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Walking the Plank

WARNING: Due to the nature of this preview, there will be spoilers regarding previous Assassin’s Creedgames, especially Assassin’s Creed III. Consider yourselves warned.

The present day setting of Assassin’s Creed always served as a means to explain what we were experiencing in the past. This was done, of course, with Desmond hopping into some form of the Animus to relive his ancestor’s lives to find pieces of the puzzle that would prevent the end of days. But with Desmond’s ultimate sacrifice at the end ofAssassin’s Creed III to save the world, the catalyst to trigger these memories we so enjoyed as gamers is now gone. And yet, the Templar-Assassin War still rages on behind the scenes.

So, before we get into the juicy story and gameplay bits of Edward Kenway and his pirating ways in Assassin’s Creed IV: Black Flag (since it’s been leaked all over the internet anyway), we first wanted to look a bit at the new Animus user that would facilitate us experiencing early 18th century Caribbean life. You. That’s right, the player themselves are being directly inserted into the action. Looking to bring the players closer to the story, the unintentional barrier created by Desmond as a character is now completely removed by the narrative of previous games. Players will have a more personal say over their characters as they become one with the story to help immerse them in the Assassin’s Creed universe. And Game Director Ashraf Ismail was kind enough to explain to us how this works with the Assassin’s Creed canon.

“The Animus technology has progressed forward, so that it allows anybody to go into the ancestry of someone else as long as the DNA is in storage somewhere. And the way this is presented to the player is through Abstergo Entertainment. Abstergo Entertainment is a subdivision of Absertgo Industries, who are the present day Templars. So this is a company that does research on historical figures and historical events for entertainment purposes—or so they say. This is the façade. There’s obviously a darker, deeper intent behind all of this. And then you are hired as a research analyst. You’re told to use the Animus to research the life of this great pirate, Edward Kenway. You’re not told why, but as you progress through the story you will find out that Edward had a major impact on the Assassin-Templar conflict. The Templars of the present day need information about what Edward did in the past. And this is why you’re doing all of this.”

Abstergo Entertainment was introduced in the last game’s multiplayer under a similar premise. Therefore, it’s not a stretch to see this branch of the Templars expanded into another game. Just how the player will play through these modern day scenes, whether it’ll be a first-person experience like Desmond’s memories from Revelations, or something like a character customization suite that allows the game to maintain it’s more traditional third-person perspective, is yet to be seen, but something along these lines to help with the idea of being one with this new character was hinted at in our talks with Ashraf.

Because of this, we know now how we get into the world of Edward Kenway, but we should really look a bit more closely at the man himself. After all, it’s through his eyes most of the game really takes place. Edward’s backstory was explained with him being a charming and charismatic man of British decent who grew up very poor. This poverty led him to becoming very reckless and selfish. Upon adulthood, his only real career option was to join the British navy and once accepted, he was stationed in the West Indies (what we call the Caribbean today). The lure of gold, glory, and fame, however, leads him to quickly going AWOL from the navy and turning pirate. It is while being a pirate that Edward runs across the Assassin’s Order and becomes enamored with their struggle. And here is where we pick up with Edward, torn between the selfish pirate life he has cultivated for himself and the new selflessness of the Assassins and somehow, if he is to survive, he must strike a balance between them.

Edward is not just notable for his own exploits, however. He is also the father of Haytham and grandfather to Connor, two integral characters to Assassin’s Creed III. So even though the guys at Ubisoft weren’t looking to do another full trilogy like they did with Ezio, their focus on the Kenway bloodline was something they knew they wanted to do from the very beginning.

“Really early on, in conception and before this game really was started, the brand was headed toward telling the Kenway story. The Kenway saga. This is something that’s important—that we always try to surprise fans with the hero, with the setting. So at some point it was decided that we’re going to do the Ezio trilogy, and then we didn’t want people to just naturally assume that we’re going to do a trilogy with every hero going forward. So we decided for the next round we’re going to surprise people with the Kenway saga. So that’s what we’re telling now. We’re telling Edward’s side of this saga,” said Ashraf.

Like many Assassin’s Creed games though, the main protagonist can sometimes be lost against the backdrop of the recreated historical landscapes. Whether it was Connor in the American Revolution, Ezio in Renaissance Italy, or Altair in Crusades Era Middle East, the time period plays just as big a role in any game as whoever wields the hidden blade. And it looks like it won’t be any different with Black Flag.

The heart of Assasssin’s Creed IV: Black Flag takes place in the year 1715 in the Caribbean, as previously mentioned. Edward is captain of his own ship, the Jackdaw, and he has developed a reputation so that the likes of many other historical figures of the time, like Calico Jack and Blackbeard himself, know to beware of Edward as he is supposedly more ruthless or single minded than anyone else even these famed pirates have ever met.

And this untamed swathe of the globe is the perfect paradise for someone who finds himself clearly on the wrong side of the law as often as Edward does. Because of this, he will travel frequently on the Jackdaw to different islands to let things cool down when he kicks the hornet’s nest one too many times. Ashraf went into great detail about these unique locations Edward will travel to.

“Our map is centered with Cuba and Havana being one of the major cities. We have Nassau in the Bahamas, Kingston in Jamaica, and we’re bordered by Haiti and Yucatán. This is our game world, and it has 50 unique locations. So this is really the most different and freshest AC game that we’ve ever built. This is the most drastically different world. So three major cities, the first being Havana, is a Spanish-colonized city, which has a European flavor to it. For us, we really referenced Venice from ACII, because we love the rooftop running from ACII, and this city is inspired by that. Kingston, this is a British-colonized city, it’s a very dangerous, very threatening environment. It’s probably the most different AC city that we’ve ever had, because it merges natural environments with the city itself. The city actually had a lot of foliage and trees in it. It’s the first time we’ve had a city that’s dense in mixing houses and buildings plus trees and tree navigation stuff. And finally we have Nassau, which is a pirate haven. And this is a city that goes through a transformation in the game. It begins as the pirate haven, but then becomes besieged by the British. So the player really feels a different mood and atmosphere, and the gameplay actually changes as well here. So those are the three major cities, but we’ll also have tons of other locations, like hidden fisherman villages, plantations, tucked away coves where smugglers hide their goods and you can go in and steal it, really dense and claustrophobic jungles to do an opposite of the really open seas, we have naval forts, Mayan ruins, coconut islands— which are the picturesque image people have of the Caribbean—and a new location, a new setting for Assassin’s Creed, is the underwater.”

All these different locations will offer up many new and interesting gameplay challenges we’ve yet to see from the franchise. Just to accommodate the unique landscape of the Caribbean Sea, Ashraf told us to expect about a 60/40 balance between gameplay on land and at seas. And although Edward’s blonde locks may give him a passing resemblance to Aquaman, how exactly he is to navigate or survive in the underwater segments actually in game is still unclear. But no doubt there is a creative solution waiting for us once we experience those segments beyond Edward suddenly growing gills.

With the sea taking up such a large chunk of the game, it’s no surprise to find out that there has been a lot of focus on what you can now do with your ship. Taking a cue from the Far Cry 3 team, a new dynamic encounter system is being incorporated into the sailing portion of the game so that the Jackdaw never knows just when it may come across enemy British, French, or Spanish vessels patrolling a particular expanse of water. There are also several new mechanics now that will not only allow you to engage these ships, but whether or not you wish to board them and try to plunder their holdings or sink them outright.

And how you go about bringing a ship down or capturing it is completely up to you once you’re in the boarding process. You can have Edward lead the charge with sword in hand, use the Jackdaw’s swivel cannons to continue to wreak havoc on the deck, or even jump off the Jackdaw, swim around to the blind side of the enemy vessel, and clamber up the side to attack the enemy crew from behind. How you choose to do it is up to you. Just be careful, as too many failed encounters could lead to your own crew deciding to abandon ship…permanently.

There is a lot more to your sea faring adventures beyond just random encounters though. You can get goods from more than just enemy ships, as the Jackdaw is also outfitted with harpoons if you feel like going hunting for whale blubber or shark meat. There is also a random storm generator meaning Mother Nature is a foe Edward will have to spit in the face of as well. And a tool called the Spyglass will be to critical to scouting out naval blockades or unexplored islands before Edward actually attempts to interact with them, telling him what he might find there as well as what kind of an enemy force to expect.

Some of the new land gameplay elements we know about focus more on Edward’s signature weapons. Much like how Connor had the tomahawk, Edward wields a weapon unique to his character in dual cutlasses. These large swords make Edward even more of an intimidating persona as he strikes with them as easily as most men would with smaller blades. This isn’t to say he doesn’t also wield the traditional hidden blade, but depending on how much of a pirate you wish Edward to be, his swords are a staple that Assassin’s Creed fans should have a lot of fun wielding.

Another pirate weapon that Edward wields are throwaway pistols. Able to carry up to four at once, Edward can fire these pre-loaded pistols to keep his free flow combos going from a distance and it expands his range in the heat of combat, or allows him to take careful aim through a new third-person shooting system to surprise unsuspecting foes.

The most intriguing aspect of the weapons though may be the new upgrade system that allows you to strengthen whatever you wield. Pistols, blades, and even the Jackdaw itself, can be upgraded to make Edward an even more legendary scourge of the sea, and makes pillaging even more important as you look for key components to improve your items.

Much like the previous Assassin’s Creed games, Black Flag looks to be an adventure that brings its own special twist to an interesting period in world history. All while providing the high level of polish we’ve come to expect in game design and gameplay from the folks over at Ubisoft. If you are a fan of Assassin’s Creed, this latest chapter looks to continue the trend of one-upmanship from the franchise, while finally giving gamers the pirate game we’ve always dreamed of come October 29, 2013, for both current and next-gen consoles. Eye patches optional.

Spector speaks, but who should listen?

I’ve wanted to write an article like this for some time now. I knew I wanted to vent my frustrations with the comics industry, but I didn’t know how to jump into the subject without coming across like a raving lunatic—which I admit to sometimes being the case.

As my comic qualms simmered in the back of my mind for weeks on end and I pondered how to kick off this editorial, DICE 2013 rolled around. I’d planned on burying my anger even further in the recesses of my mind in order to focus on the conference, but I found some inspiration in an unlikely spot.

Celebrated game designer Warren Spector was scheduled to speak at the conference; he didn’t cancel his appearance even after the disheartening news that his studio, Junction Point, closed just a week prior to DICE. I’m sure this experience inspired Spector’s talk about spending almost four decades in the game industry—and what he saw now that he had the chance to take a step back.

Anyone who’s had the pleasure to speak candidly with Spector knows that he’s quick with a joke no matter the subject. Because of this, his presentation was one of the more enjoyable ones at the conference, even if it lacked the structure of other talks. But shooting from the hip—as Warren is wont to do—certainly ruffled a few feathers. Spector condemned the tongue-in-cheek zombie-ripping romp that was Lollipop Chainsaw and gushed over Heavy Raincreator David Cage’s work (maybe Warren’s trying to line himself up for an interview?), but what made my blood boil was his encouragement that we all “put away our geeky things.”

This irked me on several levels. Not only does what we do as game journalists drip with geekiness, but my beloved hobby of comic books is another cornerstone in the foundation of any solid nerd cred. My rage was palpable, to say the least—to begin with, anyway.

Like many other geeks, my first instinct had driven me to anger, before rationale (and, later whiskey) settled in to calm me down. After all, the same old song and dance from our favorite games, movies, and comics are like geek comfort food, and we don’t take too kindly to folks messing with tried-and-true recipes. But the more I thought about Spector’s words, the more I realized that he didn’t mean for us to drop the hobbies near and dear to our hearts or to stop being inspired by them. He didn’t literally want us to stop being who we are.

Warren Spector wants us to get away from the same tired formulas we’ve been using in games since he got into the industry. He wants developers to stop being so geeky and to grow up in a figurative sense so that we can break boundaries as a medium. The same can be said for what’s going on in the comics industry.

And this leads me into the point of this article (yeah, I like the sound of my own voice—I know, I know!). For the most part, the comic industry, much more so than the gaming industry, has become tired and stale, at least when speaking of the Big Two, DC and Marvel. “Transmedia” was a buzzword thrown around liberally at DICE, and it seems that with the comics industry being so focused on crossing over into games and movies, Marvel and DC have completely forgotten what it means to tell meaningful, entertaining stories through the traditional pages of a comic book.

In fact, Marvel and DC have gotten so far away from what they once were that they’ve transformed into an Ouroboros—a snake eating its own tail. I’ll let you decide which one of the Big Two is the head and which is the tail, but it doesn’t really matter. At this point, we can’t tell which came first, the chicken or the egg—because both are scrambled. Every time there’s a major story in one universe, the other has to go for a copycat narrative. When one relaunches, so must the other.

And heaven forbid that an original idea actually explains the drastic story switches this constant cycle signifies. If a writer uses time travel one more time to launch a series, I’m going to break the fingers of whoever wrote it. I’ll still never forgive DC and Geoff Johns for how they brought Swamp Thing back. And I’ll never forget what Marvel and J. Michael Straczynski did to Spider-Man back in 2007; they felt the best way to relaunch the character was for him to sell his marriage to Mephisto. I want you folks to look back over that last sentence and contemplate that for a little while if you’re not familiar with a horrendous little story arc called One More Day. Spidey sold his marriage to the damn Devil! It’s too much for even a comic-book fan like me to swallow.

The worst of it—at least in regards to the Big Two—is that it doesn’t look like things are going to change anytime soon. In fact, if this weren’t my job, I might be tempted to take Warren Spector literally and stop buying comics altogether, because the stuff being printed nowadays on a regular basis is slop.

I do see some potential for hope, though. While the Big Two continue to bite off each other to the point that, soon, there’ll be nothing worthwhile left to read, the indie scene is resurgent. The return of classic Valiant Comics likeArcher & Armstrong and Shadowman, new Star Wars books from Dark Horse, IDW’s takes on Ghostbusters andTeenage Mutant Ninja Turtles, and Archie’s continued success with other videogame properties like Mega Man andSonic the Hedgehog keep comics viable, much like how gaming’s own indie scene continues to breath fresh concepts into the industry year after year.

In the end, Warren Spector was right. It’s time for the comic-book industry, just like the game industry, to put a lot of their geeky, tired, uninspired ideas of what constitutes content away and to grow up. We can keep the capes, though!

Dances with Wolves

Editor’s note: This review contains Assassin’s Creed III spoilers; it is recommended you play ACIII before The Tyranny of King Washington.

Episodic content is hitting the game industry in full force these days. Halo 4’s currently on this trend with Spartan Ops, while The Walking Dead featured an enthralling episodic narrative that garnered several Game of the Year accolades. So, it’s no surprise to see Ubisoft taking a crack themselves with what’s being described as their most ambitious downloadable content to date—Assassin’s Creed III: The Tyranny of King Washington.

In this first of three chapters—titled The InfamyAssassin’s Creed III protagonist Ratonhnhaké:ton (better known to fans as the far more pronounceable Connor Kenway) wakes up wearing traditional Mohawk garb in the forest…with his long-dead mother standing over him. Startled and shocked, Ratonhnhaké:ton can’t come to grips with why his mother is alive. Meanwhile, she can’t understand why Ratonhnhaké:ton is suddenly acting so strangely.

After speaking with his mother, Ratonhnhaké:ton comes to realize that he’s no longer in the familiar universe he once knew. In this world, he never joined the Assassin’s Order—thus, no one refers to him as “Connor.” Meanwhile, George Washington found an Apple of Eden, using it to help free the American Colonies from British rule. But instead of living under our beloved first President, the Colonies have a new despot to contend with now in Mad King Washington, who uses his Apple to govern with a bloodstained iron fist. So, was Ratonhnhaké:ton fighting alongside George Washington a dream? Is this new reality the dream? Could this be Juno’s doing? Maybe this is some sort of weird feedback from the Animus?

Or maybe, theorizing that one could time travel within his own lifetime, Ratonhnhaké:ton stepped into the Quantum Leap accelerator…and vanished. He awoke to find himself trapped in the past, facing mirror images that were not his own, and driven by an unknown force to change history for the better. His only guide on this journey is Al, an observer from his own time who appears in the form of a hologram that only Ratonhnhaké:ton can see and hear. And so Ratonhnhaké:ton finds himself leaping from tree to tree, striving to put right what once went wrong, and hoping each time that his next leap…will be the leap home.

Either way, the solution to this riddle eludes Ratonhnhaké:ton, but if he’s to survive this alternate world, he’ll have to adapt—and quickly—while searching for the answers as best he can.

Every previous Assassin’s Creed DLC has directly supported an established game world, such as Battle of Forli withAssassin’s Creed II. In this context, the idea of an alternate universe inspired by—but separate from—a game in the series is definitely a cool change of pace. Aside from the narrative itself, this twisted reality also provides a fresh coat of paint for everything you may have already played through. Each episode carries players through one of the three primary areas of the central game, with this first episode looking at the Frontier. Burned-down buildings litter Lexington and Concord, slaughtered animals dot the landscape of Charlestown, and even Ratonhnhaké:ton’s village and its inhabitants are different, as they, too, have begun to feel the pressure from Mad King Washington.

The story—combined with a fresh look at familiar locales—definitely kept me playing through the two-to-three-hour-long episode and see how the mystery would continue to unravel, especially once it’s revealed how other old friends have now become Ratonhnhaké:ton’s new enemies.

One new aspect didn’t quite click with me, though. Since King Washington holds an Apple of Eden, Ratonhnhaké:ton knows he’ll need assistance to overcome this Despot-in-Chief. The Clan Mother instructs Ratonhnhaké:ton—against his biological mother’s wishes—to drink tea made from the bark of the Red Willow Tree, a majestic beacon standing above the stark, wintry wastes that now make up the Frontier. By drinking the tea, Ratonhnhaké:ton embarks on a spirit journey, the first of three (one per episode), where he gains new abilities.

The first journey sees Ratonhnhaké:ton become one with the wolfpack, which allows him to sic spiritual wolves on groups of enemies—much like calling on Assassin trainees in previous games. Becoming one with the wolf also imbues Ratonhnhaké:ton with the ability to blend into the wilderness like a single flake of snow against the background of a blizzard.

At first, this super-camouflage feels amazing and gives the sense of a much more hardcore stealth experience, with missions tailored to take advantage of the new powers. For example, Ratonhnhaké:ton can move between hiding spots that are few and far between and cause panic among the enemy ranks with no one the wiser. But then, you realize that it feels like you’re using a cheat code and that the game has lost all challenge; Ratonhnhaké:ton is damn near untouchable, since no one can see him. The game attempts to balance this by only allowing use of the power for so long, as the special abilities sap Ratonhnhaké:ton’s health over time. But since it recharges in any hiding spot, all this does is delay its inevitable continued use as you move behind enemy lines, through patrols, and around any and all danger.

Assassin’s Creed has always been touted by the developers as being built on the three pillars of stealth, movement, and combat, and those have always been well-balanced throughout each entry (obviously better in some games than others). Removing combat almost entirely with this new power—and offering no challenge through the other two pillars—left me unsatisfied.

Despite the fact that this new grossly overpowered tool in Ratonhnhaké:ton’s arsenal holds the gameplay back, The Tyranny of King Washington weaves an intriguing tale that left me wanting more. And when it comes to Assassin’s Creed, the story’s always been the core focus more than anything else—at least for me. The free-flowing combat from Assassin’s Creed III is still intact, and the animation, voice acting, and new original musical score remind us how far the right coat of polish can push our senses.

If you play Assassin’s Creed primarily for the single-player experience, The Tyranny of King Washington is definitely worth it. Think of it in terms of Marvel’s alternate-storyline What If comics: It’s fun for what it is, but it doesn’t surpass the original in terms of enjoyment.

SUMMARY: Ratonhnhaké:ton’s new stealth powers are an interesting twist that causes some unfortunate gameplay-balance problems, but there’s enough classic Assassin’s Creed action and storytelling here to warrant the download.

  • THE GOOD: The beginning of an engrossing alternate-universe story.
  • THE BAD: The special powers don’t fit the established Assassin’s Creed vibe.
  • THE UGLY: George Washington wearing a crown.

SCORE: 8.0

Assassin’s Creed III: The Tyranny of King Washington—Episode 1: The Infamy is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360. 

When not playing video games, I like to curl up with a good book. These books just so happen to be full of pictures–and only a few hundred words of dialogue—surrounded by several dozen words of onomatopoeia. Yes, you guessed it: I am an avid comic book reader. So, as I sat down to finally read Thunderbolts #4—I’m catching up after my trip to D.I.C.E. 2013—I couldn’t help but notice a full-page ad talking about everyone’s favorite Merc with a Mouth.

What specifically caught my eye about the ad, though, was the bottom of the page, where it exclaimed that Deadpool’s first solo video game adventure would be hitting this summer. Considering this was the first myself, or anyone else in the office, had heard of any sort of release date for the game, I thought it was news to be shared with the community. Oh, you lucky people you. The word “summer” also came up again with a spattering of new screens released last week over at Marvel.com in regards to the Deadpool game.

The summer is a large period of time, however—lasting from the end of June until the end of September—so although this narrows it down from the ominous “TBD 2013″ of other sites or the bulls*** “December 31, 2013″ listing of retail stores, we still don’t have a super-solid date. If we look back at previous High Moon Studios releases, however, my money would be on June, since the last title game director Sean Miller worked on was Transformers: Dark of the Moon—and that was a June release. Meaning, if he went straight from one project to the next, he’d have a full two-year dev cycle with Deadpool. It could also be August, though, since that was when the last game from High Moon Studios in general was released (last year’s Transformers: Fall of Cybertron). Of course, until we get a more solid date, anything beyond “summer” is all just hyperbole on my part. Thanks for the info comic books!

 

Chills but no thrills

When the original Dead Space broke onto the scene, it was one of the most horrifying new IPs to come out in a long time. Its isolation of protagonist Isaac Clarke aboard the lifeless, planet-cracking spacecraft that was the Ishimura left a lasting impression on gamers as much as the Marker left aboard Clarke’s broken psyche. Not to mention the hallucinations that Clarke experienced blurred the lines of what you were experiencing to the point that you were questioning yourself as you turned every corner.

This terror was quickly ingrained in the DNA of the franchise as it provided some of the most legitimately fear-inducing moments we’ve had in games in quite some time. Then we moved onto Dead Space 2, and although Isaac’s isolation had been diminished and the action aspects ramped up, his hallucinations were stronger than ever and some of the most haunting instances of the series, surpassing even the best of the first game, were had in the nursery and during the sequence where Isaac returned to the Ishimura’s husk.

Now we have Dead Space 3. When this game had been announced, many were thrilled at the idea of what new depths Isaac might fall to. But, then we were informed that the versus multiplayer had been scrapped and in its place was a co-op campaign. The removal of versus multiplayer was not a huge loss, but gamers everywhere were filled with a new and very palpable fear by this news as the terror aspects of Dead Space could be a thing of the past due to the inclusion of a friend serving as a ground to reality in co-op.

Well, the good news is that the co-op was worked in seamlessly to the campaign so that John Carver fits right in with Isaac and the two have the making of a classic duo as they played off each other magnificently. His own unique story only helps flesh out the Dead Space universe and having a buddy there does not ruin any of the game’s major moments. Visceral could not have incorporated the co-op into the main experience any better and kudos to them for not making it a separate mode. The only real problem he may pose is for completionists with no friends out there as you need to play the game through co-op at least once to get one hundred percent. And no, he does not destroy the terror potential of the game as he has his own demons to deal with.

The bad news, however, is that Carver couldn’t destroy the horror of Dead Space 3 because there is no horror there for him to destroy. Yes, it seems that fans of the series’ worst nightmare has come true and they didn’t need to come into contact with an alien artifact for it to happen. Dead Space 3 completely abandons the idea of survival horror and immerses itself in action sci-fi. Only a few cheap scare tactics remain, like Necromorphs randomly popping out of the snow, and a continuing obsession with the thought that a bunch of tentacles makes something terrifying (only scary if you’re a girl in an anime).

Part of the diluted fear factor I felt came from the human cult enemies you sometimes must fight against. Not only do your tactics change as you are now going after more traditional headshots, but you are forced into trying to use cover with one of the most busted cover systems I’ve ever seen because cover functions are added to buttons that already have very specific purposes and it’s hard to tell if you’re close enough to a box to take cover or if you’re going to recharge your stasis by accident. This frustration during these moments took away from any of the frantic feel the game may have been going for. The only good that comes from the human enemies is their leader who gives off a classic Gary Oldman villain vibe that I was really able to get behind the more I saw him.

Contrary to how it may sound, however, Dead Space 3 isn’t a bad game. Not by any means. My desire to be scared half to death and to shoot only undead masses aside; Dead Space 3 is actually probably the most impressive game of the series from a technical standpoint. From the look of the characters and environments to the smoothness of the previously mentioned co-op, Dead Space 3 is an accomplishment in terms of what this game puts on your TV screen. And there is a lot to put on your screen.

One of several major additions to the game this go around is side missions. This removes a lot of the linearity of the first two Dead Space games by allowing Isaac and John to freely explore several of the facilities on Tau Volantis and other places you’ll end up, and easily add another five or six hours to the game should you choose to do them all. Unfortunately, after the first couple, you’ll start to realize that the side missions, unlike the rest of the game, were very cookie-cutter in their design. You enter a new offshoot of a facility, fend off a few waves of Necromorphs, and get a loot chest full of ammo, medicine, stasis refills, and new items to put together at the Bench (more on that in a bit).

So, the action during the side missions may be somewhat one dimensional but at least one other reward you get besides loot is the side missions help expand on the story. More so than the previous two games combined, Dead Space 3 explains so much more about not only the areas you’ll explore in the game, as each main and side mission have their own special story behind them, but also of the universe that Isaac and John occupy. In fact, you learn so much that Dead Space 3 actually could serve as a fine entry point for newcomers to the series, should they be so inclined.

Another great wrinkle in the story and game play this go around is how there is a clear focus on Isaac’s engineering background. It is still lost during most action sequences when he is mowing down Necromorphs, but at least now with the larger array of puzzles and obstacles put before him, Isaac puts his engineering skills to use to come up with solutions that make sense for his character.

We also see the engineer in Isaac come out with probably my favorite new addition to the game, the Bench. Whenever Isaac comes across a workbench, he can take tools and parts he finds scattered about the world to make new or improve existing weapons. Like some mad scientist, you can create hundreds of different combinations that range from just your standard plasma cutter to a flamethrower with an acid tipped rocket launcher attached. You can also craft medicine, stasis refills, and other consumable items at Benches should you have enough raw materials that can also be found throughout the game.

Of course, you can also buy the materials you need for certain weapons through a micro-transaction system if you really need more or are too lazy to scavenge. Although I personally don’t enjoy the precedent that sets considering you’re already dropping $60 on the game to begin with, that becomes an issue of personal preference of how a player plays and I’m not going to knock the game for it being there because I’m sure someone out there will take that shortcut, no matter the costs.

As much as I love the Bench, though, it also created some problems in regards to your inventory system and how much you hold onto at one time. To solve this, Isaac can no longer carry as many weapons as he wants. He is constantly limited to two on his person at any given moment. Weapon specific ammo has also been replaced with universal ammo clips for all your weapons in the game. This is a double-edged sword as it makes sense since you will more than likely create such a hodgepodge of weaponry that it might be harder to find and carry specific ammo for each one. On the other hand, part of the fun of the first two games I felt was managing your inventory and keeping track of everything so you didn’t end up with nothing but a handful of bullets left while surrounded by Necromorphs. It feels like a cheap solution to something that might not have been thought all the way through when created.

When all is said and done, Dead Space 3 is a very highly polished game and there are many great things here to applaud. The storytelling, character development, co-op, graphics, and game play variety are top notch. Several new features like the side missions and the Bench all add unique nuances to the game play not seen in the series before, but also create their own set of problems that don’t seem to have been fully thought through. Dead Space 3’s biggest flaw though is that if you were looking for a good scare, this game will not provide it for you. Whether or not this is a trend the series will follow, we will have to wait and see. But for this particular title for sure, you won’t even have to turn the lights on.

SUMMARY: An enjoyable, highly polished experience that will fill in a lot of the story gaps for returning fans, but if you’re looking to be scared, Dead Space 3 is anything but survival horror.

  • THE GOOD: Expands on the lore of the Dead Space universe more than the previous two games combined
  • THE BAD: Doesn’t even try to be scary anymore
  • THE UGLY: Micro-transactions introduced via the new Bench feature

SCORE: 7.5

Dead Space 3 is available on Xbox 360, PS3, and PC. Primary version reviewed was for the Xbox 360.

EGM Game Over Podcast 024: Barry Burton’s Deep-Fried Cephalopod

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Brandon Justice, Andrew Fitch, Ray Carsillo, Josh Harmon, and Eric L. Patterson
[Date] February 1st, 2013

[News] We`re pretty sure Sony just announced their day to announce the PS4, could Resident Evil be rebooted, torture is blacklisted from the upcoming Splinter Cell, Jonathan Blow hates games, and we have yet another tragic developer death as Junction Point closes.

[Now Playing] God of War Ascension, Splinter Cell: Blacklist, Killzone Mercenary, Tearaway
[Review] Fire Emblem: Awakening

Want to send feedback to the show? Drop us a line on Twitter: @EGMLogin

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Fire in the sky

While the strategy-RPG might be considered mostly niche in terms of audience, a few franchises have permanently ingrained themselves  into the hardcore-gaming community. And fewer still represent this better than Fire Emblem. After its first several chapters were Japan exclusives, Fire Emblem crossed the ocean a decade ago and hasn’t looked back since, as we’ve seen one title in the series on every Nintendo system since the Game Boy Advance/GameCube era. So, if Fire Emblem were to continue this streak, it was only a matter of time before it graced the 3DS’s dual screens. And thus, we have Fire Emblem: Awakening, featuring the same core tactical turn-based strategy gameplay we’ve come to love.

Now, before we even get into the story, we need to talk about something that’s never been seen in a Fire Emblem on this side of the Pacific before: In Awakening, you’re allowed to customize your character. Sure, it’s not as detailed as something you might get in an open-world game, but you still get to name your character, choose their gender, hair, and facial features, and develop an immediate bond with them.

Of course, this also means it’s unlikely that we’ll see much of this particular roster of characters again beyond maybe a Smash Bros. appearance down the line, because your interactions with each and every one of them—especially for your created character—are critical. This leads to another feature never before seen in North America: the marriage/bonding system. By fighting alongside characters in battle, you develop trust; later on, if set to fight side by side again, the characters will get bonuses to certain stats like Critical Hit or Attack Avoidance. And if that trust builds up high enough, and if the characters are of the opposite sex, they can get married and have children—who later can fight for your cause!

A brand-new tactic—never before seen in any other Fire Emblem—can help with this bonding. By sacrificing a turn (strategy fans know how much of a risk this can be), two characters can team up and occupy one square. In the past, certain mounted characters could help move another character; now, though, that second character can also fight should the main character be attacked—and, thus, can also level up. This is a great mechanism to help evenly level up your forces—and advance your battlefield position.

And speaking of leveling up, each character has a new Skills feature that allows them to equip five unique skills—earning a new one every 5 to 10 levels. These skills can help in combat, increase stats, or give a variety of other bonuses depending on the terrain and scenario. Some are simple, like a plus-2 to defense, while others are more elaborate—like giving you a plus-10 to hit if your enemy’s wielding a particular weapon type.

All these combat adjustments and additions are all well and good, but the heart and soul of an RPG is the story. And though Awakening gets off to a slow start, the story’s just as immersive as any previous title —and you’ll soon find yourself as attached to these new characters.

Awakening begins with your character face-down in the mud and unconscious—but soon found by Chrom, Prince of Ylisse (the continent you find yourself on). Immediately, the cheesy RPG stereotypes start flying; not only does your character have amnesia, but you’re also immediately welcomed with open arms into Chrom’s band of merry men (and women) who fight to keep Ylisse safe from outside forces. And not only that, but you’re immediately made chief tactician, too! How convenient. And so begins the heroic, swashbuckling adventures of Ray the Tactician! Er, or…whoever you should actually choose to be. Like I said, it’s a slow start to the story, but you’re soon caught up in a conflict that’ll span two continents as you try to quell a threat millennia in the making.

A slow start to an RPG story is a more than forgivable offense, as it’s rare that they start off with a bang. That’s not to say there are no unforgivable flaws, though, with Fire Emblem: Awakening. If you choose to play the game with the traditional “permadeath” feature on, you may find your forces dwindling faster than you’d like. This isn’t uncommon in a Fire Emblem game, and there is an option to turn off permadeath via Casual mode. Still, I would’ve loved an easier way to restart battles where I lost characters, instead of having to restart the game over and over. I suppose you could say I should’ve just turned permadeath off, but that wouldn’t be getting the full Fire Emblem experience—and I still like the idea of being punished for letting one of my characters die. But restarting the whole game repeatedly became a chore, and I stopped caring about certain characters (I’m looking at you, Frederick!) after a while.

The biggest letdown, however, is easily the graphics. The animation style for the story cutscenes is fantastic; it exudes a level of detail rarely seen on any console, never mind a handheld. The problem comes from the sprites used on the battle grid that fail to take advantage of the system’s 3D. In fact, much of the game avoids using the 3D feature, which makes me wonder why they even bothered with it. And the few times 3D models are used—mostly during battle sequences—they look blocky and appear to have no feet. I questioned Eric L. Patterson, our news editor, to see if he wasn’t seeing what I wasn’t seeing; he agreed that all the models looked like Rob Liefeld designed them as they pranced around the battlefield on their tiptoes.

At the end of the day, though, these are minor complaints. Fire Emblem: Awakening stands near the pinnacle of the series, as it blends rarely seen elements and a few new twists of its own into the tried-and-true combat and storytelling. Awakening is one of the few must-have’ 3DS titles.  

SUMMARY: Aside for some minor annoyances, this is probably the best Fire Emblem to come to the States yet. Strategy fans everywhere should rejoice.

  • THE GOOD: As pure a strategy experience as you’ll get anywhere.
  • THE BAD: No simple way to restart battles.
  • THE UGLY: The 3D character models look like they were designed by Rob Liefeld.

SCORE: 9.0

Fire Emblem: Awakening is a Nintendo 3DS exclusive.

It was a weird year for games in 2012. A lot of highly anticipated triple-A titles got delayed into 2013, and although a lot of great games still came out, there wasn’t a clear-cut winner for me this year like there was with last year’s Batman: Arkham City.

Thus, the deliberations between the voices in my head continued deep into the year, coming right down to the wire. It was neck-and-neck between a handful of titles, but when the chaos finally settled down, a Top 5 list emerged of what are—in my opinion—the best games of the year. These are those games—enjoy!

Ray’s Top 5 Games for 2012

#5: Sleeping Dogs

Publisher: Square Enix
Developer: United Front Games
Platforms: Xbox 360, PS3, PC

Mixing Batman: Arkham City’s hand-to-hand combat with Assassin’s Creed–style free-running, Grand Theft Auto–inspired open-world mechanics and gunplay, and Need for Speed’s driving sequences sounds like the ultimate videogame Frankenstein’s monster. However, unlike Mary Shelley’s rotting, mindless beast, Square Enix created an Adonis of a game with Sleeping Dogs. Although there may be little left to the imagination in terms of gameplay, developer United Front Games wove these aspects seamlessly together with an original, engaging plot—and that made Sleeping Dogs one of my must-play games of the year.

#4: XCOM: Enemy Unknown

Publisher: 2K Games
Developer: Firaxis Games
Platforms: Xbox 360, PS3, PC

It’s never fun to die in games. But in XCOM: Enemy Unknown, you must get comfortable with the concept of making sacrifices if you ever hope to complete it. In fact, the game kills most of your team right away in the tutorial just to help get this initial shock out of your system. After all, if humans were actually fighting a war against a superior foreign invader, losses would be commonplace. But even through all that failure, I still had tons of fun as I worked to save Earth from aliens.

#3: The Walking Dead

Publisher: Telltale Games
Developer: Telltale Games
Platforms: XBLA, PSN, PC, Mac, iOS

It’s not easy to make a comic or TV show into a videogame—especially when your fanbase is as rabid as the zombies they read about or watch. The Walking Dead, however, successfully captures the spirit of Robert Kirkman’s original comic while introducing us to an entirely new slice of life in that crazed, zombie-filled world. The young heroine Clementine is arguably the best new character gaming’s seen in years—especially considering the emotional range she’s forced through—and the story’s branching paths afford dozens of playthroughs. The Walking Dead lets you know that adventure games are back—and in a big way.

#2: Borderlands 2

Publisher: 2K Games
Developer: Gearbox Software
Platforms: Xbox 360, PS3, PC, OS X

I’ll admit that I don’t like to play games with other people. They slow me down—or I kill them too much, and they get frustrated, and it just ends up a mess with thrown controllers, slammed headsets, kids crying to their mommies, or me sleeping on the couch. One game is the exception to this rule, though: Borderlands 2. It’s got so many moments where you just wanna go “DID YOU SEE THAT?!” and you need to share that with someone. And if you do play alone, the game doesn’t suffer for it. Throw in probably the best all-around script of the year, and this should be on everyone’s Top 5 list.

#1: Assassin’s Creed III

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox 360, PS3, Wii U, PC

The new naval battles perfectly balance the addictive gameplay and historical accuracy for which the series is known. The plot has more twists than a Twizzler, keeping you hooked the whole way through. The new Wolf Pack co-op mode helps strengthen an already impressive multiplayer suite. Oh, and did I mention you can now stab people in the face more fluidly than ever before? By the time you get to the fifth entry in any franchise, it’s damn near impossible to continually raise the bar. And yet, Assassin’s Creed has done it so spectacularly that I can’t help but give Assassin’s Creed III my game of the year.

Ray’s Off-Topic Awards for 2012

The People’s Champ Award
Street Fighter X Mega Man
Mega Man X Street Fighter - Header This year marked Mega Man’s 25th anniversary…and yet, we didn’t get an official game. For some reason, Capcom cannot remove their collective heads from their asses long enough to be bothered with a new title starring the Blue Bomber. It was Street Fighter’s anniversary, too, and that got a game (even if it was a piece-of-garbage crossover with Tekken). Well, Capcom may not care about Mega Man anymore, but the fans do, and one devotee in particular—a Singaporean designer named Seow Zong Hui—honored Mega Man with his own Street Fighter–infused take!
The Marlboro Man Award for Most Unhealthily Addictive Casual Game
Marvel: Avengers Alliance
I rarely play casual or browser-based games, but when I heard about one based on the Marvel Universe, I figured I’d give it a shot. Any good comic nerd would! Now, nine months after its release, I find myself breaking the level-70 barrier with my custom-created character—and I’ve compiled a true dream team of superheroes. All while devoting far too much free time (and occasionally money) to this free-to-play Facebook addiction, as I continue my quest to save the universe from the element ISO-8!
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Dust: An Elysian Tail
I gave this award out last year, and I feel compelled to do so again—because it would be an indignity to not mention the stunning visuals of Dust: An Elysian Tail. Its hand-drawn animation left me in awe, and when you compound this breathtaking art style with the fact that it was created entirely by one man—Jazz Jackrabbit veteran Dean Dodrill—you can’t help but admire his extreme talents in crafting this intense labor of love.

There’s a storm brewin’…

Looking to capitalize on the success of its TrackMania brand and expand their repertoire, developer Nadeo looked to put their unique spin on old-school first-person shooters. Thus, we have ShootMania. And we were able to go hands-on with Storm, the first maps of the first environment for ShootMania.

The main theme behind ShootMania, much like it’s sister TrackMania, is providing entertaining head-to-head competition by simplifying things in order to hopefully minimize time spent not actually in game and to make the games fast-paced with frantic action. There are several ways Nadeo is doing that with ShootMania, starting with your primary weapon. Described as a rocket launcher (although it looks more like a beam cannon of sorts), the weapon fires streaking blasts of explosive light and so all it takes is two hits to eliminate your enemies in what feels like laser tag on steroids. Players also can utilize bunkers that they would hole up in to use “sniper rifles” that really just focused their lasers to maximize their blast distance.

This was all we saw in regards to weapon variety, however. This is so that players wouldn’t worry about needing to customize loadouts or the like as everyone basically plays on an even level. This not only gets you into the action faster, but also ensures that the competition comes down more to skill, and maybe a little luck, to determine the outcome.

There were items that weren’t offensive in nature though that could also help to the strategy. Reminding me of Metroid, each player is equipped with an energy-based grappling hook that can attach to several points on each map and allow players to swing across gaps to hopefully set up better positions for later offense. There is a risk to the grappling hook though as you cannot fire while swinging.

If you don’t like the idea of being defenseless when swinging through the air, there is also the wall jump. Not easy to time considering the game is a first-person shooter, players who master this maneuver can completely change matches by luring unsuspecting players into coffin corners and then leaping behind them by bouncing up the walls.

In regards to game modes, we also played a simplified version of Team Deathmatch where there were only three players on each team. Again, this affords faster matches, but also gives you the chance to really gel with a particular group of guys and tests your skill as a group. To make sure you don’t spend a lot of time searching for opponents though, as a 3v3 match doesn’t usually last long, you play a series of games with the same people where the overall match doesn’t end until a team gets three game wins and are up by at least two victories. Should a pair of teams trade wins back and forth, then it is the first to five wins overall.

Another way to speed up the action we found was by activating a beacon in the middle of most maps. This switched on an electrical storm field that starts closing in around the beacon. Anyone hit by the field is immediately eliminated and so your surroundings start speeding up the competition as well until there is a small patch of safe zone left and you are left in a Mexican standoff with your opponents.

Of course, some gamers may not be all about competing with other players. Well, any players who are transition over from TrackMania will be happy to know that ShootMania will have a similar map editor so you can build your own nefarious mazes with Halo-like launchers or camper paradises littered with bunkers depending on your own personal play style and share these with your friends. And considering there is minimal customization you can do with your in-game avatar, putting a kick ass map out into the community might be the best way for you to stand out if your kill/death ratio isn’t up to snuff.

In the end, veterans of online first-person shooters should quickly be able to pick up and play around with ShootMania, but mastering it will prove a bit more difficult considering its unique take on map design and game play pace. If you’re a fan of TrackMania and what Nadeo has done with that community over there, you can expect a lot more of the same user-interaction and strong community to develop here. And then again if you’re just looking for a cheap way to shoot some giant lasers, ShootMania: Storm looks like it’ll be a worthwhile romp when it launches January 23, 2013.

In Soviet Russia, Game Plays You!

World War II has long be fertile ground of video games, and for good reason. There are clear-cut good guys and bad guys, enough conflict to tell the story of countless heroes, and plenty of opportunities to romanticize the cultures and countries involved. There’s one area of the war, however, that games have long had a blind spot for: the Eastern Front.

As the Germans continued to spread out across Europe and into North Africa, they found their greatest difficulties arose when they attempted to cross the Ural Mountains and conquer the Soviet Union. The USSR, of course, fought using attrition warfare, whittling down German forces, take advantage of the long Russian winters, and even destroying some of their own resources to prevent them from falling into enemy hands. Many believe it was this strategy and prolonged conflict that finally led to the fall of the Third Reich.

But that’s enough history for today.

Company of Heroes 2, THQ’s follow-up to the popular real-time strategy game, looks to explore this rarely represented conflict—and take full advantage of those long Russian winters as well. Earlier this month, I got to go hands-on with both the single-player and competitive multiplayer modes, giving me a chance to see firsthand what it’ll take to survive along the Eastern Front.

During my single-player time, I tackled a mission that tasked me with building up the Russian forces and conquering three strategic points along a riverbed. The bleakness of the winter setting was immediately apparent, as a whirling snowstorm blew in and hindered my onscreen vision. I also saw the effects of hypothermia set in on my troops, causing them to take ill and requiring me to build fires to keep them warm while we waited out the storm.

As I started my advance across the frozen tundra, I approached the riverbank and experienced another new dynamic as German tanks started moving across the ice towards my position. The game advised me to use mortars to blow holes in the river to sink the German tanks. It would hinder my progress, shrinking the lanes my troops could use to cross the river, but considering the damage it would do to the German armor line, I was left with little choice. As the Panzers sank to their watery graves (in exquisite detail for an RTS game, I might add), I was able to advance across what was left of the frozen river and conquer the objectives with little resistance from the remaining German forces.

While much of this single-player excursion played out like most other RTS games with regard to stockpiling resources, building units, and attempting to use superior strategy to overcome our foes, the new environmental hazards and dynamic terrain were a joy to play around with. From minor visual details like tank tracks in the snow to the new tactical options afforded by the winter elements, there were enough innovations here to make the standard RTS gameplay feel novel and fresh.

After thumping the Germans in the single-player mode, I was afforded the chance to take on some human opponents in versus multiplayer. Wanting to continue to experience the cold Russian winters, I tried out some new maps—including one where the middle capture point was placed on a tiny sliver of land surrounded by a frozen lake. Here, after my experiences in the single player campaign, I made my greatest RTS stand in quite some time.

Allowing myself to fall behind early and basically giving my opponent the middle capture point, I settled in around my base and began to build. Tank after tank after tank would soon dot my base’s perimeter. With only 50 or so points between me and defeat, I sent my armor columns onward towards the middle point. My German opponent did not stand idly by while I built my forces up and had quite the armor division himself by the time we faced off for our grand conflict.

He had unwisely placed much of his armor on the fragile ice, though. With a few well-placed barrages from my tanks, I sent much of his armor to the bottom of the lake and deployed a single engineer to capture the point. Thanks to my shelling, I’d set up a natural barricade of broken ice that my opponent was unable to overcome. Victory was mine, and it was time to break out the finest Russian vodka to celebrate!

Much like the single player campaign, the multiplayer was tremendous fun, and having to balance the elements along with the unique terrain made for a RTS experience unlike any other. What’s more, the level of detail on each unit and locales is almost unheard of in an RTS. If the small snippet of game play we saw was any indicator, Company of Heroes 2 should be a must-have game for strategy fans and World War II buffs alike when it launches on PC in 2013.