Tag Archive: ray carsillo


All four one

Nowadays, it seems that whenever a developer wants to make a shooter, they have to include four-player co-op. Some franchises simply make controllable clones that fade away whenever a cutscene or button-prompt event triggers. The better ones, like Borderlands or Gears of War, actually try to create unique individuals for each player. But rarely does the core experience ever deviate, whether playing alone or with friends.

With Fuse, Insomniac Games wanted to mix things up. Instead of giving us the same streamlined co-op experience in a shooter, the Resistance developer wanted to add elements that promoted co-op play as much as possible.

Fuse begins when a covert, four-person team working for an off-the-grid mercenary contractor named Overstrike takes on an assignment to destroy items left behind in a compromised military installation. These four agents quickly meet resistance from a rival gun-for-hire organization called Raven, which has been tasked with extracting the items. Only by tapping into some of the experimental weapons found at the bunker—powered by an alien substance called “Fuse”—can the Overstrike team hope to escape the now-botched operation with their lives.

Fuse’s story is as generic as they come. You’re given four characters who you learn about over the course of the game—but not enough to actually care about beyond the fact that if they die, your mission ends and you need to restart from the nearest checkpoint.

In fact, if you asked the three of us in the EGM office who played Fuse what the character names were, maybe through a combined effort, we could come up with all of them. Whenever we tried to use the actual character names, we just ended up confusing each other, especially with gender-neutral Izzy. It just became easier to call the protagonists “Shield Guy,” “Crossbow Guy,” “Stealth Girl,” and “Healer Girl,” because they were more defined by their weapons than the paltry character development Insomniac attempted here. Couple the forgettable characters with your standard “save the world” story, and Fuse won’t be winning any awards for its script, that’s for sure.

But where the story falters, the gameplay comes through. The best way to describe Fuse’s action is that it’s like a third-person bullet hell. Every weaponized projectile you can think of is constantly flung at your characters, filling the screen at times and making teamwork and cover a must—especially against the bullet-sponge bosses. This frantic, panicked pace gives the action an addictive quality I haven’t experienced in quite a while.

This gameplay doesn’t just permeate the campaign either. In order to wedge in some replayability and give you an alternate way to reach the game’s level cap, a Horde-like mode called Echelon is featured. Twelve waves of the campaign’s hardest enemies will come after you and your squad as you attempt to accomplish a variety of random objectives. It’s not exactly something we haven’t seen before, but the Fuse flare for fast paced action and the objective randomization is a nice touch.

The unique weapons Insomniac has crafted­–continuing to hone what many have called their forte for quite some time now—also complement the action. Dalton’s shield isn’t just a defensive barrier for the team, but it can also give boosts to friendly fire, and the shield can dissolve enemies if they get too close to it. Jacob’s crossbow can act like a sniper rifle, but should your shots miss or not kill, they can be strung together to envelop nearby enemies in liquid fire. Izzy has a special healing grenade that she can toss around the battlefield, and her assault rifle can encase enemies in crystal, stopping them in their tracks. Finally, Maya can create miniature black holes with her rifle and turn invisible to perform stealth kills. When you start finding ways to combine these powers, not only is it more effective at wiping away your enemies, but you also gather more experience.

Aside from the story, there’s one other huge flaw here: The action comes at one speed—no matter how many AI characters you have. This turns a 7-to-8-hour experience with friends into a 15-to-20 hour grind by yourself. It’s not that the AI is bad; it’s just that their priorities aren’t properly balanced. The AI is great at getting you back on your feet if you go down, but if you’re facing a room full of tough enemies or one of those bullet-sponge bosses, the fights become drawn-out and tiresome, as the AI will barely pull the trigger. Sure, you can bounce from character to character with just a press of a couple of buttons—but you’ll still only have one gun firing at the bad guys and actually hitting them, which seems like a torturous way to make you want to play with your friends.

Fuse has a fantastic foundation. The game looks and sounds great, while the RPG systems and frantic, arcade-like gameplay mechanics really pull you into the experience when playing with buddies. But I know how hard it is to get a crew of guys together to do most anything nowadays—never mind play games. Keeping that and the lackluster story in mind, Fuse makes a strong showing but falls short of being an elite shooter.

Developer: Insomniac Games • Publisher: EA • ESRB: M – Mature • Release Date: 05.28.13
7.5
It’s a technically solid game, but Fuse lacks a soul; the story and character development are bland beyond belief. The gameplay is a saving grace, though, and the experience can get quite addictive when working with a few friends—but it can also become a tiresome grind when playing solo.
The Good Fun action sequences and one of the best four-player co-op games available.
The Bad Poor story and character development; not as well-balanced for single-player romps.
The Ugly Arguing with friends over who takes control of which character.
FUSE is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360.

For the banana horde!

I grew up in the gaming era where, when you mentioned the name “Donkey Kong,” most folks didn’t think of rolling barrels down girders or Mario trying to save a damsel in a cage. No, we thought of Donkey Kong rocking out with his buddy Diddy, lounging around in the jungle, protecting his precious bananas from a bunch of fruit-deprived reptiles. While some around the office still swear by the arcade original, Donkey Kong Country is how many of us more fondly think of the big ape.

After Donkey Kong Country’s initial yearly success on the SNES (yes, the first three games came out in back-to-back-to-back years), the series had difficulty adjusting to the N64. And when DK finally made the jump in 1999, it was a mistake that still haunts many of us—particularly that awful “DK Rap.” (Which is, also, oddly beloved by certain individuals in the EGM offices.) Because of this shame, Nintendo relegated DK to the shadows for over a decade.

Thankfully, Nintendo franchise-saviors Retro stepped in to save the day. After their success with Metroid Prime, they were approached by Shigeru Miyamoto himself and asked to bring back DK. Retro obliged, dropping the hip-hop and returning the super-strong simian back to his platforming roots with Donkey Kong Country Returns, which released in 2010. Even Diddy came back—with a bit of a rocket-pack upgrade—along with the rest of the core gang: Cranky Kong, Rambi the Rhino, and Squawks the Parrot. Retro had done it again.

But now the bad news: Clearly, Nintendo feels that since Donkey Country Returns was such a huge success on the Wii, they can just cash in again by slapping some 3D on Retro’s gorgeous visuals and making the game portable.

It’s at this point of the review where, as EGM’s resident curmudgeon, I’ll try to channel my inner Cranky Kong. Just call me Cranky Carsillo. Sure, the core of the original remains intact, and, yes, this could possibly reach a new audience who didn’t play the original Wii version, but there’s absolutely no need for this game. Their big selling point this go-round? An Easy mode.

Back in my day, gamers didn’t need an Easy mode in our platformers—we simply learned the levels and got better. If you didn’t, you sucked and never got your 15-second ending and credit roll and lived with it, in shame. I’m sick and tired of Nintendo not only porting games over to their portable platform in a desperate attempt to produce titles, but then catering to people because the experiences are “too hard,” coddling a generation of soft gamers.

Sure, Donkey Kong Returns 3D features a handful of new stages, but the game doesn’t offer enough new content for those who played Retro’s offering in 2010 to come back to DK’s isle a second time—especially if you found the plethora of collectibles once already.

Essentially, developer Monster Games just slapped on a coat of 3D paint in order to hide the lack of new features. Donkey Kong Country Returns was a 2.5D platformer; this 3D look does very little for the overall visual experience because of the tricks of the eye Retro already tried the first time around. And don’t forget: We were lucky to get that extra half-dimension when I was a kid, and we were grateful for it! We would’ve walked barefoot in the snow for miles, uphill, for a full 3D experience back then.

OK, time to take off my cranky pants. At the end of the day, I’ll admit the great gameplay that made the first game such a hit returns here. It’s a throwback of a platformer if you play it the way it’s meant to be played—and if, for some reason, you missed Retro’s 2010 offering, this is a nice way to catch up. But if you played the original version a couple of years ago, there’s very little here to make it worth picking up again.

Developer: Monster Games • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 05.24.13
7.0

The meager number of additions here—including the useless 3D gimmick—aren’t enough to make this worth picking up if you played Donkey Kong Country Returns the first time around on the Wii in 2010. If it’s your first time, though, and you’re still curious about checking out Donkey Kong’s latest adventure, this is a solid port.

The Good The platforming excellence from the 2010 release remains intact.
The Bad The 3D does little to enhance the experience.
The Ugly Simpler game modes remind me how easy kids have it these days.
Donkey Kong Country Returns 3D is a Nintendo 3DS exclusive. 

Only McCarthy would disapprove

EDITOR’S NOTE: THIS REVIEW CONTAINS SPOILERS FOR METRO 2033. IF YOU HAVE NOT PLAYED METRO 2033, YOU MAY WISH TO TURN BACK. CONSIDER YOURSELF WARNED.

Three years ago, THQ released a first-person shooter called Metro 2033 to little fanfare. Based on a self-published book of the same name, the game found a niche among those looking for more than the standard military-shooter experience. Players embraced a rich, enthralling story—even if the gameplay itself was flawed and ultimately detracted from the experience.

Back in the present day, that cult status has given 2033’s sequel, Metro: Last Light, a groundswell of buzz. Looking to deliver an even more in-depth experience and to fix the technical problems of the past, developer 4A Games has overcome mid-process publisher problems to deliver a game that picks up on Artyom’s story two years after his initial adventure in post-apocalyptic Moscow. Yes, fans of the novels, I said “Artyom.” Instead of following the storyline of the books—which would carry us right into Metro 2034 and follow Artyom’s friend, Hunter, Metro series author Dmitry Glukhovsky penned an entirely original script that continues Artyom’s tale.

Since Metro 2033 featured multiple endings—one where Artyom destroyed the Dark Ones, (humanoid creatures with charcoal skin and telepathic abilities), and one where he spared them—Glukhovsky and 4A Games looked at gamer tendencies to see how they would proceed. An overwhelming majority of gamers chose to destroy the Dark Ones, so Last Light considers that ending the canonical one.

Artyom’s been plagued with nightmares since the end of the first game, even though many laud him as the hero who saved the Moscow Metro from the insidious Dark Ones. But Artyom knows the truth: He made a terrible mistake when he launched those missiles from the local TV tower. Redemption may be near for Artyom, though, as his good friend and adviser, Khan, says he’s spotted a young Dark One that survived the blast near the Botanical Gardens. If Artyom can save this child, he hopes that he can still save what’s left of his scarred soul. Unfortunately for him, the other factions within the Metro have plans for Artyom—and this young Dark One as well.

As one of those fans of the first Metro, I was blown away by how far Last Light has come compared to its predecessor. If you thought the narrative was intriguing before, now it’s downright intoxicating. The game’s pacing and levels are broken up like chapters of a book—a clear indication of Glukhovsky’s involvement—each introduced by Artyom’s narration, which allows for both simple character development as well as a streamlined setup for the action. And if you want more of Artyom’s inner voice brought to the forefront, the game includes 43 collectible journal entries that flesh out the longer sequences and Artyom’s thinking.

The story’s constantly moving forward, which helps the pacing and narrative tremendously. The game offers few optional missions, and the ones that are included are well hidden within the context of the happenings around you; this way, even if you miss them, you probably won’t realize it.

When you combine how the plot unfolds with the brilliantly designed world of the Metro, you have one of the most immersive, atmospheric experiences you’re likely to get on consoles. I wish some survival-horror games would take a page out of Metro: Last Light’s book when it comes to building tension and atmospheric presence; I couldn’t put my controller down, as I got sucked into Artyom’s sad existence. Yet I was still in awe and aware of Artyom’s insignificance compared to the sprawling mass of Metro tunnels or to the ruins of Moscow’s mightiest monuments on those rare sojourns to the surface, which only sucked me further down the rabbit hole.

The improved graphics definitely help here; many of the creatures, people, weapons, and locations have an intense amount of detail, often so minute that you can actually count how many expended shells are in your six-shooter or watch as the flame of a broken lantern slowly engulfs dried-up cardboard boxes or furniture.

Not all of the creatures are as frightening as the developers intended, however. The Demons and Watchmen from the first game look better than ever, but new monsters that lurk in the water—or are sequence-specific—look like they belong more on a Ray Harryhausen stop-motion stage than they do in a modern game.

The biggest improvement between the two Metro games, however, is clearly in the gameplay. Sure, you’ve still got your typical first-person shooter mechanics, but Last Light also sports an interesting weapon-customization feature. If you’d rather save your military-grade shells (returning as the game’s currency), you can actually make it through most of the game with very few weapon upgrades. I personally picked up only a few along the way and was fine throughout, modifying my pistol so it acted more like a sniper rifle, adding night vision to my assault rifle, and picking up a quad-barreled shotgun along the way that put most any monster down very quickly.

The idea of needing to survive is also still prevalent here. Much like in 2033, keeping an eye on your air supply when in toxic areas, charging your headlamp with a portable generator, and making sure the visor on your gasmask doesn’t crack all add extra tension to several scenarios, where facing off against giant spiders or a Communist patrol are unavoidable.

I realize I keep referring to Last Light as a first-person shooter—and although that’s technically true, that description makes the experience sound more action-oriented than it really is. Sure, you can go through the game guns-a-blazin’, but the true sense of playing in Artyom’s shoes comes when you must play stealthily: trying to time patrol patterns, shooting out ceiling lights with silenced weapons, and making sure dead bodies won’t alert guards. And this leads us into the next major improvement: enemy AI.

Foes will now actively search you out if they suspect you’re near, and they’ll go to great lengths to try to flank you or flush you out with grenades and other tactics. At several points, however, I took advantage of standard stealth strategies to fool the AI and easily overcome drastic numbers disadvantages, meaning that the AI has come far—but not far enough to put Last Light on par with more traditional stealth titles.

The game also makes it more difficult to be stealthy, because it lacks one simple mechanic: dragging away dead bodies. Oftentimes, it wasn’t that I made noise or missed an instant-kill headshot—it was the fact that a guard stumbled upon a corpse strewn across the floor. I’m not expecting Artyom to be like Agent 47 in Hitman, hiding bodies in every container known to man, and I get that his character’s a somewhat-naïve twentysomething, but just let me drag the bodies out of sight!

Despite these flaws—along with the occasional ragdoll-physics glitch and a convoluted user interface for selecting secondary weapons and items—I found Metro: Last Light to be one of the most complete experiences I’ve had from a game in quite some time. The story is all-consuming and made me lose sense of the world around me—and myself—as I poured hours into helping Artyom save the Metro.

Developer: 4A Games • Publisher: Deep Silver • ESRB: M – Mature • Release Date: 05.14.13
8.5

If you love a great story and some fun first-person shooter action, Metro: Last Light is sure to please. Only a couple of minor shortcomings hold the experience back, including the much-improved—but still not completely polished—stealth gameplay.

The Good One of the most immersive, atmospheric games you’ll play this year.
The Bad AI and stealth have come a long way—but not far enough. 
The Ugly How much free advertising for Dmitry Glukhovsky’s books you’ll find.
Metro: Last Light is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

All pain, no gain

We’ve all got an American Dream. Some folks just want to be famous. Others wants to be rich. While others still are just trying to do better than those that came before them. This idea of the American Dream is built on the premise that hard work, perseverance, and a little bit of luck can allow anyone to achieve anything. But some folks want to take short cuts and can’t be satisfied with the idea that they are the reason for their less than stellar lot in life.

A perfect example of this is the members of the Sun Gym Gang. These guys weren’t professional gangbangers or anything. Just a bunch roided up bodybuilders in Miami with rocks for brains. In the mid-90s, these meatheads wanted their wallets to be as thick as their necks. In order to achieve their goals, they decided to kidnap, extort, torture, and finally kill some of their more lucrative clientele in the hopes of taking those people’s fortunes all the way to their own bank accounts. Pain & Gain tells the story of how the Sun Gym Gang came to be, why they did what they did, and how they were finally brought to justice, mostly by their own greed and stupidity.

On paper, this looks like it could be an interesting premise for a movie. A story about bumbling, wannabe gangsters who are their own worst enemy. How justice prevails in even the most unlikely of scenarios. And that redemption can be found just about anywhere. Instead, we are reminded why Michael Bay is mostly a joke in many Hollywood circles.

Pain & Gain is the perfect example of a movie that doesn’t know what it wants to be and where real life is not more entertaining than fiction. The commercials would have you think this movie might be an action-comedy. But the movie bounces around the genre gamut every 15 minutes to the point that when you walk out of the theater, you’re not sure what you saw. It goes from comedy to documentary to drama to dark comedy to action to docu-drama to crime thriller all in the course of its 2 hour and 9 minute run-time. I almost expected Mark Wahlberg to break into song and dance at some point it was so all over the place.

And the hodgepodge of genres isn’t the only painful part about this film. The character arcs for everyone on the screen is accelerated at such a pace to fit into the long course of real life events the movie wishes to emulate that you start to think that everyone portrayed in the movie has some personality disorder beyond their obvious stupidity. Mind you, these aren’t characters you want to root for anyway as these are real-life death row convicts now, but they are nowhere near interesting enough to have had a movie made about them.

As much as the star studded cast of Mark Wahlberg, Ed Harris, Dwayne “The Rock” Johnson, Tony Shalhoub, and more tried to do their best with the scripts given to them, at the end of the day it was not enough. Pain & Gain will have you holding your head in your hands as you try to figure out why you dropped $12 on such a convoluted and unentertaining waste of time. I spent literally the last hour of the movie staring more at my watch, watching my life waste away, than at the movie as I was bored to tears by this unrelenting piece of slop slapped on the big screen. This is just another reminder that unless he’s blowing something up, Michael Bay should go sit in a corner and think of the horrible things he’s done to the cinema-viewing community, Pain & Gain being the latest on that long list of crap.

SCORE: 2.5

The bear necessity

When last we left Ratonhnhaké:ton, he’d escaped from Boston after striking down Israel Putnam on his quest to rid the New World of Mad King George. Sailing on a liberated Aquila, Ratonhnhaké:ton heads for George’s headquarters in New York—and is stunned to see a pyramid rising from the heart of this great city. Knowing Washington is past the point of no return, Ratonhnhaké:ton begins forming a plan with Ben Franklin as to how to deal with King George and learns of another ally he’ll need to recruit if he has any hope of succeeding: Thomas Jefferson.

Much like the episodes before it, Assassin’s Creed III: The Tyranny of King Washington Episode 3—The Redemption (such a mouthful) follows a clear formula. Ratonhnhaké:ton explores a little bit of the familiar-but-changed world he finds himself in before ingesting the toxic tea that allows him to have a spirit journey. He then gets new powers, represented by an animal. Ratonhnhaké:ton kills someone with these powers, and we move on. And when you finish the final episode of this highly anticipated DLC, that’s all you do: You’ll move on.

That’s not to say this was a waste of time, money, or energy, although I think fans would probably have preferred to get the DLC in one 6-to-8 hour helping instead of having it broken into three 2-hour servings; on that front, this episodic DLC failed. Still, the alternate universe that The Redemption wraps up is an entertaining, well thought-out side story to the main Assassin’s Creed timeline that reaches a satisfying conclusion.

The Redemption starts off with a bang, pulling you in far more quickly than previous King Washington DLC offerings. You see, this is the only episode to feature the beloved naval warfare seen in much of Assassin’s Creed III. It was a rush to get behind the wheel of the Aquila again and take on another small fleet of warships. I even chuckled at the reference Ratonhnhaké:ton makes to his grandfather Edward, who we all now know will be the star of Assassin’s Creed IV: Black Flag.

Unfortunately, this strong start and finish can’t hide the fact that The Redemption features weaker narrative buildup and action sequences compared to the previous two episodes. The quest for Thomas Jefferson feels more like a quick errand than some epic goal to reach before confronting King George for the final time. And while the outside of the pyramid feels appropriately daunting, it’s a letdown once you actually enter the structure. The final confrontation with George at least lives up to the hype, even if it’s a little on the short side.

I also will say that the bear powers that allow you to stomp the ground and send enemies flying everywhere—with those closest to you instantly dying—are much more fun to use than the wolf and eagle powers from previous episodes. But just like those enhancements, the bear powers make many of the missions far too easy and remove any thinking required from reaching the mission objectives.

The Redemption provides a fitting conclusion to this DLC storyline, and if you’ve come this far, you’d be remiss to not finish it off. I think only the most diehard of Assassin’s Creed fans will truly walk away from these three episodes completely satisfied, however.

Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 04.23.13
6.5
A strong start and finish to the final King Washington episode help carry what’s probably the weakest action and narrative of the entire DLC miniseries. The new bear powers are also more fun to use than the wolf and eagle powers from previous episodes, though only hardcore Assassin’s Creed fans will be totally satisfied with the experience.
The Good A fitting, satisfying end to this miniseries.
The Bad The weakest narrative—up until that end sequence—of all three episodes. 
The Ugly Ratonhnhaké:ton’s brilliant blue bear eyes.
Assassin’s Creed III: The Tyranny of King Washington – Episode 3 – The Redemption is available on Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for Xbox 360.

Dying to disappoint

The first Dead Island turned a lot of heads by blending open-world and RPG elements with survival horror. It lacked the polish to make a truly significant impact, but this solid core led many to believe that the inevitable follow-up would only improve on the strong foundation laid by the first game and deliver an experience that could be enjoyed by zombie slayers everywhere.

Man, were we ever wrong.

Dead Island: Riptide opens with the four heroes from the first game—along with terrorist hacker Charon and Yerema, patient zero of the Banoi outbreak—landing on a military ship in their commandeered helicopter. The soldiers on the ship immediately take everyone into custody, as a mysterious figure named Serpo wishes to experiment on the immune for undisclosed reasons. Yerema freaks when grabbed by the soldiers because of her bad experiences with male authority figures and bites one of her assailants, thus spreading the infection onto the ship.

Following a short cutscene where our heroes awaken from a drug-induced stupor and exchange pleasantries with new playable protagonist John Morgan, we take control of the characters for the first time and discover the ship has now gone to hell. After a brief tutorial segment, the carrier crashes onto the nearby island of Palanai, and a very familiar scene is laid out before us: a tropical haven torn asunder by the zombie outbreak.

And while this paradox of hell in paradise is still an interesting concept, the punch it had with the first game will be lost on returning players, as they’ve seen this before. In fact, as you continue to play through the game, you’ll realize in many instances how very few differences there are in terms of story pacing and location from the first Dead Island to Riptide. The result is usually a less than satisfying sense of déjà vu.

Even the things that were being hyped as major additions were simply meant to fool us into thinking there was something new to be found in Riptide. The “improved gunplay” we were promised has been instituted by removing most of the required gunplay from the game and putting an even stronger emphasis on your melee weapons. Using a boat to get from point A to B is available in only one section of the game—and ended up making for a more frustrating experience, as all that water consistently causes framerate drops and horrendous screen-tearing. At the least the themes of water and flooding are consistent throughout the game—even if you can avoid it in most areas.

And the new quest types we were promised? They’re there, but they’re every bit as much of a grind as the fetch quests that dominated the first game. There are still plenty of fetch quests here, too—so many that almost you almost want to willingly dive into the waiting, diseased maw of some flailing zombie just to end it all.

The first new objective type involves the relatively straightforward task of saving a survivor who’s stuck on high ground, surrounded by zombies below. The second type is the highly touted siege quests. The survivor quests were fun the first couple of times, but when you realize there are literally dozens of survivors scattered about the world—too stupid to help themselves or realize that the zombies can’t climb—a part of you wants to leave these pitiful NPCs to their fate. By contrast, the siege quests are actually a lot of fun and require some complex thinking and strategy, but given that they only occur a handful of times through the entire game, I can’t help but wonder why Techland stressed something so relatively insignificant.

And that’s the kicker, really. If you played the first Dead Island, it’s hard not to notice how little has changed between the games. Even the glitches from the first game have returned, imparting the sense that Riptide needed at least another six months of polishing before ever reaching the hands of consumers. There are the little things, like radios that magically and inexplicably rotate 90 degrees when you turn them on, and big things, like times when the audio drops out completely, breaks whatever quest you’re on, and forces you to quit out and restart from your last checkpoint. The zombie respawn timer is also far too fast. In many instances I would see zombies I just wiped out literally start respawning not 15 seconds later. Polygon by polygon, they would fade back into existence right in front of me, and I’d have to run or deal with them all over again. It’s always nice when a developer uses an in-house engine, as it usually gives them mastery over that which they are trying to create, but it comes off that the Chrome engine still can’t give the smooth experience most gamers demand from a game nowadays, especially one with so much hype.

And the shortcomings aren’t just technical. The story this time around has even more plot holes, and does nothing to further develop any of the characters. Not to mention that Charon and Yerema—two of the most important characters from the first Dead Island—completely disappear once you leave the ship from the game’s opening cinematic/tutorial mission. Characters don’t ask about them, collectibles don’t explain their absence (if you can even look past the all the typos in the various collectibles’ scripts), and when you meet the bad guys again later in the game, it never comes up that two people you arrived with are just gone. Their existence is ignored in order to help further a plot that maddeningly undoes much of the first game’s. All this leads up to one of the most pitiful and poorly developed end bosses I’ve seen in a while, one that pales in comparison to the Ryder White fight from the end of Dead Island.

As much as I may be bashing Riptide, though, some of the good from the first game was able to make it over into this sequel, and there are a couple of nice new features as well. Being able to import your original character is a great touch; it was nice playing with Sam B and already having my skill trees largely filled out. Since the level cap has been raised to 70, you’re also able to further flesh your imported character, as well as try out new abilities, like the Charge maneuver. If Riptide is your first experience with the Dead Island franchise, however, there’s nothing to fear. You’ll automatically start at level 15 with a new character, so you can fill out your tree a decent amount and jump right into co-op without having to worry about other players having to carry you.

The co-op is also a critical returning feature, as many of the missions have been specifically tailored to take advantage of group play—specifically those where you have to carry weapons or supplies to a vehicle while other players cover your rear. The addictive nature of bashing zombies in the face with some trusted cohorts, especially with the weird assortment of weapons you can craft at benches, is as enjoyable as ever in Riptide.

Also, the new enemy types, like the Wrestler, the Butcher, and the Screamer—along with the addition of 13 boss zombies scattered throughout the world—provide some nice monster variety that was noticeably absent from the first game. If as much effort was put into the rest of the game as was put into creating the new zombie monstrosities, I suspect my review would have a dramatically different tone.

Still, as much as I hated the glitches and lack of story development, there were times I couldn’t put Riptide down for hours upon hours. The sheer fun of the co-op zombie-slaughtering gameplay was strong enough to carry the burden. The fact that the rest of the game can’t live up to this promising foundation is nothing short of heartbreaking. It’s a reboot of a game that only came out two years ago. It’s a nightmarish expansion pack with only a handful of new gameplay elements and two new bugs for every one that’s been fixed. If this is your first experience with the franchise, then you might be able to look past some of the more glaring flaws, but if you played the first Dead Island, Riptide is a difficult game to recommend.

Developer: Techland • Publisher: Deep Silver • ESRB: M – Mature • Release Date: 04.23.13
6.0
Newcomers to the franchise will likely be more forgiving of many flaws, much like many of us were with the first Dead Island, considering the fun zombie-bashing core and unique dichotomy of an apocalypse in paradise has remained intact. Veterans of the first Dead Island, on the other hand, will feel cheated, as they’ll recognize the cheap carbon copy that Riptide actually is. Combine this with glitches galore and a plot with more holes in it than the sinking ship the game starts off on, and it’s hard to recommend Riptide to all but the most naïve of zombie enthusiasts.
The Good Enjoyable zombie hacking and co-op remains intact.
The Bad Frequent screen-tearing and quest-breaking glitches; tons of plot holes.
The Ugly The fact that I’d actually hoped this would be better than the first game.
Dead Island: Riptide is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

Stop reading my mind, Ed Boon!

I am, admittedly, a creature of habit. I spend 6.8 percent of my day thinking of friends and loved ones, 9.4 percent of my day thinking about what I’m going to eat for lunch and dinner, and the remaining 83.8 percent of my day thinking about comic-book “What Ifs?” Would Bane be able to go toe-to-toe with Solomon Grundy? Could Green Arrow ever stand up to Superman? Could Shazam, Earth’s Mightiest Mortal, strike down Ares? Could Nightwing surpass his teacher and beat down Batman? Now, NetherRealm Studios has provided me with an outlet for my musings that’s so perfect, so tailor-made for geeks like me, that there’s only one possible explanation: Ed Boon is psychic.

Potential clairvoyance aside, Injustice: Gods Among Us looks to answer many of those questions that I ponder daily by taking 24 of the DC Universe’s most infamous heroes and villains and pitting them against each other in a 2.5D fighter. Building off the foundation of NetherRealm’s last outing, the 2011 Mortal Kombat reboot, Injustice offers a bevy of modes that provide more depth than most other fighters in both its single player and multiplayer menus.

Being the massive comic-book fan that I am, I was initially drawn to the single-player story mode. We open with the revelation that the Joker has committed the unthinkable—he’s detonated a nuke in Metropolis, annihilating the entire populace, including everyone that Superman knows and loves. We then follow the fallout from this horrendous incident as Superman is pushed past a line he never knew existed.

The story unfolds across nearly 50 fights and a handful of minigames—ranging from button-prompt challenges and “Test Your Might”-style button-mashing marathons—through a dozen chapters, each marked by the player taking the helm of a new hero or villain. These are linked together then by gorgeous cutscenes that set the stage for a conflict of the most epic proportions, all as Injustice’s story hits notes reminiscent of some of DC’s most thrilling comic arcs from days gone by. And it even finds an interesting way to explain how the likes of the Joker and Batman can so easily go against Superman and Green Lantern.

But the story mode barely even scratches the surface of the depth this game offers. If you’re more an old-school arcade ladder fan, then Battles mode offers you plenty of options. Not only is there a classic mode where you get a short cutscene tailored to each character after you best 10 different enemies, but there are dozens of stipulations you can select from to add to your challenge. Want to face off against the whole roster? How about doing it with a single lifebar? Or maybe you want a series of mirror matches? These are just a few of the plethora of other challenges available in Battles mode and that’ll keep this disc warm in your system for hours.

But wait! There’s even more! Continuing to build off that Mortal Kombat foundation I mentioned earlier, Injustice also includes S.T.A.R. Labs, a spandexed twist on Mortal Kombat‘s popular Challenge Tower mode that provides each individual character with 10 unique missions that offer a variety of gameplay situations that deviate from the standard fighter formula—all while still providing a fun and interesting set of challenge parameters.

And if that weren’t enough, you’ve got the local and online multiplayer, with the online offering not only your standard ranked 1-on-1 scenarios, but also King of the Hill, where you can enter a queue in a room of fighters and watch other matches take place, or Survivor, where your lifebar and character selection carries over in each match.

Now, I know what you’re saying. If you’re a fighting-game fan like me, you know that a game could have a story from the likes of Marv Wolfman or Frank Miller and have 100 modes that are as deep and well thought out as the ones I’ve described in Injustice, but if it doesn’t handle well, it’s all for naught. The gameplay itself has to be there, the combos have to flow smoothly, and the fighting can’t get dull or boring.

This happens to be where Injustice shines like the Brightest Day.

The thing that surprised me the most was the removal of the traditional rounds we see in most other fighters. Taking a page out of the comics Injustice is inspired by, most monumental bouts between superhero and villain heavyweights will just continue non-stop. In order to embody this idea, Injustice gives every fighter two lifebars, with only a small pause in the action signifying someone has lost their first life bar and a new “round” is then starting. I admit, I was skeptical of this gimmick, but after only a few fights, it became a natural part of the conflict for me. The old premise of rounds was almost completely wiped from my memory as new strategies formed to take advantage of this inventive new wrinkle.

After putting several more matches in, I didn’t see, but I felt the combos flowing like Aquaman riding the surf, as it was easier than ever to pull off some ridiculously long hit combinations, especially with quicker characters like Harley Quinn or Nightwing. As anyone who’s been pinned against an invisible arena walls until the match is over knows, though, this isn’t necessarily a good thing. To balance this, there are a couple of new ways to counter or interrupt these combos and give you a chance to deliver your own punishing pounding.

The power meter system, another Mortal Kombat element, returns to allow players to pump up their special attacks. A full meter allows for the amazing, over-the-top specials that decimate opponents when they hit, but it also acts as a currency for moves called Clashes. A Clash is when a player decides to initiate a forced confrontation with his opponent and gambles some of his special meter. Depending on how much you gamble and who initiates the Clash, you can instantly cause huge damage to your opponent or heal a large chunk of your lifebar. These Clashes, when used properly, can very easily turn a match if not careful. Several times, my opponent and I were down to less than half of our last lifebars when one of us hit a Clash, regained a third of our health, and were able to ride this late boost to victory.

The most ingenious additions to the gameplay, though, are the interactive environments. Across 15 different levels—most with multiple transitions to different sections of the world—you can interact with the background and drop surprisingly powerful attacks on your opponents that take advantage of your particular character’s natural abilities. Get backed into a corner as Bane? A quick tap of the right bumper will have him pick up a car and smash it over your opponent. Should you be playing as the Flash, though, you’ll simply jump off the car to then get behind your opponent and put them in the corner. Laser cannons, chandeliers, statues, robots, jet engines, and anything else you come across can be used to turn the tide of battle and I still haven’t found them all after literally pouring nearly 30 hours into the game.

When all is said and done, Injustice: Gods Among Us isn’t just another fighting game. It’s the ultimate in fan service and an unmistakable labor of love. This is the kind of game DC fans have been dreaming of seeing their heroes in for a long time. On top of the stellar gameplay and cornucopia of modes, there’s a treasure trove full of unlockables, amazing graphics, and superb audio, with a voice cast pulled from the annals of DC Animation’s greats—even if not all of them are in their traditional roles (i.e., Phil LaMarr as Aquaman). And the only knocks against this entire experience are minor. The load times are obnoxiously long and frequent between each battle, but even that can be forgiven when you see what you can do in the levels and how smooth every single fight is once it starts. A few character move sets have shades of Mortal Kombat leak through like Batman/Scorpion, Raven/Ermac, and Killer Frost/Sub-Zero, but everyone else seems truly and wholly original. And I wish the mirror match clones were more easily discernible as they look exactly the same as you do. I’m really nitpicking there, though. I can’t stress enough how polished this game is in nearly every facet. This is a satisfying, must-have gaming experience on every level.

Developer: NetherRealm Studios • Publisher: Warner Bros. Int. Ent. • ESRB: T – Teen • Release Date: 04.16.13
9.5
One of the best all-around fighting experiences you’re likely to find—and fans of both DC Comics and Mortal Kombat-style fighters will be blown away by this high-quality brawler of epic proportions.
The Good A story worthy of the comics, near-flawless mechanics, and enough collectibles to make this one of the deepest fighters you’ll ever see.
The Bad Obnoxiously long and frequent load times.
The Ugly Solomon Grundy takes the cake here.
Injustice: Gods Among Us is available on Xbox 360, PS3, and Wii U. Primary version reviewed was for Xbox 360.

An original series Star Trek prop sold this weekend at Julien’s Auctions for a whopping $231,000. Only seen once in the entire series run, this rare phaser rifle prop was actually used by William Shatner in the series’ second pilot episode “Where No Man Has Gone Before” (actually airing as the third episode of the first season).

In the episode, Captain Kirk famously used the rifle to cause a rockslide that buried Lt. Commander Gary Mitchell (portrayed by Gary Lockwood) after Mitchell developed unparalleled psionic abilities and went mad with power.

Along with this rare prop were many more classic Hollywood items up for auction including Christopher Reeve’s Superman costume from Superman IV. But the phaser rifle, quickly phased out itself for the more common phaser pistol, was the clear eye opener, selling for far above it’s expected auction value of $50,000.

On the second day of the Call of Duty Championship, the final 16 teams were cut down to just three as double elimination bracket rules were put into effect. Meaning the fastest route to the top spot would be to keep winning, but should your team falter, you had a second chance to make it back to the finals should you rediscover your winning groove.

The matches for the second day were now set in a best of five format with Hardpoint, Search and Destroy, and Capture the Flag remaining the first three games. Should they be necessary, however, Hardpoint and Search and Destroy would return for games four and five, respectively, if needed. And once again, instead of giving you a perfect play-by-play, here are just the biggest things to take away from Day 2’s action.

Perfection Lost

As alluded to yesterday, I’ve watched enough sports over the years to know that everyone would be gunning for Fariko Impact. Not only had they won the previous two professional Call of Duty tournaments, as a team they were undefeated in the game. Not a single match had been dropped by this group of guys. Until now.

Although they faced stiff competition against Complexity, Epsilon, and OpTic Gaming in the winner’s bracket, Impact was able to sneak out some close, yet still impressive victories on the way to the Upper Bracket Championship Match. A victory there would ensure nothing worse than a second place finish. But fate would not be on their side as Envyus, who had not really impressed, but not yet faltered up to that point either, would follow their captain’s lead and constantly change strategies to keep Impact on their toes. And it worked.

The first Hardpoint match was the second closest of the event thus far, and both involved Envyus. Although Envyus beat Killerfish to win Group 4 on Day 1, they lost the Hardpoint game to Killerfish, 220-217. Utilizing a nearly identical strategy to what was used against them, Envyus pulled off a similar narrow victory with a 244-239 win that immediately got a buzz going around the Palladium Theater.

Impact would not have it, however, and would easily handle Envyus in the Search and Destroy match. Envyus would then earn another narrow victory in Capture the Flag to take a 2-1 lead. Impact would not make the same mistakes twice, though, and the second Hardpoint was close again, but this time favored Impact 229-192 and would tie the match at two games apiece.

And this is when things got really interesting. In this final Search and Destroy game, Envyus came out strong and jumped out to an early lead. Impact would catch up though and tie it at 4 rounds apiece. Both teams would trade rounds then to set up an epic tiebreaking round where Envyus’ genius would shine through.

For many of the Search and Destroy rounds Envyus had played the games tentatively, often splitting up to move through multiple map corridors. But in the final round, Envyus bum rushed Impact as a single cohesive unit. I’m not sure if it was planned or came to Rambo, the captain for Envyus, late in the match, but Impact, who had stuck with their tried and true method used in previous rounds, were scattered, trying to rely on their own individual skills whereas Envyus had become something greater than the sum of their parts and polished off Impact in near-record time in that final round.

The crowd then erupted for the mighty Impact had fallen. At least to the Lower Bracket anyway, due to the double elimination rules. But no longer was Impact invincible after we witnessed a match that may be one of the greatest in competitive Call of Duty history.

Stiff Competition

Whereas you could not escape the clean sweep on Day 1, Day 2 mostly had anything but. Aside for a few early sweeps against lesser teams like Pain Gaming, nearly every match went back and forth and we had several instances where, much like the Envyus vs Impact match, we saw a 2-2 game, 5-5 round tie. Everyone in attendance was on edge as we saw it happen time and again, including between Complexity and OpTic to decide who would finish in fourth place, and who would move onto the Lower Bracket Championship Match against Impact and have an outside chance still at the overall title.

We also saw a couple teams flirt with those matches once too often as Killerfish would advance in the Lower Bracket Championship and bring Quantic back down to Earth with a 6-5, 5th game win, but then see the clock strike midnight as they would then fall the very same way in their next match against vVv, missing the money matches by literally a single round of Search and Destroy.

Europe Represents

Speaking of Killerfish, they were just one of the European teams to show up and provide a very good show, and give the typically more dominant American teams a run for their money. Inferno (Italy) and Epsilon (Ireland) would both wow me, and garner quite an underdog following, as they made runs into the money matches and put up strong fights against some of the more elite competition like OpTic. All of the European teams would eventually fall, but they were often in the most exciting matches and surely made their home countries proud. And for Inferno and Epsilon, well, I’m sure we’ll figure out the conversion rate for their winnings before sending them back across the pond.

Money Talks

With so many teams having fallen today, a lot of the money winners were decided before we even get to the major championships. Below is an official breakdown of the million dollars up for grabs and who has won what so far:

  • 8th place: $25,000 – Inferno eSports
  • 7th place: $35,000 – vVv Gaming
  • 6th place: $50,000 – Epsilon
  • 5th place: $70,000 – FEAR
  • 4th place: $100,000 – Complexity
  • 3rd place: $120,000 – ???
  • 2nd place: $200,000 – ???
  • 1st place: $400,000 – ???

Predictions

So yesterday I made some prediction about the first eight matches we would see and went 6-2, including 1-1 in my upset picks. Not bad. Here’s a better breakdown of where I went right and where I went wrong:

  • Complexitiy vs Killerfish – I saw the problems Killerfish gave Envyus on Day 1 and thought they could’ve done the same to Complexity. They did, but just like their match with Envyus, it was close but ended with a losing result. RESULT: WRONG 
  • Soar vs Quantic – Everyone saw that Quantic had taken advantage of a weakened Unite team to claim their group and Soar put them back in their place, with help from Killerfish who then knocked them out of the Lower Bracket. RESULT: RIGHT
  • Fariko Impact vs Epsilon – Epsilon made a nice run in the Lower Bracket to get some cash, but they were never on Impact’s level. RESULT: RIGHT
  • OpTic Gaming vs Pain Gaming – Another clear mismatch as OpTic crushed Pain before they were, unsurprisingly, expelled from the tournament altogether as the first team eliminated from the Lower Bracket. RESULT: RIGHT
  • Donut Shop vs Enigma – Donut Shop came out on fire and crushed Enigma, but I think a lot of folks were secretly hoping both teams would’ve gone farther than they did, each coming up one round shy of the money matches. RESULT: RIGHT
  • Envyus vs The Stand – I had no idea Envyus was as strong as they ended up being, but I knew enough to trust them against The Stand who barely even showed up on Day 2. RESULT: RIGHT
  • Fariko All-Stars vs FEAR – I fell in love with the All-Stars after the fit they gave OpTic on Day 1 in a losing effort. I thought they’d be able to handle FEAR, but they succumbed as the first of FEAR’s victims, as FEAR was well on its way to a 5th place finish. RESULT: WRONG 
  • vVv Gaming vs Inferno eSports – A sign of things to come as both these teams would face off again to determine 7th/8th place with vVv winning both times, but I think many would agree vVv underperformed, while Inferno might’ve over performed, in this particular tournament overall. RESULT: RIGHT

So the stage is set for the final day. OpTic Gaming gets a rematch against Impact after Impact sent them down to the Lower Bracket to begin with, and the winner will take on Envyus for all the marbles. I still have a good feeling about the OpTic guys, even if they hit a rough patch yesterday against Impact, because after that loss they played ticked off and crushed everyone in their way. If they come with that fire from the get go, Impact ,and then Envyus, will have their hands full.

If you want to watch the results of these ensuing, epic battles, then watch the action live by heading over to http://www.twitch.tv/ or http://elite.callofduty.com/esports starting at 12 PM PT (3 PM ET).

Pussycats Galore

I’ll admit, I’ve always been a little slow to hop on the Behemoth bandwagon. I didn’t play Alien Hominid until it hit XBLA in 2007, and I didn’t get into Castle Crashers until 2011. Although I was late to the party, I loved both of those games, so when I heard that BattleBlock Theater, The Behemoth’s long-awaited next title, had finally been given a release date, I made sure I was ready and waiting for it to drop.

BattleBlock Theater begins as you and a bunch of your best friends—including your bestest friend in the whole wide world, Hatty Hattington—pile into a boat and sail off to parts unknown looking for adventure. After you sail and have some carefree fun for several days, a massive storm hits and sends your ship spiraling off course and into a long-forgotten island. When you come around, your character—customizable in regards to color and head shape—realizes that Hatty’s gone missing.

As you begin to explore the island, you discover a dilapidated theater and enter, hoping to find Hatty. But as soon as you set foot inside, you realize this is no ordinary theater. In fact, it’s been taken over by hundreds of massive cats with an affinity for fine technological devices and wreaking mayhem and murder upon unsuspecting travelers that stumble across their nefarious dungeon of doom. For reasons unknown, Hatty has become the man in charge, now sporting a possessed top hat instead of the friendly smile that once adorned his face. Hmm. I’m going to go out on a limb and guess it has something to do with the possessed hat.

You and your friends must travel through eight worlds full of buzzsaws, laser beams, spears, spikes, and kitties who have a knack for making things blow up, all in the hopes of bringing Hatty back to his senses and escaping from this macabre deathtrap. As you traverse each of the game’s nearly 100 levels, you’re required to collect three jewels to unlock the exit, but you can also nab surplus gems to spend on character unlocks, as well as yarn to bribe the death-kittens into giving you better, more powerful weapons.

Those of you who are familiar with The Behemoth’s work will immediately recognize their trademark cartoon art style and quirky sense of humor. Many of BattleBlock’s laughs come courtesy of the game’s narrator, who spews canned, campy one-liners that help give each level the feel of a never-ending game-show parody.

When you dig past the hundreds of collectible heads for your characters, the bells and whistles of the presentation, and the strong pedigree the game has to live up to, you’ve got a deliciously punishing, fun platformer. In fact, I was often reminded of Super Meat Boy—both with regard to difficulty and the tightness with which you can control your character. And that challenge only gets worse on Insane mode, which features remixed versions of levels packed with even more traps vying to send you to an untimely death.

Unlike some of those more diabolical platformers, though, BattleBlock Theater shines brightest when playing with a friend. I really ought to dedicate this review to my girlfriend, whose willingness to lie down on a bed of spikes to offer me a makeshift platform helped make this review possible. I think this game is the only situation where it’s socially acceptable to look a loved one in the eye and say, “Go kill yourself.” While I still had a lot of fun playing alone, it was solving the more co-op oriented puzzles together that kept smiles plastered on our faces for the nearly eight-hour campaign.

A couple of downsides to playing cooperatively do pop up, however—namely the camera and spawning system. If one player gets too far ahead, the camera pulls way back, making it difficult for either player to see what’s happening onscreen. And when one character dies, where they respawn seems to be completely random. Sometimes they’ll appear right next to their teammate; other times they’ll be rocketed back several checkpoints, forcing them to deal with that lovely camera issue again. Aside from these minor gripes, though, there’s nary a fault to be found.

But the story is only the beginning of BattleBlock’s inescapable charm. There’s also a level editor, where you can craft your own gauntlets to test your friends’ skills and indulge your inner kitty. Want to set up a stroll in the park? How about a punishing series of pitfalls accompanied by lasers dealing death from above? The choice is yours.

Then there’s the biggest surprise of BattleBlock Theater: its versus options. With nearly a dozen game modes spread between 2-on-2 competitions and 4-on-4 contests that pit human players against a team of bots, BattleBlock offers enough variety to keep things fresh for many long hours after you’ve finished up the story. From King of the Hill to Capture the Flag, BattleBlock’s take on some classic versus modes, along with a few original to the game, had me and the other EGM editors rolling on the floor laughing. (Props to Intern Chris for taking home the most MVP awards, even if Associate Editor Josh Harmon and I routinely wiped the floor with him and News Editor Eric L. Patterson.) Things can definitely get a bit chaotic—in fact, they almost always do—but you’ll likely be having too much fun to care.

All in all, this is The Behemoth’s best game to date, and fans should take solace in knowing the incredibly long wait between titles was well worth it. And if you’re a newcomer who feels like it’s finally time to jump on the Behemoth bandwagon, I can’t think of a better game to start with.

Developer: The Behemoth • Publisher: Microsoft Game Studios • ESRB: T – Teen • Release Date: 04.03.13
9.0
Between taking in the hysterical story, trying your hand at level creation, or just blowing up some buddies in versus mode, most every gamer will find something to love about BattleBlock Theater. Whether played alone or with friends, The Behemoth’s latest is an absolute blast that’s well worth the price of admission.
The Good Between its story and versus modes and its level editor, this is one of the deepest downloadable games out there.
The Bad The camera and spawning system in story co-op.
The Ugly You ever seen an entire island run by cats? Trust me. You don’t want to.
BattleBlock Theater is an Xbox 360 (XBLA) exclusive.