Tag Archive: ray carsillo


The pink puffball still packs a punch

It’s hard to believe that it’s been 20 years since I first put Kirby’s Dream Land into my Game Boy and bounced the pink puffball—though he appeared more white on the limited color palette of the handheld—around Green Greens. With almost two dozen more starring roles across all of Nintendo’s platforms since then—and, of course, a couple of smaller roles in games like Super Smash Bros.—few other gaming icons are as deserving of their own celebratory collector’s edition.

Kirby’s Dream Collection compiles six of Kirby’s earliest and most iconic titles in Kirby’s Dream Land (Game Boy), Kirby’s Adventure (NES), Kirby’s Dream Land 2 (Game Boy), Kirby Super Star (SNES), Kirby’s Dream Land 3 (SNES), and Kirby 64: The Crystal Shards (N64) in their completely original versions. The package also comes with a detailed art book highlighting Kirby’s designs over the past two decades; a 45-track, 60-minute-long music CD with original and remastered tracks from all of Kirby’s adventures, and three episodes of Kirby: Right Back at Ya!, the Saturday-morning cartoon Kirby starred in for 100 episodes.

Now, the skeptic would say that Nintendo simply just slapped some ROMs onto a disc in order to capitalize on Kirby’s anniversary, and they wouldn’t be completely wrong. Nintendo fanboys would say that Nintendo’s simply trying to keep the experiences authentic and preserve the classic gameplay. And they wouldn’t be wrong, either. But I know that, personally I would’ve loved some updated graphics or even some color in the Game Boy entries—and for the games to completely fit my 42-inch TV screen.

The lack of new polish on these older titles also hurts the collection’s appeal to younger gamers who may be less familiar with Kirby and want to learn about this classic gaming protagonist. Don’t worry—this won’t turn into a “back in my day!” review—but I’m sure younger gamers’ heads will explode at the concept of playing a game that looked like the original Kirby’s Dream Land compared to the kind of graphical output they may be used to with modern systems.

Now, just because the aesthetics of these classic games don’t enter the modern era in any way doesn’t mean the platforming and puzzle action don’t translate. The NES and Game Boy games feel just as tight as they did two decades ago, and they translate perfectly to the Wiimote. But I was pleasantly surprised to find that the later games, especially Kirby 64: The Crystal Shards, actually felt better than I remembered with the simple new Wiimote layout. Though, maybe it’s just that the Wiimote feels better in my hands than the N64 controller did.

Aside from the six original games, Kirby’s Dream Collection also features an interactive timeline showing key dates in Kirby history as well as a bevy of new challenge levels inspired by his most recent Wii adventure, Kirby’s Return to Dream Land. These unique levels have an old-school arcade feel as you specialize in one of Kirby’s powers, whether it’s Beam, Sword, Spear—or one of the many others featured in that game—and attempt to clear the level and set a high score while also beating the time limit. As you set certain scores in each level, you’ll then unlock the right to attempt other, more-difficult-to-wield abilities.

If you’re a big Kirby fan and grew up with him like I did, this is a nice total package. The games don’t completely stand the test of time, but this offers older gamers a nice chance to reminisce and see how far we’ve come. Plus, considering the $39.99 price tag and all the extra features the package comes with, Kirby’s Dream Collection reminds us that’s it OK to think pink every now and again.

SUMMARY: Not all of the games in this classic collection stand the full test of time, but for die-hard Kirby fans, the entire package is more than worth the price tag.

  • THE GOOD: Six games, an hour of music, an art book, and three cartoons makes this a sweet package.
  • THE BAD: No graphical enhancement whatsoever—really just a bunch of ROMs.
  • THE UGLY: You ever stop to think about what Kirby’s enemies must go through when they get eaten?

SCORE: 8.0

Kirby’s Dream Collection: Special Edition is a Wii exclusive.

EGM Game Over Podcast 010: German Moose Be Ballin’

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] Andrew Fitch, Ray Carsillo, Josh Harmon, and Eric L. Patterson
[Date] August 24th, 2012

[Now Playing] NBA Baller Beats

[News] A whole lot of talk about Gamescom 2012, and then a little talk about how games journalists are racist when it comes to Japanese games.

[EGM Reviews] Transformers: Fall of Cybertron, Way of the Samurai 4

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

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
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After an eventful Summerslam PPV, the WWE found itself in Fresno, CA, the site of RAW episode number 1004, to witness the fallout of the biggest event of the summer.

Main Plot Overview: CM Punk continued his quest for respect last night and in the process earned the right from GM AJ Lee to name his number one contender for Night of Champions and to the delight of the WWE Universe, Punk wanted to name John Cena, but one condition. And that was that John had to admit CM Punk was the best wrestler in the world.

When John refused though, after a long tirade about how important it is to always believe in yourself and that no matter how many times you fall down you need to get back up, and a bunch of other trivial self-help garbage, the title picture remained muddied. CM Punk, still looking for that respect, then demanded Jerry Lawler, the man who said Punk turned his back on the WWE Universe, offer him an apology and say the same thing. Although Lawler did apologize, he refused as well to say that Punk was best in the world, and thus got what he deserved. A kick upside the head by Punk.

It’ll be interesting to see how this long, drawn out story goes and why the WWE feels the need to insert Lawler into this shenanigans (now dubbed Minister or Propaganda by Punk), but as long as CM Punk remains champion, as he has now for nine months and counting, things will definitely remain interesting.

Match of the Night: Quite honestly, as is typical of RAW as it shakes off the post-PPV hangover, many of the matches were very one-sided, not clear-cut, or just plain not interesting. There were a couple of contenders for the Match of the Night though.

The Divas #1 Contendership Battle Royale just because of all the ladies being in the ring at once. Randy Orton vs Alberto Del Rio was actually very enjoyable for the most part until the ending. But the match that stood out above all others was the Dolph Ziggler vs Chris Jericho rematch of Summerslam, with the stipulation that if Ziggler lost, he’d lost his MITB briefcase, and if Jericho lost, he’d lose his job.

This match had the great pacing and top-notch technical acumen that we saw the night before during the PPV, but this time there was actually something of worth on the line (even though if you follow Jericho at all, you knew he was going to lose because he’s about to start touring with Fozzy, his band, once again). The match started off with Ziggler coming out of the gates on fire, not wanting at all to relinquish his briefcase, but Jericho started hitting a few great spots including both an axe handle smash and missile drop kick off the top rope. When he would go for his patented lionsault though, things would go awry as Ziggler countered with a pair of knees to the gut, followed by his Zig Zag to end it. Great pacing and tight wrestling all around made this an easy pick for Match of the Night.

Promo of the Night: This was an easy one as RAW kicked off with none other that Mr. Paul Heyman and his client Brock Lesnar. The pair were coming down to the ring to obviously gloat after their huge win over HHH at Summerslam where Brock ‘broke’ HHH’s arm and made one the WWE’s most resilient fighters tapout.

But not only did they gloat, but Heyman, in classic feel fashion, deemed Brock the new ‘King of Kings’ and therefore the entire WWE Universe must bow down now to Brock Lesnar. The pure intensity on Heyman’s face, while Brock danced around in one spot like he always does like he’s about to hit someone, as he made this proclamation was absolutely a joy to watch and I recommend you check out the video of it over at wwe.com if you can find it.

The best part of the whole promo though may have been when they called Scott Armstrong down to the ring and Heyman told the referee to hurry up because it was live TV (of course, he may have been taking his time because they wanted to make sure they could fill three hours again), and then Lesnar got right in the referee’s face, who was told by HHH to let the two fight, and Lesnar said ‘Good job’. Armstrong then ran away before he wet himself. Absolutely brilliant way to kick the show off.

Shocker of the Night: The Shocker of the Night didn’t come in a promo or a match announcement, it came in an actual match when AJ decided it best for Kane to tag with Zack Ryder against Daniel Bryan and The Miz. This comes just a few months after Zack Ryder’s big push and feud against Kane where Kane literally push Ryder off the stage in a wheelchair and tried to do…things…with his girlfriend of the time, Eve.

Just as shockingly though was the two seemed to be working well together until Daniel Bryan, the latest target of Kane’s wrath, entered the ring against the Big Red Monster and Kane was ready to get revenge for his upset loss at Summerslam. Daniel Bryan would have no part of it though and ran straight out of the ring, through the crowd, and out of the arena, resulting in a countout win for Kane and Ryder.

Luckily, things resumed some sort of normalcy when in his rage at having lost Daniel Bryan a second time, Kane took his rage out on Ryder, delivering a Tombstone Piledriver that was originally intended for Daniel Bryan the night before.

Cheap Pop of the Night: During the Cena tirade about how important it is for someone to believe in him/herself, he kept dropping little facts about Fresno, CA, from their location to their football team and had the crowd eating out of his hand. Considering how polarizing John is typically amongst WWE fans, this was a rare moment where it seemed he had 100% of the folks in attendance behind him, even if he had to kiss their butts to do so. Therefore, it was with ease to name John Cena’s little self-help speech about Fresno the Cheap Pop of the Night.

Every adventure begins with the first step and ever since fans of the franchise Fable took those first steps eight years ago, they’ve been clamoring for each subsequent chapter since. And Fable: The Journey is bound to be no exception. But to help possibly satiate fans a little while longer before its October release, a prequel book titled Fable: Edge of the World has been released to help bridge the time gap that takes place between each Fable game.

Written by New York Times bestselling author Christie Golden, who is more than accustomed to writing in the world of geekdom with several Star Wars, Star Trek, Starcraft, and World of Warcraft books already to her credit, Fable: Edge of the World provides unique challenges because as it follows the hero of Fable III ten years into his reign, she is shaping the world around decisions many of us may not have made. This disconnect to the main character immediately left a sour taste in my mouth, but I somehow found a way to push onward.

The book’s basic premise is that the legendary land of Samarkand, best known to Fable fans for where Reaver and Garth ventured to after Fable II, has been overrun by the shadowy forces that threatened Albion in Fable III. The king and his trusted aides must now meet this threat head-on before it spreads unchecked as new and old villains alike rear their heads to cause trouble for the entire kingdom while the king is off in a faraway land.

Now, I understand that the entire premise of the book is to simply provide set-up for the upcoming game, but I couldn’t help but feel cheated after reading this book because the story felt wholly incomplete. That there was almost no feeling of resolution whatsoever and after spending all this time introducing new characters and changing what was actually the story of my personal Fable, I was left twiddling my thumbs, staring at the back of the book as if another 50 pages would magically appear to finish what Golden started here.

This was nothing more than a 250-page tease that instead of holding me over until October, has driven me into a mad Fable-frenzy as I need to play Fable: The Journey now to know how the story ends, or at least continues. In terms of selling games, this is actually a brilliant maneuver. In terms of just being an avid fantasy reader though, this blatant attempt at playing off my consumerism is infuriating.

This does give me a glimmer of hope at least for the story of Fable: The Journey though in terms of providing an interesting and compelling tale that fleshes out the myths and legends of Albion, as well as making sure that we will all have a new and interesting adventure on our hands as the idea of exploring Samarkand in a game has me very excited indeed. Of course, this is just speculation from the book as the only times the character of Gabriel, your protagonist in Fable: The Journey, is even mentioned is in the Prologue and Epilogue, but with half the book taking place there and it having been referenced several times over in previous Fable titles, it only makes sense that we would visit there at some point and that something big is being set up.

Despite the potential opportunities for adventure this book may hint at though in the October game, as a read in and of itself, I found Fable: Edge of the World very unenjoyable. Considering Fable is an adventure game that revolves around choice and this book takes very little of what you have done before into consideration, I can’t recommend this at all. Maybe next time they should do a ‘choose your own adventure’ book? Do yourselves a favor, steer clear, and make the choice that when this book hits your local bookstores today to not pick it up.

SCORE: 3.0

Darksiders gets a heaping helping of Death

It’s not easy for new franchises to break through in today’s videogame market, but the first Darksiders was able to find an audience by incorporating mature themes with familiar gameplay that hearkened back to classics like Metroid or The Legend of Zelda. So, with such a promising start, you wouldn’t expect a sequel to completely overhaul many major features. Darksiders II does just that, though.

In fact, if you were to put Darksiders and Darksiders II side by side in front of a player, they’d be hard pressed to say they come from the same universe. Yet not only does Darksiders II take place in the same universe, but it expands upon it in numerous ways, along with adding in features and gameplay mechanics from dungeon-crawling RPGs.

Darksiders II takes place at the same time as the original game; while War attempts to figure out who’s set him up for the crime that triggered the Earth’s early demise, Death figures the only way to absolve his brother of his punishment is to rectify the crime and try to restore humanity back to what it once was. To do this, Death travels to strange and foreign lands and meets creatures so fantastic and monstrosities so twisted that his own ghastly visage may have a run for its money.

From the second the story starts, in fact, the art design demands your attention, whether it’s Gothic architecture contorted into mountainous landscapes or massive rivers of lava weaving their way through hollowed-out gorges. And when you combine this with the epic scale—the open world’s four times larger than in the first Darksiders—you can easily get lost in the beauty of this distinct universe.

But Darksiders II isn’t just pretty on the surface. The hack-n-slash combat flows smoothly as you string combos together, the tight free-running controls make it feel like nothing’s unobtainable if you really pay attention to your surroundings, and the new RPG elements mean that your weapons and armor are constantly changing and upgrading due to the thousands of pieces of loot (which also directly affect how Death looks). No two players should have the same Death by the time they finish the game, as you can buff him up to the point where he resembles a traditional tank, make him more of a field general as he taps into his Necromancy abilities and calls forth his own undead army, or find a balance between the two.

My favorite part of being able to collect all the items is that you can actually dispose of trinkets you no longer need in an interesting fashion—massive piles of loot usually lead to inventory problems for many of us natural hoarders, after all! By finding possessed weapons, you can actually feed your junk items to these special treasures to power them up and cause untold levels of havoc. It’s definitely a lot more efficient out in the field than waiting to find a store, that’s for sure.

While many problems from the first game have been fixed—like imparting a more clear-cut feeling of character progression this time around due to the leveling system and a less-linear world outside of the dungeons—several new flaws have replaced the old ones.

The most glaring issue is the low level cap, which was instituted in order to prevent the idea that you might need to grind out levels to advance through certain dungeons—or that, by grinding early on, you’d have an easier time working through the game as a whole. Instead, if you naturally progress through the game, you’ll always be right about the same level as the enemies. But in Darksiders II, many sidequests require constant backtracking, so the low level cap means that the game doesn’t reward you any XP for vanquishing enemies several levels below you.

Despite minor annoyances with the level system and the occasional free-running glitch, Darksiders II is superior to its predecessor in every way. It’s got a larger, deeper world with a wide breadth of characters, a thrilling story that sucks you in and doesn’t let go, and some insane over-the-top combat. All those elements make this a must-have for fans of action-RPGs.

SUMMARY: Darksiders II trumps the first entry in almost every important way, even if a few new minor annoyances crop up in the process.

  • THE GOOD: Massive, beautifully designed open world.
  • THE BAD: RPG system creates a couple of new problems.
  • THE UGLY: Well, the dude’s called “Death” for a reason.

SCORE: 9.0

Darksiders II is available on PS3, Xbox 360, and PC, and will be available for Wii U. Primary version reviewed was for Xbox 360.

As much as Black Ops 2 looks to ensure that the single player campaign isn’t just lost in the shuffle, it’s not like Treyarch has completely forgotten about multiplayer, either. By taking advantage of the new 2025 setting and completely overhauled killstreak and create-a-class systems, Black Ops 2 is looking to give Call of Duty fans the most intense yet streamlined multiplayer experience yet, as we saw during our hands-on preview

The most striking difference was the overhauled create-a-class system, which boasts some big, readily apparent changes. Not only does the interace look completely different, the feature now acts similarly to an RPG inventory. Whereas previous games in the franchise presented you with a rigid set of inventory options, Black Ops 2‘s system is much more flexible, allowing you to assign weapons, perks, and equipment to fill up the slots you’re allotted in any way you see fit.

As game design director David Vonderhaar explains, this new system—dubbed “Big 10” internally—will work to provide players with a truly customizable experience. “You can take any ten pieces of content in the system—and this is the key differential between all create a classes before and the one in Black Ops 2. In Black Ops 1, you had to take content. You had a secondary weapon. You had a tactical grenade. You had those things whether you cared for them or didn’t care for them, whether you used them or you didn’t use them, but in the create-a-class for Black Ops 2 you don’t have to take those things. You can straight up not take a secondary weapon if you’re never going to switch to it, and then use that freely allocated point and put it somewhere else. That could be an attachment. That could be an extra perk. That could be a second lethal grenade. That’s the core of the system. That’s the difference, the key pivotal difference between this and the systems that have come before.”

David also pointed out that you’ll need to get to Level 4 in Black Ops 2 before you can unlock the create-a-class. With 55 levels and 10 levels of prestige, you’ll need to prestige at least once before you can unlock all possibilities this time around. In the hopes of us playing around with it some, though, everything was unlocked for us from the start, and I was immediately able to appreciate the changes.

I dropped my secondary weapon—admittedly, I rarely stay alive long enough to need it—and second lethal grenade, affording me two points to play around with. I then made sure my tactical grenade was what would become the bane of riot shield users (now referred to as an “assault shield,” as much like Gears of War 2‘s Boomshield, you can plant it in the ground and use it as makeshift cover), my electro-dart. Basically, this handy little device would temporarily paralyze anyone who walks by it with a mildly damaging electric shock. Of course, whoever was unfortunate to walk past it and start twitching violently didn’t need to worry about the pitiful damage, as I was more than happy to finish them off with whatever assault rifle I was messing around with.

These extra two points though I took and equipped a second top-tier perk, as David explained to us the concept of create-a-class “wild cards.”

“Wild cards are an entirely new type of create-a-class content. What makes these wild cards special is they allow you to break the rules of the traditional system. So, by allocating one of your points on a wild card, you can do things like take a third attachment for your gun, take a second Perk 1, take a second lethal, take two primary weapons, or add additional attachments to your secondary weapon. It’s wild cards that really open up the create-a-class possibilities, and there’s an intrinsic cost. They cost one of your ten. You can break those rules, but it will cost you. So, wild cards are the rule breakers.”

To be of any effect though, the wild card cost me my two open points—one to unlock the card and one to actually equip the extra perk. It would be worth it, though, as I really only needed the one weapon and its attachments.

And speaking of attachments, this is where things got really wild. I could barely wrap my head around how many different goodies I could strap onto my assault rifle. Some are your first-person shooter staples, like laser sights and what not, and others have been heavily influenced by the 2025 setting, like the millimeter scanner, which could well be the greatest anti-camping tool conceived. By equipping the scanner, you’ll actually be able to see through walls to find players who are standing still and allow you to eliminate them before they cause any real havoc. But, as David was quick to point out, the idea of gun attachments have been taken to a new level as well.

“The laser sight increases accuracy, specifically hip-fire accuracy. Now, if you’re a Call of Duty player, you know that as Steady Aim, and you know that as a perk, but in Black Ops 2, there are no perks that modify a gun. If you want to modify a gun, you will take an attachment for that gun. That is the best way for us to allow you to have an experience with that gun that’s appropriate for that gun. Whereas a perk might modify all guns evenly, this allows us to, if we think that perk-like ability is inappropriate for that weapon, then that attachment’s not available for that weapon. It’s a very key pivot here, because I can also tune this laser sight specifically for the gun, so if it’s already a gun that hip-fires very accurately, this laser sight might modify it differently than something that would have to modify all weapons evenly. That gives us a really good opportunity to balance all these weapons, because there are so many guns and so many combinations of attachments. It’s a very important part of our strategy.”

So, I had my rifle, I had my gun, I had my perks, and I had my grenades. I was ready for combat! This was your more traditional Call of Duty experience: running around, trying to capture objectives and mow down your enemies as much as possible before they got to you in order to not only win the match, but also achieve killstreaks—now called score streaks—to help your cause as much as possible. But this was another aspect of the game that had been overhauled. Not only were there rewards that were unique to the 2025 setting, like the various robotic drones you could call upon and control to bring death to your enemies, but now there were added benefits to using rewards that helped your team, like the Call of Duty staple, the UAV.

“The UAV doesn’t get kills for you, but it still helps you win, and it helps your team win,” David explained. “Those are the only rewards that stack in, that actually give you score. So, a UAV is up and your teammates get kills, those are giving you +25 every time. +25 every time someone gets a kill while your UAV is up. Well, that assures I’ll make the enemy team shoot down UAVs, right? No longer something to just be ignored, and you’re not doing much except helping your team, which is helping your team win. So this strategy is super-important to us. We want to reward players who are helping their team win the game mode—not just the game, the game mode—and we want to reward players who are helping their team. There are lots of scoring events like this. The UAV is just an example of one. Anything that doesn’t directly generate kills for you but helps your team gives you a little bit of score. Not a lot. 25. Normally, one fourth of a kill.”

This also explained the name change, as acquiring points was what allowed you to unlock rewards and so heavily objective based players (like myself) could help out the team or capture objectives and see his score increase without ever firing a shot. We saw this some in Modern Warfare 3 with obtaining experience points like in Kill Confirmed mode by just picking up dog tags, but now we’ll see a more direct advantage to this within the game.

The effect is surprisingly noticeable. When I was carrying the flag in CTF, I saw my score multiplier double each time I got a kill. There was one match where I took down four guys who’d been unlucky enough to bunch up around my electro-dart (electro-dart for the win!) and got the point equivalent of 15 kills because of the multiplier that was added on for being the flag carrier.

Aside from the standard Team Deathmatch and CTF games, we also saw Hardpoint, the newest game mode added to the Call of Duty multiplayer repertoire. The best way to describe Hardpoint is that it plays exactly like Gears of War’s Annex mode. There is one point on the map worth a set number of points, and when those points run out, the hot spot moves to another section of the map. When one team captures enough points, they win the match.

When all was said and done, I was rather impressed with what I had seen of Black Ops 2’s multiplayer. The four levels we saw—Aftermath, Yemen, Cargo, and Turbine—were designed in the usual Call of Duty fashion to keep the action fast and frantic, and they all looked great graphically. The create-a-class really made me feel like I had a say in how I went into a fight and helped me perform better than I usually do because I could make my class conform more to my strategies. Last but not least, the new score system helped me feel like I had a fighting chance to help the team out with some rewards that are normally  just out of reach for me. From what I saw, it definitely looks like Treyarch is definitely upping the ante with Black Ops 2‘s multiplayer. I’ve got a hunch that Call of Duty fans will be very pleased come mid-November.

EGM Game Over Podcast 008: BandcampVille

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] August 10th, 2012

[What We’re Playing] Sound Shapes, Darksiders II

[News] THQ decides not to go InSANE, major patches coming for games nobody expected patches for, the war between EA and Zynga, in ten years you’ll be shooting real people in first-person shooters, and Microsoft make a mistake with their digital price gun.

[EGM Reviews] The Expendables 2: The Video Game, New Super Mario Bros. 2, Persona 4 Arena
[Bargain of the Week] Kane & Lynch 2, Mirror’s Edge for $10 each

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

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
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A decent haul this week saw a couple of new number ones permeate the pile and make things interesting for this week’s Pullbox!

Note: Due to EGM’s presence at Gamescom, the Pullbox will be put on hiatus next week.

DC – Batman and Robin #12 – The new villain Terminus finally reveals himself to Batman and looks to not only destroy the Dark Knight and Boy Wonder, but all of Gotham as well!

This book was one of the most anti-climactic ends to a story arc I’ve read in quite some time. Not only did Batman easily dispose of this new villain, permanently, but the entire sequence with the bomb played out way too much like The Dark Knight Rises and it makes me wonder how much comics and movies go hand-in-hand nowadays. At the very least, we know now Batman can hopefully move on to a villain with a little more gravitas than the awful Terminus and get this book back on track after this issue jumped off the rails. Not pleased with it at all right now.

DC – Deathstroke #12 – Lobo is ready to wipe the Earth from the galaxy baby and only Deathstroke is in his way! How Lobo escaped in the first place also surfaces and it makes Deathstroke realize he has a lot more problems on his hands than just the last of the Czarnians.

Now this is how you finish off a story arc. The end battle between Deathstroke and Lobo was epic and Deathstroke’s finally few pages of dialogue really helped you see the inner workings of the character more than anything else up to this point. The art is classic Rob Liefeld meaning you either love it or hate it, but considering how much action this book had in it, I think he was the right guy for the job. The big question now is to figure out where Slade goes from here after collecting one of his biggest bounties in quite some time.

Marvel – Deadpool Kills the Marvel Universe #2 – Deadpool has a new voice inside his head calling the shots and it spells disaster for the entirety of the Marvel Universe as no one is safe as Deadpool hasn’t just broken the fourth wall, he’s shattered it!

I really thought I would be enjoying this spoof spin-off of Deadpool’s usual over the top antics a lot more, but it may in fact be too crazy even for him as it moves away from the goofy and into the dark comedy realm a bit, and I’m not really sure how I like that. The Avengers, Spider-Man, Dr. Doom, and The Incredible Hulk all fall victim to Wade Wilson in this issue and do so far too easily for my liking. I mean, I’ve wanted to shoot Spider-Man in the head for a long while, too, but this left a surprisingly poor taste in my mouth, even if Spidey’s gruesome demise was at least awesome to watch. I’m still not sure how to feel about this one, but I’ll definitely be picking up Issue Three to see just where it can go from here.

Marvel – Gambit #1 – Out of the bayou, off campus from Wolverine’s school, and on a mission to get himself into some old school trouble, Remy LeBeau, best known to the Marvel Universe as Gambit, is looking to cause some trouble with some very interesting characters.

I really didn’t know what to expect from this comic, but a cross between the spy gadgets you might get in an Ed Brubaker book crossed with the crazy thieving scenarios of something like the movie Entrapment, but with a Marvel twist (and no Catherine Zeta Jones in spandex unfortunately), left me just scratching my head in a perplexed, and definitely not entertained sort of way. The coolest thing about Gambit is his power and we barely saw even a glimmer of that in this book and then the entire ending was like diving off a cliff into three feet of water. It made no damn sense and didn’t make me want to do it again. A disappointing start for this new book and yet another Marvel #1 in recent weeks that just left me asking ‘why?’.

Valiant – Archer and Armstrong #1 – The top 1% of America is actually part of a sadistic religious cult who trains children inside an amusement park and only lets the one who can rise above them all out into the real world. His mission is simple: destroy the evil that cannot be named, but who conveniently hangs out in a dive bar in New York City as is actually named Armstrong. What the…

So, yeah, my summary is exactly what happens in this first issue of this new series from Valiant Comics. And as crazy as it sounds, wow, it was really good. It got off to a slow start and I admit it gave off a weird vibe, but by the time I finished it, I seriously cannot wait to see what happens next in what could turn out to be one of the most enjoyable odd couples to watch as Archer, the boy who rose above it all, and Armstrong, a tank of a man who doesn’t seem all that bad but is branded evil by this religious cult, will have to work together in short order I’m sure. Take what you will from the comic’s clear political statements, the point is the comic is well-written, thoroughly entertaining, and setting itself up to be something that could be a regular here in the Pullbox. Do yourself a favor, and pick this up.

Mario loves da gold! Wa-hoooo!

Ever since Mario had to traverse eight definitely different worlds, donned his first set of raccoon ears to fly, and bashed Bowser’s seven nasty Koopalings, the formula to making a great side-scrolling Mario game hasn’t changed much over the years. New items have been introduced, and Bowser Jr. sometimes takes the place of Larry, Morton Jr., Wendy O., Iggy, Lemmy, Roy, and Ludwig, but for the most part, things have stayed relatively the same.

And this formula’s maintained once again with New Super Mario Bros. 2 for the 3DS. The Koopalings, who have a bit more of a grown-up design—they’re technically of legal drinking age now, after all—and their dad, Bowser, have kidnapped Princess Peach for the billionth time. So, it’s once again up to Mario and Luigi to storm through the Mushroom Kingdom and leave kicked turtles shells and flattened Goombas in their wake, whether alone, or by linking up for some brotherly co-op action.

The twist this time is that the Mushroom Kingdom has apparently gone through some sort of economic boom, because coins are everywhere. New Golden Fire Flowers turn blocks into coins or cause enemies to yield coins when defeated. Golden turtle shells leave a path of coins in their wake for Mario and Luigi to collect. The brothers can even carry around golden blocks that drop more coins as they jump, run, and fly through eight more worlds based in familiar Mushroom Kingdom locales. Along with these new items are the returning regular Fire Flower, Super Mushroom, Invincibility Star, and Raccoon Leaf. With the Raccoon Leaf, we also see the P-Meter return—which, when full, allows Mario and Luigi to temporarily fly through the skies of a given stage.

Aside from the new items, New Super Mario Bros. 2 does offer something that’s been critical to all Mario games, side-scrolling or 3D: tight controls and intricate puzzles that can be solved using Mario’s bevy of jumps and other abilities like the butt-stomp. This platforming perfection is what makes Mario games so fun, and in that regard, New Super Mario Bros. 2 definitely succeeds with its own share of secrets, collectibles, and branching pathways that can be unlocked depending on how you should advance through the game. The more time you put into practicing your jumps, the more you should get out of this Mario adventure.

It’s also nice to see the Koopalings gimmick taking a necessary step forward to provide us wily old Mario veterans a little bit of a challenge this time around. Not only do the Koopalings have their trademark magic wands that allow them to blast fireballs at Mario, but each one also has a lair uniquely designed to their strengths, requiring Mario to overcome extra obstacles he’s never seen before from Bowser’s seven brats. This adds a tinge of excitement to reaching the end of each level; you never knew what to expect next, as the lairs are definitely brand-new experiences.

And speaking of new, the newest game mode, Coin Rush, is probably what will help keep New Super Mario Bros. 2 fresh in people’s minds more than anything, as it provides an arcade-like replayability we haven’t seen in a Mario game in decades. Traversing through three random stages with one life and trying to set a coin high score to share with your friends via StreetPass not only keeps in line with the theme of the game—which promotes you to try to collect 1 million lifetime coins—but also gives you a chance to readily compare scores with your friends like you’d see with online leaderboards.

All in all, not much has changed since the last New Super Mario Bros., but not much really needed to change in the first place. The controls are still as tight as ever, the look and sound drips classic Mario, the platforming puzzles are expertly designed, and even the Koopalings have seen a bit of a facelift. The new Coin Rush mode adds some needed replayability, and the StreetPass leaderboards can become addictive if you’re into that arcade style of play.

The only thing you might not enjoy is the fact that the Princess still hasn’t figured out how to keep out of Bowser’s clutches, but then again, it wouldn’t quite be a Mario game if she did. New Super Mario Bros. 2 succeeds in finding a way to stay entertaining using a formula first used 25-plus years ago, and fans old and new shouldn’t wait to jump into the world’s most famous plumber’s latest adventure.

SUMMARY: Though we’ve seen this formula before, New Super Mario Bros. 2 finds a way to keep itself just fresh enough while still hitting platfroming perfection.

  • THE GOOD: Still the tightest platforming out there.
  • THE BAD: We’ve seen this formula before.
  • THE UGLY: The Mushroom Kingdom’s imminent economic collapse.

SCORE: 9.0

New Super Mario Bros. 2 is a 3DS exclusive.

At SDCC 2012, EGM Reviews Editor Ray Carsillo had a chance to catch up with Mortal Kombat co-creator and creative director for the upcoming Warner Bros. game, Injustice: Gods Among Us, Ed Boon.