Incase you missed it, Ubisoft announced a new trailer and collector’s edition for ACIII last week. My good friend Ms. Hailey Bright delivered us the info over at Clevver Games, and yours truly made a quick cameo to help her newscast. Look for me around the :30 second mark. Thanks Hailey!
Tag Archive: ray carsillo
I had the distinct pleasure of joining my old friend Seth Everett to review the latest project from DC Animation: Superman vs The Elite DVD/Blu-Ray. Check out the Spreecast at the link below to see what we thought! (For some reason, WordPress isn’t letting me publish the video embed code.)
http://www.spreecast.com/events/superman-vs-the-elite-official-review

Another slow week for the most part, most likely because of the July 4th holiday, but the comics that did come out were mostly quality. So let’s see what we grabbed in this week’s Pullbox! Quick note: With EGM storming SDCC next week, the Pullbox will be taking a week off!

Marvel – Amazing Spider-Man #689 – Spider-Man, along with help from the living vampire, Michael Morbius, has found a way to once again supposedly cure Dr. Curt Connors of being The Lizard. What neither knows is that although they’ve cured him of the physical affliction of being The Lizard, Connors’ brain is still that of his reptilian alter-ego and sets plans in motion to continue his quest to make all of Manhattan populated by lizard people!
For the most part, I refuse to read Spider-Man comics ever since the worst storyline I’ve ever read in my comic book loving life in One More Day. But in honor of the new movie (which was awesome by the way) and new game (also really good) I figured I’d buck the boycott for one week, especially as it involves the Lizard. What perfect timing that he’s the main bad guy in the movie (sarcasm)! Seriously though, this was a solid comic if you’ve stuck with the wall-crawler through his ups and downs then you’ll enjoy the action as it sets up an epic storyline between Spidey and one of his all-time great foes. And Michael Morbius’s presence is the icing on the cake.

Marvel – Wolverine #310 – After being out of Wolverine’s spiky hair for some time, Romulus has found a way to escape out of Cloak’s darkness dimension and has also found a way to bring Sabretooth back to life. But was Sabretooth ever dead to begin with? Going back to where his most heinous memories originate, Wolverine searches Silver Fox’s cabin and the Weapon X facility and realizes he’s stumbled into another nightmare, a Sabretooth clone factory.
You knew it was only a matter of time before both Romulus and Sabretooth came back. The idea of clones though is probably the least interesting way they could have done it. Still, Jeph Loeb is one of the few people I trust with this and the set-up so far has been tremendous. Lots of action and making Cloak and Dagger major players will be interesting if they stick around for the whole of the arc. All in all if you like Wolverine, this will have everything you love about him in it, bub.

DC – Batman: Detective Comics #11 – Mr. Toxic’s true identity is revealed as…Hugh Marder?! The man Batman has been trying to save is also the same man who is trying to kill him and so there is a lot more science involved debauchery going on as the on going theme this week seems to be clones.
I understand that DC is still trying to build up Batman’s rogues gallery (for some unknown reason since it’s the most celebrated in comics already), but this story is a bit too sci-fi for me and Mr. Toxic looks like a bootleg version of the Atomic Skull. Honestly, so far this arc has been very forgettable and has done nothing to impress me and if it wasn’t a Batman monthly, I’d probably have dropped it from the Pullbox with a lot of the other ‘New 52’ garbage DC has tried to force down our throats. Hopefully this will start to pick up, or at least end quickly so that we can start a new arc that maybe I’ll care about.

DC – Red Lanterns #11 – The Red Lanterns continue their search for what has caused their power battery to become corrupted before it’s too late. The new human Red Lantern is lost in space and following his own trail of death, Bleez is trying to beat off the Star Sapphires, and Atrocius is still using blood prophecies to try locate his abomination that started it all. Who will find the source first though?
I liked that even though there was three different stories going on at once, the pace of the comic kept up throughout and there was just enough action to keep you intrigued about what might happen next with each major character and if any of them would finally catch their quarry. It does a great job of setting up the major confrontation in the next issue that we’ve been waiting for though and will hopefully end this ‘plagued’ Red Lantern Battery arc so we can get back to seeing what Red Lanterns do best and that is kick intergalactic butt.

IDW – The Cape 1969 #1 – Set in the midst of the Vietnam War, this origin story for Joe Hill’s The Cape sees how the main protagonist of that original volume comes into possession of the demonic piece of cloth and where it gets its power from as we watch his dad fight through 1969 Vietnam.
Joe Hill is one of the best comic writers of the day and seeing him branch out from his already amazing Locke and Key series is a real treat. What’s best about this comic though is that you don’t need to have read the original The Cape to pick this up and start enjoying it for what it is. This gritty, gruesome, swear word filled first issue will blow you away with its depth and action and make you forget that its supposed to be the origin story about a soul-consuming piece of cloth. Joe Hill definitely got his daddy’s writing genes.

This week’s Monday Night RAW saw the love triangle that has been AJ, Daniel Bryan, and CM Punk start to sink the champ and the number one contender. John Cena, Chris Jericho, Kane, and the Big Show are also starting to get into each other’s heads as MITB is right around the corner. Teddy Long was this week’s Interim GM and he put on the quite the show. Quick note folks: EGM will be down at San Diego ComicCon all next week and so The Sleeper Hold will be put on hold for a week. Thanks for understanding.

Main Plot Overview: With an opening promo that really set the two main storylines off and running, it’s hard not to start getting excited for MITB. Although John Cena continued to walk the company line and turn all negatives into positives, Chris Jericho and Daniel Bryan saved the day with a hysterical catchphrase battle with Jericho obviously winning as he has a much fuller repertoire than D-Bryan.
CM Punk also came to the ring though and talked about the irony of AJ being the special guest referee for his and D-Bryan’s MITB WWE Championship match, but soon Kane and Big Show joined the fun before all hell broke loose.
Clearly, the WWE knows the WWE Championship has the best players involved right now so by putting over both Punk and Bryan’s blossoming rivalry along with re-inserting John Cena and his rivalry with Big Show and Jericho and Kane into the picture, this is the reason why we continue to watch wrestling. And the best part is how AJ finds a way to always steal the show!

Match of the Night: In terms of match quality, this was one of the weaker RAWs we’ve seen in a while. Most matches ended in only a few minutes or didn’t even get started due to classic heel maneuvers. It was good to build characters up for the MITB PPV again, but if you were looking for any kind of wrestling, this definitely wasn’t the night to watch.
But if I had to choose, I was pleasantly surprised actually by the Mixed Tag Team match between the odd team of Sheamus and AJ taking on Vickie Guerrero and Dolph Ziggler. Obviously, this was mostly a match between Sheamus and Dolph as the two put on a really good show hitting very solid spots. If they had put on this good a match at No Way Out, I would’ve walked away a much happier camper than I already was from that PPV. The end was also solid as after Sheamus Brogue Kick’d Dolph out of the ring (just after Dolph did the cowardly heel move of tagging in Vickie), AJ came in, pulled off a couple of nice moves including her Daniel Bryan-esque kick to the head finisher and got the pin.

Promo of the Night: As good as the opening promo was, especially with Jericho and Bryan trading catchphrases, and a later catty one between Eve and AJ that was surprisingly solid, the clear winner for this is Paul Heyman’s interview via satellite with Michael Cole and Jerry Lawler.
Heyman’s big announcement was that Brock Lesnar is waiting for the 1,000th episode of RAW to announce if he will participate in Summerslam (need to fill those three hours pretty badly now). But it wasn’t just this announcement, it was that he declared he had figured HHH out. That HHH wanted to be destroyed at Summerslam by Lesnar because then HHH could be a hero, the king carried off the battlefield on his shield and placed in the corporate suit he has desired for so long without losing any face with the WWE Universe or the wrestlers in the locker room. And he did with that classic Heyman venom that makes you appreciate how good a heel he truly is.

Shocker of the Night: Tyson Kidd’s quick upset of Tensai was in the running for this, but again this seemed to just be a way to build up hype and conflict between participants in MITB. But it was the frontrunner until the very end of the night.
At this point, AJ’s continued interference in matches isn’t something new or surprising. In fact, it’s getting close to the point of irritation now (I still love her though) and hopefully this storyline will start to wind down after the results at MITB. But how she decided to interfere in the CM Punk and John Cena vs. Chris Jericho and Daniel Bryan tag-team main event of the night was absolutely brilliant.
After all four men entered the ring for the standard chaos that ensues in these kinds of tag matches, Cena and Jericho fought each other up the ramp and out of sight. Punk and Bryan, the legal men, then put on a great individual effort with quick pacing, a few great spots with counters and high flying maneuvers, and then AJ made her appearance. When ignored by the two terrific tacticians in the ring though, she resorted to desperate measure and pulled out a table. Maybe like the Dudley Boys of yesteryear, she’s got a thing for wood. Anyway, she climbed to the top turnbuckle and made it seem like she was going to put herself through the table. Finally, Punk and Bryan’s attention was got and they moved over to convince her it wasn’t worth it. When in the right place, AJ then pushed them both through the table, started laughing maniacally, and started a ‘Yes’ chant all her own. My jaw dropped as my fellow New Jersey AJ native pulled one over on the WWE Champ and number one contender. Wow.

Cheap Pop of the Night: Continuing the trend leading up to the 1,000th episode, Heath Slater has been taking on WWE Legends. And for a good while I thought this would be the week the streak of this being the ‘Cheap Pop of the Night’ would be broken as Doink the Clown returned to a WWE ring…unfortunately. Lucky for Heath though as he finally broke his losing streak and emerged victorious. The cheap pop came though when DDP, Diamond Dallas Page, walked down to the ring to congratulate Heath on the win. After a hearty handshake, not surprisingly, DDP then hit the Diamond Cutter and the crowd erupted.
Honestly, DDP looked in bad shape. He was deathly thin and I thought he was going to hurt himself doing the Diamond Cutter and looked the worst of all the Legends to come out for this segment so far. I also wonder what sorry sap had to come to ring dressed as Doink as I highly doubt it was the original.

Set in a world just like ours, The Secret World asks what would be if all the monsters, myths, and legends we’ve told over the years were actually true…and gives you a chance to kick their butts. We sat down with Martin Bruusgaard, Lead Designer on The Secret World to pick his brain about it all as the game launches today.
EGM: Instead of your typical class or level systems, The Secret World touts being ‘highly customizable’ when it comes to your characters so there isn’t the standard level grind of a lot of other MMOs. How do you think this will affect the draw of your game to the more hardcore MMO player who is used to these systems and how does this customization feature work in powering up your character?
Martin Bruusgaard, Lead Designer: I think hardcore MMO-ers will find this as a very welcomed break from the norm. I think players have been waiting for a game where they’re not locked down to a class, but rather let the players forge their own play style. Remember that when you play a class, you are locked down to that class forever. If you want to try a new class you have to start a new character and then play through all the content you played before, while your friends are all in the endgame. In The Secret World you can swap out abilities whenever you want, except for when you’re in the middle of combat. This means that the different strategies to take down a difficult encounter multiplies thousand fold, and this has always been the design intent; To give players the freedom to make smart decisions, and reward them for it.
EGM: The game takes place all over the world in both real world locales and fictional settings. With the real world settings it is easy to draw inspiration from, but where did you get your designs for the mythical places your adventure in The Secret World will take you?
MB: What do you mean by fictional setting? Everything is true! Hehe, joke aside, we have a fantastic team who have investigated all types of myths and legends all around the world. We developed many different concepts for the different locations, and went with the ones that seemed most plausible in our real world setting. Since we are mimicking the real world, OUR real world, it’s very important that even the fictional locations are believable. We are trying hard to make it feel just like another place you can visit. What does El Dorado look like today? What is all this machinery doing in Hell? Play the game and find out!

EGM: Aside from these mythical locations, much of the game draws from various mythologies, local legends, and pop culture and even features time travel. How was it to try to strike a balance between these creative elements to make them still feel new and refreshing to players?
MB: As I mentioned, we have a great team that investigates all these different elements of our world, and a lot of the challenge are incorporating this into the game world in a believable fashion. I really hope players will appreciate the amount of research that has gotten into the game. Everything from NPC names, to item names to little snippets of information you can pick up through the lore system. Some players will probably enter our travel hub, and think “Cool, they have a travel hub”, but I hope most of our players will actually Google why it’s called Agartha…
EGM: A key to any MMO is PvP. Talk to us about how The Secret World‘s PvP works in a world without leveling and what makes it stand out from the competition.
MB: First of all I should mention that we have 3 factions, The Templars, The Illuminati and The Dragon. Having three sides in PvP always creates more interesting gameplay. There’s never 2 sides just butting heads, but one always have to look out for that joker in the mix.
We have 3 different kinds of PvP. In each hub, we have a fight club, which is a free for all PvP arena. This is a perfect spot for players to practice dueling, or just to test out their builds. Players are also already making plans to host PvP tournaments there. In addition to that we have the Battlefields. These are legendary locations all over the world, which the secret societies fight over. The two locations we launched with are Stonehenge, and Eldorado. Stonehenge is a king of the hill type of match, where each of the three secret societies has sent a team of five players to battle over who gets to control the power of Stonehenge. In Eldorado, the secret societies have sent a team of 10 to battle over some ancient Mayan artifacts. This is a capture the flag type of gameplay, but the twist is that instead of bringing the flags back to your base, you have to pick a spot on the map and defend them with your life.
Finally we have the Warzones, which are persistent PvP playfields that can hold up to 275 players simultaneously. Players fight over control of different facilities, and the cool thing is that the bonus for controlling these facilities is distributed across the whole secret society, not just the ones fighting. So you can basically go in there, kick ass, and become the hero of your secret society, since they all benefit from your efforts.

EGM: Another thing that we noticed makes The Secret World stand out a bit is the audio. From the moans and groans of the undead to the citizens you try to help, it sounds like there is a voice actor for every character in the game! What went into the audio production in the game and how important do you think it is to setting the supernatural mood?
MB: We are putting huge emphasis on the sound in our game. We have gotten some fantastic music composed that really sets the tone perfectly if you’re walking in a back alley in London, exploring the forest in Transylvania or traversing the desert in Egypt. We have also gotten some world class voice actors to give life and soul to the various characters the players will encounter. We give out quests or missions as we call them, a bit differently in our game. The characters the players will meet in the game world will never ask for anything specific from the player, but rather tell them a snippet of their own life and the situation they’re in. Therefore it’s very important that their voices are first class, and that the players believe and empathize with them.
EGM: The elephant in the room is obviously you guys have a subscription base going in. You’re starting to see a lot of MMOs move towards the Free-to-play route. Was this ever an option for you guys? Is there a possibility of that happening in the future? What made you stick to this route?
MB: We’ve obviously considered several business models, and we concluded that the subscription model was the right one for The Secret World. There is definitely still room for the subscription MMO provided you can supply the level of quality both in the launch version as well as in the ongoing updates after launch.

EGM: You’re wrapping up the beta here as the game prepares to drop July 3rd. How important has the beta been towards making the push to the final product and making those last tweaks to the game world, especially so close to launch?
MB: It’s been incredibly valuable. We have had some fantastic testers, which actually focused on testing, instead of just playing the game for a couple of hours to see if they will buy the game at launch. We have reacted to their feedback continuously, and have patched very frequently. We have also set up runs with the testers where the developers went in as observers to see what issues the players were facing, what they could potentially exploit, measure the difficulty rating, etc. It has been a very successful beta in our views, and we are very grateful to all our testers.
EGM: The game’s story does come to an end after a long and winding road, but are there any plans in the future for add-ons possibly already in the works or a fourth faction maybe to play as aside from the Dragons, Illuminati, or Templars?
MB: We have lots of plans for the coming years! The story does not end, but a chapter finishes. It will give the players some closure and more understanding of The Secret World universe, but there are still questions to be answered. As the players play the game, they will realize that there are definitely other factions at play here, but if the players get to play as them remains to be seen. We will release our post launch plans, and our content update info relatively shortly after launch.


A huge week last week means no surprise that this week was a bit of a lighter hit on the ol’ wallet. That doesn’t mean we didn’t have some quality comics though for us to deliver in this week’s Pullbox!

Marvel – Wolverine and the X-Men #12 – Wolverine and the Avengers continue to keep Hope away from the Phoenix Five as a massive fight breaks out in one of Wolverine’s favorite dive bars. Hope escapes though after Wolverine and Rachel Grey have an impassioned speech explaining both their cases and Rachel must return to Cyclops empty-handed.
So, I’ve been avoiding the whole Avengers vs X-Men event, but with the slim pickings this week, it was an inevitability. There were a lot of great things about this issue. The two-page spread of the Avengers amping up for battle was the first ‘Oh wow’ moment I’ve had in a while from a comic book in terms of art and with the cheap shots that Wolverine throws at Rachel like saying it’s great her mother wasn’t here to see this was just wonderful writing. It shows how personal this fight has really gotten. The only thing better was the ending where you see that Rachel starts to remember who she really is and Gladiator finally reaches Earth, setting up an epic fight for the next issue!

Marvel – X-Men Legacy #269 – Rogue starts coming into her own as she sees the real good that the Phoenix Five are doing and borrows Iceman’s powers for a short while to assist some folks down in the Gulf of Mexico. Unfortunately for her, Ms. Marvel crashes the party (looking as hot as ever) looking to talk. Rogue isn’t really in a talking mood though.
Again, this issue shows how personal things are starting to get for a lot of these characters as Rogue tries to absorb Ms. Marvel’s powers again and Ms. Marvel freaks out as these two had a long and sordid history caused by Rogue absorbing too much for a long time and putting Ms. Marvel into a coma. The fight though between Rogue with a hint of Ms. Marvel’s power and a hint of Iceman’s versus a fully powered Ms. Marvel was epic to see play out, but I admit I was a little disappointed in how brash Rogue acted as it didn’t offer up a chance for the quality dialog like what we saw in Wolverine and the X-Men. The twist ending though with Magik helps us see where this whole event is going though as it looks like a lot of the X-Men not touched by the Phoenix may start rebelling soon.

DC – Before Watchmen: Nite Owl #1 (of 4) – The Nite Owl we know from Watchmen is actually a legacy hero, carrying on the mantle for the original when he grew too old. This book explores his origins, his relationship with Rorschach, and his first encounter with Dr. Manhattan and Silk Spectre, also a legacy hero at that point inheriting it from her mother.
Honestly, this Before Watchmen event has been hit or miss with me so far and DC is only batting .500. The Comedian book was stellar, Minutemen and Silk Spectre were both disappointing, but Nite Owl falls on the side of awesome. Seeing how young Daniel was inspired by robotics and designed a lot of his tech from an early age was something we never really saw from the character. Or the crush he instantly developed for Silk Spectre. His rapport with Rorschach was also comical and so this book lays an interesting foundation of action, humor, and romance in only its first couple dozen pages in this first of four mini-series.

DC – Green Lantern: New Guardians #10 – The Reach are on the verge of claiming the Hope Lanterns’ Power Battery, but Kyle, Arkillo, and Fatality arrive on the scene to provide aid and allow the Hope Lanterns to reach their full offensive potential. But is the battle already lost and what will happen should the Hope Power Battery fall into the wrong hands?
It’s rare to see the bad guys win in comics, but Kyle’s uncharacteristic lack of hope is the downfall for the group here. Saint Walker is not pleased with abandoning the homeworld of Hope and you may start to see some other lanterns exercise other emotions…like rage. I admit, this new Green Lantern monthly has slowed down some in the past few issues and it doesn’t seem to know what direction it wants to take. The characters are definitely dynamic enough if properly written, but aside from Arkillo and Saint Walker, no one has really stood out since the first couple of issues. If this trend continues, this monthly may no longer have a place in my box.

IDW – Teenage Mutant Ninja Turtles #11 – The TMNT are still without Master Splinter, but a lucky break may point them in the direction they need to finally track down the Foot headquarters and bring home their father. Meanwhile, Splinter is trapped in a life or death battle against the entirety of the Foot Clan as the Shredder watches on!
Kevin Eastman’s return to comics with a re-launched TMNT has been glorious and this issue continues that trend. It’s build up to the battle we’ve longed to see between Splinter and Shredder is terrific and Splinter’s inner dialogue is something of pure beauty, only eclipsed by the banter the two ninja masters have with each other as Splinter takes down lackey after lackey. It will be interesting to see where the turtles themselves go from here though as the spotlight really hasn’t been on them for a couple of issues and if they can get to Splinter in time before exhaustion allows one of the Shredder’s deadly blades to hit a critical blow and just what will happen when they take on Shredder for the first time.

Zombies aren’t always the biggest concern…
Continuing the five-part series based on Robert Kirkman’s celebrated comic book, Telltale’s second episode of The Walking Dead will leave you horrified, disgusted, and inexplicably craving more by the time you’re done.
Subtitled Starved for Help, this tale takes place three months after the end of the first episode and sees Lee, Clementine, and the rest of the survivors from the first chapter bunkering down in an abandoned motel. Running low on supplies and even lower on food, the group starts to turn on each other, with Kenny and Lilly vying the most to assert themselves as the alpha dogs. All seems lost, but other survivors suddenly approach the gate and offer a trade that seems too good to be true: food for fuel.

It turns out these survivors happen to own a dairy farm up the road, so Lee and the rest of the gang set out to explore the grounds in order to see whether a change in venue might give the group a better chance of surviving. But along the way, they run across bandits—and, when it seems like these aren’t just any ordinary old dairy farmers, Lee realizes that the zombies aren’t the only monsters out there in the world…
If you enjoyed the first episode of The Walking Dead, then Starved for Help definitely won’t disappoint. The continued character development of the core group—with the introduction of several new members to your ragtag band of survivors—constantly intrigues. All decisions and non-decisions are even more critical this time around, and I loved the fact that the zombie invasion really serves as more of a simple backdrop for this episode—the whole motif surrounding humanity’s dark side will make you rethink a lot of your decisions as the game unfolds. And all I can say is that I can’t wait until more of my friends play so that we can discuss certain scenarios and explore how we all handled them differently. Personally, I was in the minority for some and the majority for others; the stat tracker that illustrates how other Walking Dead players approached the game is a highlight of the experience.

That’s not to say that this episode is without its flaws, though. Lee’s walking pace is dreadful, and though this understandably builds suspense at times, it just feels like a drag most of the time—it takes forever to walk from one end of the farm to the other. I just wish that, in certain scenarios, the player could hold down a button, and he’d break out into a light jog. There’s a zombie apocalypse going on, man—show some hustle! I also love how, no matter how big an item Lee may add to his inventory, it magically disappears when he places it behind himself—like he’s got a wormhole in his butt that he uses to dispose of all large items.
If you love The Walking Dead and enjoy point-and-click adventures, though, this series may well be Telltale’s crowning achievement when all is said and done. Until then, we’ll all just have to endure the painful wait until the next episode, Long Road Ahead, finally becomes available later this year.

SUMMARY: The second episode in this five-part series cranks the twisted-ness up to 11—and may push you in directions you never even thought possible.
- THE GOOD: A twisted story chapter that shows zombies may not be the only monsters out there…
- THE BAD: Lee’s lackluster walking pace needlessly extends the experience.
- THE UGLY: Human-flavored beef.
SCORE: 9.0
The Walking Dead: Episode 2—Starved for Help is available on XBLA, PSN, and PC. Primary version reviewed was for XBLA.

Spider blood…spider blood…radioactive spider blood
The Amazing Spider-Man marks Beenox’s third Spider-Man game in as many years, after 2010’s Shattered Dimensions and 2011’s Edge of Time. But unlike the Quebec-based developer’s previous representations of everyone’s friendly neighborhood wall-crawler, this title marks a return to classic form for Spidey, as Beenox finally takes a shot at inserting Marvel’s webhead into an open-world New York City.
Taking place immediately after the events of the alternate-universe movie from which the game draws its inspiration, Amazing Spider-Man sees Spidey once again saving the city from a cataclysmic threat—and he’ll need to forge unusual alliances in order to overcome the hurdles thrown his way. And that’s all I’ll divulge; while the game spoils elements of the movie, I won’t ruin anything when it comes to the plot. Just trust me when I say that whether you’re for or against this Spider-Man relaunch, the Amazing Spider-Man spins an intriguing tale that features lots of entertaining callbacks from the wall-crawler’s history that’ll have old-school fans cheering—yet it still stays true to the new universe that the folks at Sony Pictures created for the film.

The most marked difference in Beenox’s open world comes from the camera angle; it pulls in tight on Spidey as he swings through a beautifully rendered digital Manhattan. This up-close, personal feel really imparts the proper sensation of swinging at high speeds through the concrete canyons. Unfortunately, when Spidey moves into indoor areas—such as when he infiltrates labs or goes deep into the sewers—the zoomed-in camera becomes a hindrance, as it makes wall-crawling and combat much more difficult.
And speaking of combat, that element sees an overhaul as well, as it takes a page from Batman: Arkham City and offers Spidey a new counter system. But instead of wavy lines appearing above enemy heads à la Arkham City, they appear above Spidey’s noggin as an indication that his Spider-Sense is tingling—and using the wall-crawler’s inherent super-agility to pull off impressive combos definitely feels rewarding. But the zoomed-in camera makes it difficult to see where all the enemies are at a given time—and to know just when you’re in or out of trouble. As a result, using Spider-Sense really becomes necessary, as many enemies like to lurk just off-camera.
Another new addition to Spidey’s arsenal is the Web Rush maneuver. Old-school fans will immediately see similarities to the Web Zip move from older Spider-Man games, but the Web Rush is interesting because you can pull it off just about anywhere, anytime—the game’s engine calculates, in real time, how Spidey would naturally get from Point A to Point B. Sure, the animation makes it look like he’s floating instead of actually using his superagility, but indoors, Web Rush is critical—and outdoors, it makes gathering the game’s 700 collectibles much easier.

Yes, I said 700 collectibles! That, unfortunately, is another downside here. Literally every corner in Manhattan is littered with digital comic-book pages, and if you’re a completist like myself, you’ll go insane trying to collect them all. I appreciate that these pages unlock some digital versions of key Spider-Man comics from which the game draws its inspiration, like the first appearance of Iguana (Spectacular Spider-Man #32) or the first appearance of Rhino (Amazing Spider-Man #41), but the bevy of collectibles, along with a plentiful amount of side missions similar those seen in older Spidey games, comes across as clutter that almost gets in the way of the story the game tries to tell.
Still, this is certainly a well-polished Spider-Man experience, and it’s rare that a movie game actually doesn’t suck. The story is intriguing, web-swinging is enjoyable, and you honestly can’t fault Beenox too much for cramming in so much content—after all, we’re usually complaining when it’s the other way around. I will warn you again, though, that you’ll probably enjoy the story a bit more if you actually see the movie first, which means you’ll have to wait at least another week before playing the game. It’ll be worth the wait, though—all Spider-Man fans will enjoy this novel, twisted take on one of comics’ most iconic heroes.

SUMMARY: The best Spider-Man adventure in years isn’t quite what it should’ve been. Developer Beenox actually crams too much into the package, cluttering what could’ve been a landmark tale for Marvel’s wall-crawler.
- THE GOOD: Best web-swinging mechanics in years.
- THE BAD: Way too many collectibles and side missions clutter up the main experience.
- THE UGLY: Rhino, Iguana, and Vermin cross that line in a three-way tie.
SCORE: 8.0
The Amazing Spider-Man is available on PS3, Xbox 360, Wii, 3DS, DS, PC, and iOS. Primary version reviewed was for Xbox 360.

Don’t forget to bring an Umbrella
Serving as a refresher course on the bulk of the Resident Evil series before Resident Evil 6 hits this October, Resident Evil: Chronicles HD Collection pairs the previously released Umbrella Chronicles and Darkside Chronicles for the Wii, gives them an HD facelift, and delivers them on a silver platter for less than $30 on the PS3. And, considering the amount of content here, if you haven’t played these on-rails renditions of the original classic Resident Evil game—or the originals, period—you should definitely jump on this bargain.
But if you’ve played these titles previously and remember all the way back to 1996 (when the first Resident Evil released), there really isn’t much here that you haven’t already seen. Not to mention that if you lack a Move controller, you’re out of luck altogether. Sure, seeing the original Resident Evil titles from a first-person, on-rails arcade-shooter perspective might be interesting, as they offer slightly different takes on the in-game events. Aside from reliving the major beats of this iconic survival-horror franchise from a different viewpoint, though, there’s just nothing new to suck you in.

Umbrella Chronicles follows Resident Evil Zero, the original Resident Evil, and Resident Evil 3: Nemesis. What’s interesting here, though, is that the between-level narration comes via the viewpoint of the franchise’s longtime antagonist, Albert Wesker. The final level is original to Umbrella Chronicles (though not the collection) and offers you the chance to play as Wesker as he attempts to remove Umbrella’s most important files from a Russian stronghold while Chris and Jill try to take it down.
Darkside Chronicles follows Resident Evil 2 and Code: Veronica and also sees its own original chapter (again, not original to the collection) that centers around the personal loss of many of the series’ more popular protagonists.

I will say that if you’ve never played these games before, there’s a chance you could easily get addicted if you’re a lightgun fiend. The action plays out like a classic arcade game, with plenty of collectibles in each level that help flesh out the Resident Evil backstory. And, much like the Wiimote did during these games’ first run, the Move controller works perfectly for on-rails action like this, especially if you’ve got the Sharp Shooter attachment.
Again, the major drawback here is that if you’ve played these games before, there’s really no point in picking them up again aside from the promise of crisper graphics—and this isn’t a title that, by itself, is going to sell you on a Move controller. But if you haven’t played these games and have a Move controller, you can’t go wrong if you’re looking to kill a few hours with some classic arcade lightgun action based on a story millions of gamers already know and love.

SUMMARY: Resident Evil: Chronicles HD Collection is a solid pairing considering the price tag, but with nothing new besides the HD facelift, there’s little here to entice veteran players.
- THE GOOD: Plenty of content for the low price point.
- THE BAD: Nothing new aside from the improved graphics.
- THE UGLY: Nemesis is even uglier in HD.
SCORE: 7.0
Resident Evil: Chronicles HD Collection is a PS3 exclusive.

A huge week for comics this week and so it was hard to pick what five to give you folks reviews on. We continue to steer clear of the major Marvel event with Avengers vs X-Men mostly because it would be hard to jump into right now and I don’t want some of the other great titles to get lost. We also have a new comic from Robert Kirkman, creator of The Walking Dead that highlights our indie pick. And DC maintains the course. So, here is this week’s Pullbox!

DC – Green Lantern Corps #10 – John Stewart’s verdict has been passed down by the Alpha Lanterns, but even the Guardians are somewhat shocked that they’ve called for Stewart’s death. Guy Gardner won’t be having that though!
John Stewart always seems to be a moral compass for the Green Lantern Corps and issues that tend to be polarizing seem to always surround this character. So this story that deals with duty, honor, commitment, and a lot of other military-like values really does a great job of sticking true to form. On the other side of the coin, the brash Guy Gardner stays true to form as well as he orchestrated Stewart’s prison break. What’s most interesting though is how the rest of the Corps has rallied around Stewart and his big break out from prison is only the beginning of what looks to be an epic fight between the Alpha Lanterns and the Corps in the next issue. Plus, it will be interesting to see how the more villainous acting Guardians react to all this even further down the line. Right now, this is probably the best read of the Green Lantern monthlies and this issue continues that trend as well.

DC – Red Hood and the Outlaws #10 – Never a dull moment is to be had for our three favorite rejects. Shortly after the Night of the Owls incident has calmed down, Roy, Jason, and Kori are having some quiet time with loved ones. But right as Red Hood was in the middle of something, Starfire is visited by some old friends from her home planet and she is called back into action to fight for them…and Roy and Jason come along for the ride!
This is one of my favorite books of the ‘New 52’ and much of it revolves around the dynamic that Arsenal (Roy Harper), Red Hood (Jason Todd), and Starfire all have with one another. Plus Starfire may be the best drawn character in DC right now. I’m not sure exactly where this storyline is headed, but with possibilities of Starfire’s sister being involved, it could have an old school Teen Titans feel to it, which could be an interesting aside from how the book started and then the brief Night of the Owls interlude with Mr. Freeze. All I know is that this is usually near the top of my reading list every month and although this issue was a little slow, it’s yet to disappoint as a whole. Not to mention I’m absolutely loving Kenneth Rocafort’s art on this series. It’s just very visually striking and I love how he makes things stand out or blend together depending on the message needing to be sent.

Marvel – Winter Soldier #7 – A sleeper agent named Leo Novokov that Bucky Barnes trained years ago has been forcibly awakened. With no mission and little recollection of his past, all he wants now is vengeance on Bucky for what has happened and he will do anything to accomplish this, including forcibly removing anyone and everyone that is related to Bucky in any way from the picture. I think he’ll get the message.
Ed Brubaker’s work on this book so far has been absolutely stellar. Tying Cold War era spy story motifs into modern super heroes has been brilliant and the dynamic between Bucky, the Black Widow, and their handler should be turned into a handbook for a lot of other writers out there when it comes to interaction. Couple that with an intriguing story where Bucky’s past as Winter Soldier keeps coming back to haunt him in ways where there is always some crazy twist and this has been a fun and enjoyable ride thus far and I can’t wait to see how it continues from here.

Marvel – Daredevil #14 – With the Omega Drive supposedly taken out of the picture, the five families of Mega Crime are in shambles after taking themselves out trying to get it back from Daredevil. Matt Murdock is indeed mighty pleased with himself. Until he is suddenly teleported to Latveria and must face the wrath of Victor von Doom who had his own plans for the Omega Drive!
Daredevil has been a constant joy every month and this issue leaves us on yet another cliffhanger as Matt Murdock’s world goes from bad to worse. His sudden disappearance is once again destroying his personal life and his crimefighting life may be down the toilet as for revenge for disposing of the Omega Drive, one of Doom’s cronies has infected Daredevil with nanites that are meant to remove all his remaining senses. And without his other senses to guide him, Daredevil is all but lost. I can’t wait to see how he gets out of this one next month. Maybe a little help from his friends, the Avengers?

Top Cow/Image – Hardcore #1 – A top of the line assassin named Drake never sees his targets. At least not in person. No, this assassin uses advanced technology that allows him to ‘plug-in’ to those close to his targets, monitor them for several days, and the pull the trigger with no one the wiser. They simply think the person has gone mad. And just before the puppet triggerman is done away with, Drake jacks out. But what happens if someone tires to do something to Drake’s body while he’s jacked in?
Part of Top Cow’s ‘Pilot Season’ two years ago, this one shot by The Walking Dead’s Robert Kirkman has finally been turned into a monthly and it definitely looks intriguing as the twist in this first issue is a doozy and sets up an exciting start to this series. With Drake suspended in stasis while his consciousness is in another’s body, he has only 72 hours to use the borrowed body to save the real one that is under attack right now. Chock full of action, this book looks to be something that everyone should add to their pullbox right now if they enjoy a little conspiracy theory stuff thrown in with their violence as this book blew me away.

