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Mick Foley has to make some changes to his Survivor Series team, CM Punk finds himself between a rock and a hard place, and the King returns in this week’s Sleeper Hold!

Main Plot Overview:

Long time no talk recap folks. Sorry for the delay, but it’s been a crazy time here at EGM with the insane rush of games coming in for the holidays. Things are settling down a bit now though and so I was able to relax and watch a little Monday Night RAW.

And boy, did a lot happen on RAW last night. Ryback got his revenge on the rogue referee that cost him the title at Hell in a Cell and decimated the poor fool. AJ Lee confronted Vickie Guerrero once again about her supposed affair with John Cena. And leading up the triple-threat Survivor Series main event where John Cena, CM Punk, and Ryback will face off for the WWE Championship, last night’s main event put Cena and Punk against each other in a singles non-title match that saw both men give it their all. At least until Punk tried to run away and then met Ryback, who was still very hungry after his short match with the rogue ref, halfway up the ramp. As Punk began to backtrack away from Ryback, he attempted to escape into the crowd, However, Cena caught him and brought Punk back into the ring to get the win before Cena and Punk then both grabbed the WWE title in a moment dripping with tension and obvious symbolism.

I don’t know who is going to win the WWE Title on Sunday, but I’d love for it to be Punk one more time to cap off his full year as the champ and move into sole possession of the 8th longest title reign in history. I’d also like to see what Ryback would do as champ and maybe even set him up to take on some other unstoppable monsters like The Big Show or Kane down the line. Basically, as long as it’s not John Cena because he’s actually been developing well over the past few months into someone I can at least stand and I think giving him the title now would unravel this all again.

Match of the Night:

There has been a heavy focus in recent months on the tag team division. And to help show off this resurgence, the first 8-man tag match I can remember seeing in quite some time took place as the teams of Rey Mysterio/Sin Cara and Justin Gabriel/Tyson Kidd took on the Primetime Players and Primo/Epico, showing off all four teams’ interesting styles of offense in the match.

The match started off at a normal pace with the heels in control, but once a couple of hot tags were made by the faces, business picked up. With as many high fliers as there were in the ring, it was no surprise to see guys like Sin Cara leap off the top turnbuckle to the outside or for Tyson Kidd to hit a hurricanrana when they got their chance, but the moves all seemed to happen one right after another and so the match had the fastest pacing I’ve seen in some time, especially from Rey Mysterio who many thought might have lost a step, once everyone got into a rhythm. The big highlight of the match, however, was back-to-back finishers with Mysterio’s 619 and Gabriel’s 450 splash on Darren Young to end the bout. All things considered, the quick pace, tight maneuvers, and over-the-top finish made this an easy choice for Match of the Night.

Promo of the Night:

In an outpouring of emotion from everyone in ring and from the WWE Universe, it was great when Jerry “The King” Lawler came down the ramp in hour two to take his headset back from Good Ol’ JR (Although it was great hearing JR again for these past nine weeks. I really wish Michael Cole would go away).

To hear Jerry talk about how his experience was like It’s a Wonderful Life and how much he appreciated the outpouring of love from everyone in the locker room and the WWE Universe was a special moment and I for one am thrilled King pulled through. Of course, the whole moment would go sour when CM Punk would crash the party and Paul Heyman would fake his own heart attack right in the middle of the ring.

But this special promo wasn’t done for then Mick Foley came shambling down to the ring to belittle Punk about how special it was that Jerry was okay. How it was a damn miracle he was there and that for a short period of time he was dead. It was the most emotional I had ever seen Mick Foley and I think even Punk was a little stunned, but he kept his cool and turned it back on Mick as he always does. As a whole though, this was easily the best moment of the night on RAW.

Shocker of the Night:

With the main event at Survivor Series changed to a triple threat match between Punk, Cena, and Ryback, Mick Foley had a gap in his Survivor Series team that needed to be filled. Leaving it up the WWE Universe, Santino Marella, Zack Ryder, and late ballot entry The Miz, who defected from Team Ziggler, the Universe decided shockingly for The Miz by a landslide. Miz admitted that he didn’t like Mick and Mick admitted he didn’t like Miz, but they both hated Ziggler more.

It also led to an interesting storyline developing with the Miz being forced to partner with Kane later that night in a tag match against Rhodes Scholars and Daniel Bryan becoming jealous. Where that may lead, I don’t know, but the whole scheme stinks of turning the Miz into a face with him teaming up with other faces for Survivor Series.

Cheap Pop of the Night:

The emotional rant of Mick Foley about how it was a miracle Jerry Lawler was there in Columbus was not a moment that I felt was cheap in any way. But it needs to be said that it would be a Foley moment if he didn’t shout out the location of RAW at least once an evening and before Mick started preaching to Punk, he couldn’t help but mention last night’s venue in Columbus, Ohio. Mick is nothing if not consistent and we love him for it, but he also gets the Cheap Pop of the Night.

The Bayou’s Lady Liberty

Up until this point, every game in the Assassin’s Creed franchise has followed the bloodline of Desmond Miles, with him acting as the supposed chosen one to save the world. Desmond has prepped for this monumental task by reliving the memories of his ancestors, who also fought in the never-ending Assassin-Templar War, by inserting himself into a device called The Animus. The Assassins aren’t the only ones with an Animus though, and so Liberation takes the unique approach of having you act as an unnamed trainee from Abstergo—the multinational company that serves as a front for the Templars—who’s placed into a Templar Animus in order to show the shades of gray of this ageless conflict.

It’s here that players are then introduced to the life of Aveline de Grandpre, the daughter of a wealthy French businessman and an African slave woman. Aveline grows up in the lap of luxury and so she may look the part of a noble when in her frilly dress or twirling her parasol while wandering around 18th-century New Orleans, but underneath her exterior lies the heart of a warrior, trained by an escaped slave and Assassin leader named Agate, who also happened to be a friend to Aveline’s mother. Aveline then uses this training to forward the movement to free the slaves while also protecting New Orleans from the ever-encroaching Templar influence.

Now, this sounds very much like a worthy Assassin’s Creed story. Unfortunately, due to the constraints of the Vita, Liberation feels like a game that gets cut off before it can really hit its stride in terms of the plot. Much like many of the other games in the franchise, there are twists and turns, but they are far more predictable in Liberation, because in order to make sure they all fit into this cramped little space, you get beaten over the head with the clues. At least the console versions attempted to be subtle.

This truncated story also lends itself to horrible character development. Aveline’s unique back-story gives her such a strong base as a protagonist that it’s a dirty shame when it unravels in just the span of a few short sequences. Worse still, many of the later plotlines (which I won’t get into here to avoid spoilers) are left entirely unresolved.

Speaking of resolving issues, Aveline at the very least can handle her problems as only an Assassin can, as the Assassin’s Creed combat and free running is one franchise staple that wasn’t completely lost in the transition to the Vita. Although the controls can feel a bit stiff at times, you chain together kills, counter attacks, and climb up buildings and trees just as if you were playing on the console. The Vita does offer a special chain attack that you can perform with the touch screen, but it is not necessary to make your way through battle.

And this is probably the best thing about Liberation as a Vita game: It rarely shoves the system’s touch screen capabilities down your throat. Almost everything is optional. There were only a few instances, like one gyroscope oriented mini game or pickpocketing, and as in most every other game franchise that starts on consoles and tries to expand and breakthrough on the Vita, these gimmicky mechanics failed miserably. The rarity of these instances, however, does make them a bit more forgivable than most other Vita titles.

Something not to be forgotten, though, is the one major new feature that Liberation introduces. Aveline has the ability to blend into a variety of situations by changing her garb to match the occasion. If she needs to eavesdrop during a ball, she wears her lady attire. If she needs to sneak onto a plantation, she can wear her slave costume. If you plan on facing a lot of resistance, Aveline can wear her Assassin gear. Each has unique strengths and weaknesses—the Assassin gear, for instance, allows for more weapons, but always has at least a level one notoriety. The lady costume, on the other hand, removes the ability to freerun, but allows you to charm or bribe soldiers to get out of your way.

Mind you, the freerunning aspect isn’t as important for Aveline as the other assassins in the franchise, because her world, much like the story, is much smaller than what we are used to. Although the fiction brings you across three different settings (New Orleans proper, the Bayou, and parts of Mexico), each one is a breeze to run across and perform whatever objectives are required for you to progress. I also found myself less willing to free-run in many instances, because the Vita’s small screen made it feel as if the camera was in too tight on Aveline and that my vision was more obscured compared to other Assassin’s Creed titles.

When all is said and done, though, Liberation is definitely one of the better titles out there for the Vita. Compared to what we have come to expect from something in the Assassin’s Creed family, however, it feels a little under par, especially in terms of the story. Still, if you can’t get enough of the Assassin-Templar war and plan on being on the go a lot, you could do a lot worse on than Assassin’s Creed III: Liberation.

SUMMARY: The strong core of the Assassin’s Creed franchise remains mostly intact here, but the truncated story makes Aveline’s character development feel rushed and the twists much more predictable here. Liberation is solid game if you’re on the go a lot, but it can’t hold a candle to Desmond and his ancestors.

  • THE GOOD: Combat and free-running that rivals that of the console versions,
  • THE BAD: Aveline’s development as a character feels rushed.
  • THE UGLY: Them crocs grow big down in the bayou!

SCORE: 7.5

Assassin’s Creed III: Liberation is a PS Vita exclusive. 

Treyarch’s latest answers the Call again

Like the inevitable changing of the seasons, Call of Duty’s yearly release has become an event to which the gaming community can set their watches. In recent years, many gamers have criticized the cookie-cutter formula—the series has almost felt like a yearly “roster update” in the sports-gaming sense. After my time with Black Ops II, though, I can promise you this is one title that finally deviates from that formula.

Right from the get-go, the plot hits with an innovative one-two punch, as the story splits between two time periods. We get to play as both the original Black Ops protagonist, Alex Mason, in the ’80s as well as his son, David, in the near future of 2025. The key thread that connects them? The villain, Raul Menendez—but this isn’t your standard-issue Call of Duty baddie. The considerable talents of writer David Goyer—co-writer of Batman Begins and The Dark Knight—bring Menendez to life, as he exudes a sinister demeanor and delusions of grandeur that remind you of a cross between the Joker and a classic Bond villain. But Menendez also reveals a human side that elicits empathy at times, making him easily the most interesting, entertaining antagonist the series has ever seen.

After years of creative stagnation, Black Ops II’s campaign is a revelation. Once you get past the first couple of missions, the game introduces branching paths that can change the ending depending on how you react to the situations presented before you. This injects a healthy dose of replayability you usually don’t get from a Call of Duty campaign, making a seven-to-eight-hour experience worth going through multiple times.

The main campaign is joined by the new Strike Force missions, which add some real-time strategy elements to the proceedings. You serve as a handler for a squad who must carry out diverse objectives depending on the mission, issuing orders from above or taking over as any single unit and fight the battle in the trenches yourself.

Whether it’s assassinating targets or protecting computer terminals holding valuable information, the Strike Force objectives are supposed to help determine how you play. Unfortunately, once you dig into these side missions, you’ll realize how incompetent the ally AI is; it often ignores your commands, and soon the RTS view becomes null and void. In the end, it’s better to try to supersoldier it and control one character at a time in order to win the day. Strike Force is a great idea that finally brings some new gameplay elements into the mix, but it’s poorly executed, making some of the missions a bit of a chore depending on the parameters.

Aside from this one glaring flaw, however, the campaign is the best since the first Modern Warfare. The story enthralls from the start, and the gameplay is still definitively Call of Duty—especially with some sweet future tech like the Millimeter Scanner that allows you to see foes through walls.

It wouldn’t be Call of Duty if I didn’t mention the multiplayer, though—and in Black Ops II, this element’s better than ever. The new “Pick 10” system works like a dream in terms of customizing your classes, and the user interface simplifies things so that most anyone can use it to maximize their killing potential in any match. Plus, with new modes like Hardpoint (Call of Duty‘s take on King of the Hill), League Play for official competition, and CODcasting for those would-be pro-gaming broadcasters out there, this is the biggest, best multiplayer suite ever seen in Call of Duty.

But if multiplayer helps define Call of Duty, Zombies mode—which now offers three play options—defines Treyarch as a developer. In fact, this mode’s now been expanded to the point where it could almost be its own standalone game. TranZit offers a deeper experience as you explore a variety of locations, ferried from place to place on a robot-driven bus that has clearly seen better days. Meanwhile, Survival is more of your traditional Zombies experience with self-contained levels taken from sections of TranZit mode. Finally, there’s Grief mode, which puts two teams of humans against each other to see who can survive the zombies the longest.

Let’s face it: Call of Duty is a phenomenon beyond our control at this point; the game will sell millions of copies no matter what a reviwer says. But with branching story paths, the most impressive multiplayer yet, and a Zombies mode that’s to die for, I can say that—for the first time in a long time—I’ll be proud when I answer the call with everyone else when Black Ops II releases.

SUMMARY: The first Black Ops put Treyarch on par with Infinity Ward; with Black Ops II, they surpass them. This is the most impressed I’ve been with Call of Duty since the first Modern Warfare; aside from some problems with the Strike Force missions, this is a shining moment for the franchise.

  • THE GOOD: Best story since the first Modern Warfare.
  • THE BAD: Strike Force missions are a great-but-poorly executed idea.
  • THE UGLY: The stunning renderings of Manuel “Pineapple Face” Noriega.

SCORE: 9.0

Call of Duty: Black Ops II is available on Xbox 360, PS3, PC, and Nintendo Wii U. Primary version reviewed was for Xbox 360.   

Just the two of us

The first time we had seen Army of Two: The Devil’s Cartel, we had played an over the top sequence ending with a helicopter crash that would put many action movies to shame. It was also the first time many of us met Alpha and Bravo and saw the Overkill ability in action where, when triggered, it granted our heroes the ability to turn their surroundings to Swiss cheese with gunfire, courtesy of the power of the Frostbite 2 engine of course.

Recently, we got to go hands-on again with Army of Two: The Devil’s Cartel, and although this slice of game play was promised to be more in line with most of the game’s tone and pacing and not the adrenaline fueled sequence we had played earlier, it still provided us with an interesting look at Alpha and Bravo and how they don’t always have to work together to be effective.

When we started, Alpha and Bravo were making their way through a Mexican cartel stronghold, but events transpired that had separated the two. Bravo was then trapped, downed and bleeding out inside an open courtyard and was fending off enemies left and right. I was playing as Alpha, and had to work my through the stronghold as quickly as possible, for not only was I facing off against other gun wielding maniacs, but was racing the clock to get to Bravo as quickly as possible before he bled out completely. And yes, Bravo can die at this moment forcing you to restart the checkpoint so you had better have your running shoes on.

This sequence was interesting because it showed some role variety for each character, while the Overkill meter also reminded us that these two guys are inexorably linked as each kill either one of us did helped fill the meter for our partners. And a full Overkill meter is always useful when taking on hordes of guys out to kill you. Once I actually got to Bravo and revived him, we then took cover in a fountain and had to clear out the remaining gaggle of hired guns before moving on to a container yard.

In the container yard, a flood of cartel members had us in their sights so we triggered the Overkill ability to turn the crates and other cover many of the bad guys were using into confetti and mow them down with the greatest of ease. We quickly wished we hadn’t been so quick to trigger the Overkill however as after clearing the yard, another helicopter soon appeared over the horizon to makes things difficult for our duo.

The game didn’t penalize us too badly here though as they gave us some cannon fodder enemies with the chopper to rebuild our Overkill. After a few dozen clips into the metal hull of the whirly-bird and she crashed down, again in epic action movie fashion, bringing down a clock tower and a ton of brick red rubble with it.

This wrapped up our time with this new sequence with Army of Two: The Devil’s Cartel and in terms of action the game definitely looks to deliver on all levels if this sequence was what most of the game is meant to be like. The game, again powered by Frostbite 2, also looked fantastic, especially when you start using Overkill to destroy objects in the environment. If you’re a fan of co-op and a fan of third-person shooters, then Army of Two: The Devil’s Cartel looks like it might a game you’d want to keep an eye out for when it releases at the end of March 2013.

Double Trouble

As frightening as the new Dead Space 3 may hope to be, the thing that most gamers feared from it was the new drop-in/drop-out co-op feature. Many were worried about what having a second person next to them would do for the survival horror aspects of the title. We had a chance to test out this new feature recently, however, and I can attest to the fact that if you thought Isaac Clarke was messed up in the head, just wait until you meet EarthGov Sergeant John Carver.

I was allowed to play as John while another journalist grabbed the reigns of Isaac and we went off trudging through the snow in an unspecified section of the game. The first, and most obvious, major advantage of having a partner popped up almost immediately as we were swarmed by some necromorphs and with two weapons unloading at the same time, we made short work of the twisted creatures. Once we moved inside and out of the cold though, the differences in our experiences started to come forward.

It seems that John Carver has some demons haunting him, much like Isaac, since as we entered the base the walls were adorned with Nutcracker inspired toy soldiers. At this time we were told to look at our partner’s screens and both myself and the person I was playing with were shocked that only my screen had the toy soldiers. A shared play experience with singular hallucinations was definitely an interesting twist as players who communicate well with one another could actually freak the other person out depending on what other surprises the Visceral team had in store for us. And indeed the toy soldiers were not the end of our different game play experiences.

After dispatching maybe a dozen more necromorphs who had crawled out of the vents, we approached a door that only Carver could open. As I laid my hands on the door though, Carver was transported to a world within his mind with children taunting him and shadows clawing at him from all directions, doing monumental amounts of damage. Meanwhile, my partner simply saw my character suddenly spasm and start freaking out as the Carver on his screen was screaming in agony with his hands over his temples. And necromophs love nothing more than screams of torture and torment as a swarm of them came out of the walls.

While I was fighting (mostly running) from John’s demons, Isaac had to make sure neither of our actual bodies got torn to shreds. If I escaped from my moment of insanity, I could help Isaac clear out the necromorphs, but should I have succumbed to my demons, the game would be over and we’d have to start a checkpoint just before my craziness started. I know this, because I did succumb several times before realizing it’s better to run from the demons than fight them.

After finishing our short hands-on time, I can say that the personalized hallucinations and detailed back-story that John begins to exhibit have definitely renewed my faith in the co-op mode for Dead Space 3. The fact that Visceral took the time to fully develop and craft a story for this character lets us know that there is a lot more going on with John Carver than what we’ve seen and what kind of a survival horror game would it be without a few surprises? Knowing that you can play a role possibly in scaring the other player just as much as the environment or enemies around you is a great idea and one that will make me want to play the game through a second time for sure. I only wonder now what special moments may be in store for Isaac that leave John wondering just what is going on inside his partner’s head.

The Return of Some Coin-Operated Classics

I wouldn’t trade modern consoles for anything. I love what they can do, the stories they tell, and the experiences they give. But I also fondly remember the days where I would feed my dad’s jar of quarters into giant cabinets to play what at the time was “cutting edge” technology under a bunch of pink neon lights. Some days I’d pilot little starship sprites firing endlessly into the heavens to prevent foreign invaders from raining death and destruction below. Others I was a brave knight riding the noble ostrich against foes on despicable vultures. And others still I was a rally car driver racing for the championship trophy.

Well, if you’re like me and grew up during the Golden Age of arcade gaming, then Midway Arcade Origins should pique your interest. Gathering up 31 different arcade games from the early ’80s through the mid ’90s, this is the mother of all compilation discs. Considering its $30 price tag, that’s a better price than if you tried to gather all these titless individually via the iTunes store, plus you get the added benefit of hunting down achievements (or trophies) for each and every blast from the past.

Here is the full list of games on the disc that come with their original look from their pixelated glory days:

  • Joust
  • Joust II
  • Defender
  • Defender II
  • Gauntlet
  • Gauntlet II
  • Rampage
  • Total Carnage
  • 720
  • APB
  • Arch Rivals
  • Bubbles
  • Championship Sprint
  • Tournament Cyberball 2072
  • Marble Madness
  • Pit-Fighter
  • Rampart
  • Robotron 2084
  • Root Beer Tapper
  • Satan’s Hollow
  • Sinistar
  • Spy Hunter
  • Spy Hunter II
  • Smash TV
  • Super Off-Road
  • Super Sprint
  • Toobin’
  • Vindicators Part II
  • Wizard of Wor
  • Xenophobe
  • Xybots

As you might have noticed, that’s a lot of games. I doubt there’s any person out there who loved every single one of those particular titles. If you have a handful of loves in that list though, this disc features local co-op—just like if you were actually standing at a cabinet—and worldwide online leaderboards. Of course, if they were going to go online with the leaderboards, I think it would have been nice to have gone online play for the actual games themselves, probably the most glaring omission from this collection. At least you don’t have to place quarters on the TV in order to call next game.

Another drawback is that, yes, if you’re under the age of 25, it’s highly likely that this collection won’t appeal to you, since these games probably don’t carry the same amount of nostalgic weight as they do for the older set. It might serve as a nice history lesson or offer up some quality bonding time with your mom or dad, but I don’t see it holding younger gamers’ attention.

When all is said and done, though, this is a collection that anyone who considers themselves a gamer should have. A lot of these titles laid the foundation for what we know as gaming today—and are still some of the hardest games I’ve ever played, to boot. If you grew up in the same era as these games, the nostalgia alone should be enough to prompt you to relive these classic experiences all over again.

SUMMARY:  Younger gamers out there may not see the appeal, but this nostalgia-driven collection is a must have for gamers who remember placing quarters on cabinets to call next game.

  • THE GOOD: One of the best bang for your buck collections out there.
  • THE BAD: No online capability beyond leaderboards.
  • THE UGLY: Being old enough to remember when those graphics were cutting edge.

SCORE: 8.0

Midway Arcade Origins is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360. 

Flimsy Paper

The Paper Mario franchise is that rare video game spin-off that succeeded and then stuck around. Part of this is because it presented a unique way for us to look at one of gaming’s most cherished protagonists. Playing on the physics of Mario, Luigi, Princess Peach, Bowser, and the rest of your expected Mario cast of characters being cardboard cut-outs of themselves added different and entertaining game play that has allowed this to flourish. But could this series’ first portable title stand strong and continue the franchise’s trend of great RPG games, or would it be lost in the wind?

Paper Mario: Sticker Star starts off like most every other Mario adventure. The Mushroom Kingdom is throwing a party, this time to celebrate the annual “Sticker Fest” where the magical “Sticker Comet” will come and grant the wishes of everyone who truly believes in its power. Bowser hears about this, crashes the party, and runs right into the Sticker Comet, shattering it into six separate pieces that enhance the abilities of all those who come into contact with them. It’s then up to Mario to once again set off and put the comet back together, all the while fighting Bowser’s army of classic baddies, from the Boomerang Bros. to Spikes.

The great thing about Sticker Star is right off the bat you can tell it maintains all the charm and personality of those that came before it. From the physical humor that plays off the 2D nature of the characters to the music and bright colors of the Mushroom Kingdom, Sticker Star doesn’t lag behind its console predecessors in any way. It really feels like a Paper Mario game. In fact, the 3D-effect only enhances the visuals further, as more depth-of-field tricks can be performed with hidden passageways or items.

These hidden passageways don’t just lead to coin filled treasure rooms, however. In reference to some classic Super Mario Bros. titles, the overworld map is broken into stages and worlds based on themes (desert, forest, water, etc.). Many of these stages, reminding me of Super Mario World, have multiple exits that will open up alternate paths to Mario’s end goal of one of the Sticker Comet fragments. This leads to Paper Mario: Sticker Star having the largest and most sprawling world the series has seen thus far.

There are some flaws with Paper Mario: Sticker Star, though, and the most glaring resides with the new combat system. Scrapping a more traditional, XP-driven system, Sticker Star relies on the item the game is named after: stickers. You must go around the world and collect as many stickers as possible in order to fill up your sticker book. Then when you enter combat, you must spend these stickers, which only have one use each, to perform vintage Mario maneuvers like jumping and swinging a hammer.

Instead of feeling innovative or entertaining, this mechanic instead made me feel like I was in my very own episode of A&E’s Hoarders, as I’d fill my sticker book to the brim and then refuse to ever use them. In fact, since there are no rewards for defeating enemies, I actually started to avoid combat altogether for fear of running out of stickers once the really difficult, scripted battles rolled around. Even the extremely powerful real-world sticker items made me fear combat, as they also took up more space in my sticker book. I ended up becoming so obsessed with organizing and maintaining my inventory of stickers that by the time I reached the first major boss, I had stopped having fun with Sticker Star.

Another irritating aspect of Sticker Star is the constant need to backtrack. Now, I understand this is a common mechanic in many RPGs, but I don’t understand how designers would think having to retreat to your central base (in this case a small town in the Mushroom Kingdom called Decalsburg) all the time or having to re-visit stages you’ve beaten several times over is fun. And Sticker Star is by far one of the worst culprits of this we’ve seen in some time, as you often have to retread the same ground literally dozens of times.

If you can overcome these two major hurdles, there’s a solid concept for a Paper Mario game buried at the core of Sticker Star. Unfortunately, the new sticker-driven combat forcibly removes a lot of the fun from what would otherwise be a stellar portable title, and since so much of the game is progressed through the combat, the experience suffers tremendously as a whole, making this a recommendation for only the most diehard of Paper Mario fans.

SUMMARY:  The plot and adventure are both more than worthy of the Paper Mario name, and the game is set in a massive, beautifully designed world for gamers to explore. Still, these aspects can’t hide the fact that the sticker fighting system is flawed and removes a lot of the fun from the RPG combat.

  • THE GOOD: Massive new world, branching paths, and references to many previous Mario games.
  • THE BAD: New combat system is nowhere near as effective as what we’ve become accustomed to from previous games in the series.
  • THE UGLY: I still miss Mallow and Geno from Super Mario RPG.

SCORE: 6.5

Paper Mario: Sticker Star is a Nintendo 3DS exclusive. 

One MOBA to rule them all…

J.R.R. Tolkien’s massive Lord of the Rings universe has provided us some of media’s most memorable characters. From Gandalf to Gollum, you’d be hard-pressed to find someone not familiar with this fantasy realm. Rarely though do many of these great characters ever exist in the same place at the same time in the books or movies and so in the vein of a classic ‘What if?’, Warner Bros. Interactive Entertainment is bringing us Guardians of Middle Earth.

This MOBA (multiplayer online battle arena) game allows players to control one of 20 different iconic characters from the main series, as well as the expanded universe, as two teams of five players battle to eliminate their opponent’s towers. The major difference for this game, however, is that unlike most other MOBAs, Guardians will be available on consoles. Normally, this would be a problem in regards to the control schemes of most MOBAs that dictate a mouse/keyboard combo as the proper way to play. But Guardians of Middle Earth blew me away when I went hands-on with an Xbox 360 controller and found it had been simplified to a point that made it manageable, yet still a ton of fun.

Each character has a simple basic attack set to the right trigger and a variety of special powers that unlock as you level up with them set to the four face buttons. You could also carry a hodgepodge of different potions that perform the expected functions of restoring health or boosting stats for yourself or your party.

There are also the expected character classes depending on whom you choose. Sauron is a tank, Gandalf is your magic user, and Legolas is your hit and run ranged character. Along with these series staples there are characters from the expanded universe you can use like Wulfrun, a dark magic user best utilized as a defender, and who may be recognized for his role in The War in the North video game. There is also Hildifons the Hobbit, who is only briefly mentioned throughout Lord of the Rings canon, but who makes his first spectacular appearance in this very game as a brilliant tactician whose powers can set up barricades and force opponents into well laid traps.

We also saw for the first time customizable loadouts. Depending on which Guardian you wish to use, you may wish different abilities or buffs and by equipping a gem-laden belt, you can boost many different attributes of your characters. Also, there is a one-lane option aside from the MOBA standard three-lanes so depending on what match you may wish to take part in, may change how you wish to fortify your chosen Guardian.

When all was said and done, although our time with Guardians of Middle Earth was short, I walked away very excited for this game considering its status as a download title. With a bevy of competitive options ready to be explored and with all the attention to detail you’d expect for any game set in the Lord of the Rings universe, I can see myself pouring way more hours than I should into this title as it stands to be the first legitimate offering of the MOBA game style on a home console. I can’t wait to see how ‘precious’ this game ends up being when it hits December 4th.

No assassination without representation

The American Revolution is one of the most significant moments in the history of the world. And I don’t just say that because I’m an American; I say it because it set off a chain reaction like few other events in history. It marked the beginning of the end of British Imperialism. It would inspire other countries to similar revolts. It would also completely change how trade could be conducted. But we’re not here for a history lesson. After all, it might be moot; as Assassin’s Creed III shows us, the history we know and true history may not be the same thing.

Assassin’s Creed III sees us relive a new ancestral life of protagonist Desmond Miles as the remnants of the Assassin Brotherhood continue to try to stay ahead of the Templars and unlock the remaining puzzles revolving around the Pieces of Eden. After jaunts in the Crusades-era Middle East and an extended run through Renaissance Europe, we find ourselves learning how Desmond’s bloodline traveled across the pond and settled into the American Colonies—and just how much an effect Connor Kenway, his half-British, half-Native American ancestor, had on the American Revolution and what role he played in the Assassin-Templar war.

Much like the previous installments of the Assassin’s Creed franchise, the clear emphasis in Assassin’s Creed III is on the conspiracy-laden plot as Connor tries to use a steady hand and a clear moral purpose to guide history in favor of the Assassins, while Desmond tries to learn from his ancestor key clues in order to unlock advantages for the Assassins in the present day. More than ever before you will be blown away as this newest chapter in the franchise is chock full of twists and turns that quickly turn everything you know on its head both in terms of actual history and the canon laid out thus far in the series. The only gripe I can see some folks possibly having is that in order to introduce and establish a lot of the new characters this go around, the game starts off a bit slower than you might be used to with an Assassin’s Creed title.

A lot has changed though besides just a new protagonist in Assassin’s Creed III and some plot twists. In terms of game play there is a marked improvement in both variety of missions and the hand-to-hand combat system this go around. In regards to variety, the new naval missions are the prime example as you explore the waterways around the Colonies as the sea battles of the American Revolution were integral to the Colonies winning the war. You get to pilot your own ship around key strategic ports and carry out specific missions as you order your crew to blast away at various British ships that impede your quest.

Most of your time will still be spent on land, however. And if you are to make any progress, you need to be well versed in the tools of the assassination trade. Channeling his Native-American heritage, Connor uses traditional weapons like his bow and arrows and tomahawk to wreak havoc on British troops. The fluidity you now have in combat is at an unprecedented level though as you can counter and kill multiple enemies at once and perform killing strikes in quick succession with everything in your possession including the new rope dart or pistols or weapons in your enemies’ possession. And don’t worry, Connor still has his traditional hidden blades as well, although this was the first Assassin’s Creed game where I found other weapons, specifically the tomahawk, to be more to my liking.

So, you’re definitely going to get your combat fix in with this game, but there is so much more to do besides just hack your way through red coats (although that is my personal favorite element of the game). The new frontier affords so much exploration that you could get lost in it as you get in touch with Connor’s roots and get back to nature. From hunting animals for their pelts to trade to helping other folks around the frontier in order to procure their services later, the open world frontier affords you a bevy of side quests that could occupy just as much of your time as the main story if you let it.

But if you don’t want to occupy your time in the single player (you might be a few feathers short of a headdress though), there’s also the top-notch multiplayer. The Assassin’s Creed multiplayer has always had the benefit of being unique compared to what’s out there, but now they’ve decided to put their originality to the test by incorporating their versions of classic versus mode Domination and a co-op mode called Wolf Pack. Domination was thrilling in Assassin’s Creed III because it requires you to think more than your standard-take on the mode. Wolf Pack though was the real eye-opener as you and three friends must perform assassinations in unison in order to score points within a time limit and only by truly working together to get the highest scores do you have a chance of advancing through the mode’s 25 levels.

When all is said and done, it’s hard to argue with how polished and deep Assassin’s Creed III is. From new game play elements like the naval battles, the expansive frontier, new multiplayer modes, and the smoothest combat to date, any fan of the franchise will not be able to put this down and newcomers will be awe-inspired by the world laid out before them.

SUMMARY: The more fluid combat system and diversity of gameplay combined with the series’ most expansive setting and a still-engrossing story makes this the best Assassin’s Creed yet.

  • THE GOOD: Bigger world, better combat, and more diverse gameplay.
  • THE BAD: A bit of a slow start to the story.
  • THE UGLY: Have you actually ever tried to skin a bear?

SCORE: 9.5

Assassin’s Creed III is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.   

A bionic redneck’s dream

I’ve been a wrestling fan for most of my life. It started with watching Hulk Hogan take on Andre the Giant with my grandfather. Then IRS came along and tried to make Tatanka pay his taxes. However, for a short time period I admittedly fell out of wrestling fandom. But with a crazed man from Long Island being flung from the top of a demonic structure and the rise of a certain bionic redneck, I was sucked back in and rarely strayed since.

These iconic moments in WWE history were just some highlights of what is now known as ‘The Attitude Era’. Stone Cold Steve Austin, D-Generation X, The Brothers of Destruction, and many other iconic men and women of that time period would cement their legacies as well as establish WWE as the dominate wrestling brand as they overcame WCW’s mid-90s advantage in the Monday Night Wars. And now, WWE 13 is having us relive some of those great moments like never before.

With cover boy CM Punk possibly marking the creation of a new era himself after last year’s infamous pipe bomb promo, it was only fitting that WWE 13 gave fans a brand new mode this year to replace past years’ story modes by using actual storylines from 1997-2000 and having players re-enact some of the most iconic matches of Stone Cold, The Rock, Kane, Undertaker, Mankind, HHH, HBK, and more. Not only does this give younger wrestling fans an overdue education, but it gives those of us who grew up in the era the most legitimate stories we’ve seen from the franchise since WWE No Mercy. It doesn’t hurt that it cranks the nostalgia factor up to 11 either, of course.

There are numerous other improvements to this year’s iteration of the WWE franchise though in terms of both presentation and game play. No, unfortunately not all of the hit detection and in-ring glitches we’ve almost become accustomed to were worked out. But besides these occasionally troublesome setbacks (its hard to suplex someone when they are cemented in the middle of the announcers table), there are new outside the ring features like ‘OMG!’ moments where you can sacrifice a stored finisher to spear a foe through the barricade or with super-heavyweights like Big Show and Mark Henry, actually smash the ring with a superplex.

Something the WWE franchise is known for, its creation features, has also seen marked improvements as additional layers and items have been added to wrestlers, like an individual layer for kick-pads on your shins. You can also now customize the stage and Titantron in Create-an-Arena, and even make your own Championship belt if you’re really old school and want to introduce something like the old AWA belt back into the mix. Altogether, this is amazingly the deepest creation suite we’ve seen yet.

There has also been a lot of fine-tuning in terms of the game play. Due to many matches from last year’s game seemingly ending much too quickly, many wrestlers health bars have been extended to help add some length to every time you step into the ring. This can sometimes lead to the precarious position of needing to hit a pair of finishers before your foe is in a weak enough state to the get the pin, but it definitely adds the desired length to matches. The counter system has also been tweaked, giving a larger window of opportunity for you to the hit the counter button in order to reverse your buddy’s maneuver. This allows many of the matches to take on a more natural feel as now even the most green of wrestling gamers can turn the tides should they be taking on a counter-happy veteran.

The online modes have also seen some major shifts as bots are now allowed into online matches meaning players no longer have to wait for six players to actually show up to do Elimination Chamber matches or the like. You won’t get any online experience in terms of moving up levels for beating a bot, but if you just want to have a match with some friends online and there aren’t enough for the match, this is a nice quick fix.

All things told it’s hard not to say this is the best WWE game of this console generation. Sure, there are still a few glitches, and the camera transitions aren’t as smooth as they could be, but when you consider everything that has been crammed onto one disc with the ‘Attitude Era’ mode, new matches like ‘I Quit’ and the King of the Ring tournament, the still stellar WWE Universe mode, the bevy of new customization features and improvements, and the high quality most of these improvements have been made with, if you are a wrestling fan this game is simply a must have.

SUMMARY: The bevy of unlockables, still stellar WWE Universe mode, even deeper customization features, and the nostalgia driven Attitude Era mode makes this the best wrestling game of this generation.

  • THE GOOD: Attitude Era mode hits every right note for long-time WWE fans
  • THE BAD: Still some seemingly ever-present glitches and hit detection problems
  • THE UGLY: That it isn’t an option to have Good Ol’ JR call ALL the matches

SCORE: 9.0

WWE 13 is available on Xbox 360, PS3, and Nintendo Wii. Primary version reviewed was for Xbox 360.