a Pokémon label on it.

Moral ambiguity aside, the worst part is that Pokémon Rumble U really isn’t a very good game. It’s by no means broken, and the ability to have four people play at once, trying to collect as many coins in battle as possible like some deranged Mario Party mini-game, makes it something that could offer younger children a distraction for an hour or two. But the strategy, the gameplay, the characters, and, most importantly, the bond you may develop towards your most familiar Pokémon are completely absent from this game.

From the very first battle, you’re encouraged to leave behind the Pokémon you start with for the ones you capture, who are typically stronger than your previous crew. Even then, when you actually get into one of these arenas, most of the time all you’re doing is mashing a single button. The gameplay is beyond mindless and gets tired fast no matter how many Pokémon figurines you want to collect.

When all is said and done, Pokémon Rumble U comes off as nothing but Nintendo trying to build up some hype for the highly anticipated Pokémon X/Y and line their pockets with some cheap action figure sales in the process. The game works as a proof-of-concept for the NFC technology (even if no one else is using it right now), but beyond that, this is the kind of dull downloadable game you hope will get lost in the ether sooner rather than later.

Developer: Ambrella • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 08.29.13
5.0
Serving as little more than a proof of concept for the Wii U controller’s NFC technology, Pokémon Rumble U is a boring, pointless game that should just be chalked up as another failed Pokémon spinoff.
The Good A Mario Party–style competition system that could make the game fun for multiple players.
The Bad The lack of any of the core gameplay mechanics that make a Pokémon game great.
The Ugly The parents who will surely be duped into buying the companion NFC figures.
Pokémon Rumble U is a Wii U exclusive. 

Oh! Shell-shocked!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Everybody gets to go to the moon

I’ll readily admit to being a Suda51 fan. Some may consider his games to be niche fare that fails to live up to its potential, but usually, there’s something about his typically zany ideas that draws me in. Whether it’s taking control of a schizophrenic hitman, a lightsaber-wielding assassin wannabe, or a chainsaw-toting cheerleader, I’m definitely a Suda guy. So, it’s no surprise that I was looking forward to his latest, Killer Is Dead.

Normally in a review, I’d give a brief synopsis of the basic plot before talking about some of the game’s weak and strong points—character development, pacing, that kind of stuff. As games have gotten more and more cinematic and story complexity has evolved, narrative has definitely become a focal point for me when it comes to reviews.

But I’m going to be completely honest with you here, folks. Killer Is Dead left me confused, bewildered, and, worst of all, frustrated and wholly unsatisfied, to the point where I’m not even sure what I played—or that I could properly describe it.

The basic gist of what I was able to decipher is that you play as a man named Mondo Zappa. He’s another assassin in the typical Suda style, and he travels to fantastical locationsincluding the moonin order to track down his targets. Everything after that gets kinda hazy.

I’ll put it this way. If you couldn’t stomach Suda before, forget itKiller Is Dead isn’t going to change your outlook on the man. But even if you’re like me and appreciate his special brand of insanity, this might be the point where you finally lose your patience with his wacked-out concepts.

Aside from the terrible plot, much of the side content left me wanting as well. Sure, some challenge missions add to the gameplay variety as you race against the clock or take down certain foes in a field of baddies. But the “courtship” minigame is nothing more than a tacky, half-baked idea that somehow wormed its way into the final product.

Not only do these segmentswhich revolve around staring at the clothed bosom and crotch areas of random girls in the hopes of then bringing them to bedfeel pointless, but they even cross the line for me and feel a little degrading and insulting. And this is coming from a guy who loved Travis Touchdown’s blatantly perverted flirtations with Sylvia Christel in No More Heroes! My bar’s set pretty low on the politically-correct front, but this was still a bit much, even for me.

Despite the shoddy story and lewd minigames, there’s still a silver lining to Killer Is Dead: It feels like Suda’s finally honed his hack-n-slash gameplay to the point where it’s now quite enjoyable. You can smoothly mix in Mondo’s arm cannon mid-battle, and a blood meter allows for special executions. Meanwhile, some foes require balancing normal attacks with parries and counters, which prevents Killer Is Dead from devolving into a mindless button-masher.

The combat also includes some RPG elements. Mondo can learn new assassination moves, level up his abilities, or unlock additional mechanisms in the arm cannon. While most of the cannon’s extra moves aren’t necessary beyond the standard machine-gun mode you start the game with, the dash abilities and health regeneration become vital as you move through the various missions.

It’s just a shame that, outside of the enjoyable core combat, Killer Is Dead is such a mess. The plot’s incomprehensible, while the boss battles lack the memorability of past Suda games. The visual style is a beautiful evolution of what he’s done before, but I’d rather listen to a stray cat’s starving mewl in the middle of the night than endure any more of the inane voice acting and dialogue found here. Some of the content feels tacked on and unnecessary, even though the game clocks in at a mere six hours on Normal difficulty.

As much as Suda fans may want to like Killer Is Dead, this may finally be the game where the over-the-top antics are just too mucheven for them.

Developer: Grasshopper Manufacture • Publisher: XSEED • ESRB: M – Mature • Release: 08.27.2013
6.0

The decent core combat can’t hide the fact that this is Suda51’s most ridiculous, nonsensical plot yet, and an offensive “courtship” minigame is a further black mark on the proceedings. This one may even turn off Suda’s most hardcore fans.

The Good The most rewarding combat ever seen from Suda51.
The Bad If you thought Suda’s stories were convoluted before, Killer Is Dead redefines that idea.
The Ugly 100-foot-tall, mutated scientists. Yep. I just typed that in a legit review.
Killer is Dead is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360.

One rear-naked chokehold I welcome

I need to preface everything I say here by pointing out that these hands-on impressions are based off a build meant more as a demonstration of the Ignite engine at work in EA Sports UFC than actual gameplay. What I saw had none of the bells and whistles the final product will feature—no life bars, no stamina meters, no character-select screen. It was as pre-alpha as it gets. What I played was but a brief introduction to the groundwork of a potentially revolutionary new fighter that’s due out in nine months.

Part of what makes a game like EA Sports UFC possible, according to creative director Brian Hayes, are the advances made via next-gen technology. The look and feel, after all, is a critical component to an authentic MMA videogame. The veins bulging out of the neck of a fighter trying to lock in an armbar. The subtle bruising that peppers bodies over the course of a fight. An eye swelling shut after a few too many blows to the head. The changes in face color as a fighter succumbs to a rear-naked chokehold. These are just a few examples of the minute details that developer EA Canada is smoothly pulling off with next-gen tech and their new engine.

In my brief hands-on time at Gamescom, I got a feel for how fighters moved around the octagon. There’s a weightiness there now, with each movement tying right into the next. The fighters didn’t float around their opponent. Instead, they confidently planted their feet and moved with precision with each push of the control stick. And though the ground, grapple, and submission maneuvers were disabled during the demo, the attacks I could pull off felt substantial: Each punch I threw felt like it had power behind it and did real damage. Superman punches off the cage, flying knees, and spinning heel kicks were all available to me, and each one made me feel like I was watching a close-up of a fighter during a legitimate UFC PPV.

Now, normally, I’ll take something so early in its iteration process with a grain of salt. Show a little skepticism. But, honestly, after what I saw, I can’t help but feel hopeful that this is the game UFC fans have been clamoring for over the past decade. If the care seen in the in-ring segments transfers to the gameplay options—ideally, create-a-fighter or career modes—then this is primed to be a surefire hit. If not, there’s still a solid foundation here for what could ultimately become one of EA Sports’ more popular franchises.

The stuff legends are made of

Fable fans have waited three years for a proper return to Albion, and they’ll finally get a chance with Fable Legends, which I got to see firsthand on the Gamescom show floor.

Keep in mind, however, that what I saw simply scratched the surface. By the sounds of it, Legends is far from anywhere near complete. If I had to hazard a professional guess, a holiday 2014 release date would be optimistic at this point.

From what I was able to gather from the reveal—as well as a 10-minute demo further illustrating basic game mechanics—Legends will be a throwback to the era of the original Fable, where heroes were plentiful and it seemed that almost anyone could channel strength, skill, or will. Unlike heroes of the past games, however, players will choose from one of several pre-determined warriors who specialize in one of these three pillars of Fable combat. This is a drastic shift away from the customization for which Fable is known, and even if you’re able to create your characters, limiting their abilities might make longtime fans wary.

The major reason for shifting away from one-size-fits-all characters? Legends is designed around four-player co-op. Either with three friends, three AI characters, or a mix of the two, players will always be traveling with a pack of heroes in order to quell the coming threats to Albion.

Whether these quests will be individual adventures or be part of an overarching story is yet to be seen, but I think the latter’s less likely. A level-summary screen popped up at certain points in the demo, which seems to indicate that each specific quest will stand on its own. This would also fit the idea of players taking on a collection of legends from Albion’s past instead of going on a new adventure with semi-fleshed-out characters.

Not everything will be foreign to returning players in Legends, though. The game will still feature a central town that will host the same manner of minigames that have become staples of Fable, such as blacksmithing or chicken-kicking. It’s not clear yet whether this will serve as a hub world where you can recruit other heroes on your adventuring ways, almost like a MMO.

But it’s not all about being a hero—a unique gameplay twist in Legends is that players can now choose to be the villain. This core evildoer will look at the game from a RTS perspective and plant Hobbes, Balverines, and other manner of foes in the heroes’ way and will gain XP and gold depending on how well their defenses hamper the heroes’ progress.

As much as Fable Legends worries me in regards to story, gameplay, and every other key feature, I’ll admit that it does looks really nice on the Xbox One. The demo provided a level of detail on my favorite fantastical creatures like never before—and, if nothing else, Lionhead has shown that they can definitely tap into the power of Microsoft’s upcoming console. Since the game’s still more than likely at least another 18 months out, there’s plenty of time for Lionhead to work out the kinks. That’s the Microsoft way now, after all, isn’t it?

Rock-Climbing Ray and the Great Kinect Adventure

The first two Kinect Sports games helped pave the way for casual gamers on the first Kinect, and while it won’t be available at launch, Kinect Sports Rivals aims for a similar success when it releases in spring 2014. At Gamescom, I went hands-on with two of the six sports Rivals will feature and got a firsthand look at the new Kinect facial-recognition technology.

First, it was time to create an avatar. While the goofy, kiddie fare of the past has been mercifully scrapped here, the new avatars in Rivals are still meant to be somewhat unrealistic—in theory, they’re supposed to match enough of your actual features so that you feel like you’re truly in the game.

Before I took control of the demo myself, I watched several others go through the face-scanning process and saw some amazingly accurate scans courtesy of Kinect 2.0—and also some that got everyone laughing. A bald man whose avatar was graced with wavy, flowing locks was probably the most humorous…at least until I took the podium.

The system immediately had trouble with my face. Usually, it can sense when you’re wearing glasses and will ask you to take them off (they’ll add some generic, Drew Careystyle black frames later). My frames were too thin (the game must have a “hipster” setting that I didn’t trigger), so Kinect scanned my face as if my glasses were actually the areas around my eyes. This led to several other mistakes, and in the end, I wound up appearing as a bald black man instead of an Italian-American from Jersey.

Allegedly, the customization in the final game will be robust enough that you can go in and fix anything you want—or give yourself ridiculous features like a blue Mohawk—but those features weren’t in the demo. So, I changed my skin tone, gave myself some hair, and threw on a beard, since goatees weren’t in the game yet, either.

The six sports featured in Kinect Sports Rivals include returning games like Bowling, Soccer, and Tennis, along with newcomers Target Shooting, Rock Climbing, and Wake Race. I was able to try two of the newest offerings, Wake Race and Rock Climbing.

Wake Race will immediately remind gamers of the N64 era, since it’s a pretty blatant copy of that system’s Wave Race 64. You race watercraft around a course, and the person in the lead after three laps is the winner.

The controls are simple, and I was surprised to find that the Kinect sensor followed me perfectly. You reach out and grab imaginary handlebars to let the game know you’re ready to go, and you control the throttle simply by opening and closing your right hand. Yes, that’s right—Kinect perfectly recognized when I made a fist or had my had open.

You tilt left or right to steer and stomp your feet to use a speed boost, which you can earn by doing tricks off ramps. Speed boosts can also be triggered via voice commands, but due to the noise level at Gamescom, this option was disabled for the demo. You can also perform tricks simply by leaning forward and back while your character’s in the air.

Once the game actually launches and your friends start creating avatars, you can, in theory, populate your friends’ games with your avatar—and vice versa. This actually reminds me a bit of Forza 5’s Drivatars, since the better you play, the more challenging your avatar will be if your friends download you into their games—making the challenge personal, even when you’re not doing split-screen in the same room.

Next, I got to try out Rock Climbing. Again, this wasn’t a very strenuous activity—maybe Rare learned their lesson from the exhausting running in place during American Football in Kinect Sports 2. All I had to do was reach above my head with open hands, grab when near a handhold, and pull downward to lift up my in-game avatar.

If I felt adventurous, I could jump up to put some distance between me and my rivals—of course, this also risked falling to a previous checkpoint in the race. But that wasn’t the best part: I could even reach out and grab rivals who were ahead of me and throw them off the course. They could do the same to me, but this actually incorporated some strategy into the experience and made it less of a blind race.

Overall, the Kinect detection wasn’t as sharp in Rock Climbing as in Wave Race, and I fell several times when the system failed to register my closed hand. I also got thrown off by a competitor when Kinect didn’t sense that I’d moved. That actually gave me the chance to see how fun Rock Climbing could be, though—I ultimately returned the favor on my competitor later on the climb.

Like with most Kinect-oriented titles, this one’s going to boil down to how well Microsoft’s motion sensor performs. Still, Kinect Sports Rivals is shaping up to be a fine continuation of the casual gameplay of the first two games, especially if the developers smash the few bugs seen at Gamescom.

Blitzkrieg Bop

While the first two of seven new multiplayer modes were revealed last week, Activision saved another one for Gamescom. I checked out Blitz mode and the new map, Chasm, that was revealed during the Xbox One press briefing.

Blitz feels like a twist on Capture the Flag, but instead of grabbing a flag, now the players are the flags. This mode sets up two points on opposite ends of the map, with a simple objective: Any player on your team must get into the opponent’s scoring zone, and vice versa. If a player walks into the zone, they’re teleported back to their base and score a point for their team. This means that, essentially, both teams are on offense and defense at the same time.

An interesting little catch, though, is that the developers are already one step ahead of players and have built in a preventive measure to guard against massive scoring from a team working well together—say, four guys moving in tandem across the map. Once a player enters the scoring zone, a 10-second timer starts before someone else can enter. This gives the opposing team time to regroup, and it could put some folks’ survival skills to the test if they’re waiting out the timer near the zone.

This makes Blitz seem like a potential favorite stomping ground for lone wolves. Since you can only score with one person at a time, staying away from teammates might prove more useful if you can hold your own in a firefight. You’ll still have to work together to see who’s making their way to the base, but sending only one or two guys out a time and having the rest camp out near the base might prove a fruitful strategy.

What was most interesting about my hands-on time at Gamescom, however, was that the new map and mode were kept separate. So, I played Blitz on Octane and Strikezone, but I didn’t get to explore Chasm until I went back to Search & Rescue. This makes me think that Blitz may be limited to small to mid-sized maps.

Chasm’s probably my favorite of the new maps we’ve seen thus far. While it’s not as spread out as Whiteout, it’s got a lot of verticality: You’ll work your way through the rubble of a collapsed building and down through the street into a subway system. Since the map features several layers of small platforms, high ground will be critical depending on the modes you play, and several points are perfect for camping and protecting objective points—in this case, placing bombs for Search & Rescue.

The new audio system for Ghosts really shined on Chasm. During my session, players would shout out targets near cubicles or on railway lines rather steadily. I don’t know if the excess noise at last week’s event prevented the system from working as flawlessly as it should’ve, but I heard everything loud and clear at Gamescom.

So, three down, four to go on the Ghosts multiplayer reveals. As of right now, Search & Rescue remains my personal favorite, but Infinity Ward is certainly capable of topping it with something surprising down the line.

It’s better down where it’s wetter

At Gamescom, I was able to get my first hands-on with Assassin’s Creed IV: Black Flag‘s single-player campaign. Instead of getting the typical scripted story mission, however, Ubisoft threw me into the middle of the Caribbean Sea for 30 minutes and simply said, “Have fun!” The only limitations? I couldn’t go into Nassau and Kingston yet if I wanted to dock at a major city. Only Havana was available, as well as many of the lesser islands. Of course, the odds of me getting even close to Havana were slim to none, because there was so much to do on the way.

I began the demo on the deck of the Jackdaw, protagonist Edward Kenway’s personal vessel. Eager to try out the revamped sailing mechanics, I immediately took aim at a Spanish convoy protected by some smaller gunships. Looking through my spyglass with a simple tap of a trigger button, I could tell what the convoy was carrying and opened my sails up full, charging rather brashly into battle. While it took me a little time to orient myself to the new aiming mechanics and variety of buckshot, I was fortunate that the bow of the Jackdaw was already heavily fortified, since I plowed headfirst into the aft of one of the gunships. From here, I rained cannon fire on my enemies, easily taking aim with the swivel guns to remove the smaller threats to my crew and using flaming buckshot to quickly wear down my prize’s health.

After dispatching the smaller ships and breaking the main mast of my target, I began the boarding process with a simple button press. From there, my crew let fly grappling hooks that brought our two ships closer together. Once within range, I jumped onto a swivel gun and let some smaller cannon fire whittle down the crew of the opposing ship. Then I jumped across myself and threw another man overboard while stabbing two others in the face with my hidden blade. The ship and its bootywas ours.

Ah, but since it’s a pirate’s life for me, here was the big question: What to do with the ship? Since I’d crashed as soon as the battle began, I chose to repair the Jackdaw and was rewarded with a short scene of my crew carving up the enemy ship and bringing lumber and other supplies onboard my own vessel. I then sailed away from the empty husk and took aim for shark-infested waters.

Here, I decided to do some hunting. From a rowboat, I threw a harpoon tied to a rope at the head of a bull shark. It didn’t take too kindly to that and rampaged in the water—pulling me and my crew deeper into the sea. After several more harpoons, however, I had some fresh shark meat and skin that could surely be sold onshore for some coin.

Then came my most enjoyable part of the demo, when I took the diving bell down into the sunken hull of a ship as I looked for treasure. This segment intrigued me, because it felt so foreign to Assassin’s Creed. Normally, we’re always adding more armor and weapons to our heroor our shipbecoming more and more empowered. Here, Edward strips himself of everything in order to more easily sink with the bell to the bottom of the sea. This leaves him unusually vulnerable to the sea urchins, moray eels, and the variety of sharks that roam the area.

Defenseless, I felt somewhat panicked as I swam as fast I could through the rotted ship’s carcass. My goal? Seven different treasures and two Animus pieces. While no one would tell me what the Animus pieces could do, the ship wasn’t considered picked clean until I gathered them up. I barely escaped with my life as several sharks took chunks out of meI had to punch one in the nose after he clamped onto my leg, which left a trail of blood that began to attract several of the original shark’s friends.

Next, I docked at a small island and took on an assassination contract. Luckily, the target was nearby. I stealthily began to approach my targetmaking sure to tag him with eagle vision—and took out two nearby guards. Unfortunately, I wasn’t stealthy enough and spooked the target, who then proceeded to run to his nearby ship. I took a couple of shots at him with my pistols, but I missedbadlyand had to chase after him in the Jackdaw. After sinking his ship, I collected my bounty and began my seemingly endless quest toward Havana once more.

Unfortunately, my demo time ended here. The session flew by, though, and while I only saw a small portion of everything going on in the world, I felt like I’d done so much. Depending on how you look at it, Assassin’s Creed IV could be a completionist’s nightmareor a dream come true. After pulling up the map and zooming out, I discovered that I’d only covered a very small patch and hadn’t even attempted a single story mission, meaning that Black Flag is easily shaping up to be the largest, most immersive game in the series yet.