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A Tail of Two Games

He is one of gaming’s most beloved mascots, but in recent years, the spiky speedster that is Sonic the Hedgehog has had trouble even getting out of the starting gates due to a difficult transition into the 3D realm. But, with games like Sonic Generations and the first episode of Sonic the Hedgehog 4, we’ve come to realize that Sonic’s natural environment may just be that of a classic side-scrolling platformer. So, when SEGA announced they were finally releasing the second episode for Sonic 4, many fans, myself included, could not wait to see if Sonic could hit the trifecta.

Unfortunately, where Sonic succeeded in his previous two side-scrolling forays, Sonic the Hedgehog 4: Episode II is held back by one key factor: Sonic’s ever-irritating sidekick, Tails. And it’s not that I mind Tails’ presence in the game, but more that SEGA felt the need to force Sonic to share the spotlight with his sidekick. In fact, the game almost feels more like a Tails game than it does a continuation of a Sonic adventure. Many of the puzzles, obstacles, and even boss battles require you to team-up with Tails in order to navigate the branching pathways of the four new acts presented to us. Whether grabbing Sonic and briefly flying with him to scale a particularly steep cliff or a special double-spin attack that lets you barrel over nearly everything in your path, the emphasis on Tails is ever-present and quite off-putting if you’re an old-school fan.

Another down point is that even though the controls have been tweaked and it is nice that Sonic feels a lot smoother than in Episode I, with the Tails team-up maneuvers, it feels like you’re fighting your joystick a lot of the time when flying or rolling in the double-spin. Just another aspect of the game that is taken down a notch due to Tails’ overbearing presence.

There are some positives to this game as well though. The audio/visual aspect of the game is absolutely top-notch. From racing down rickety roller coasters, to working your way through a Robotnik Oil Refinery, or sliding down snow-covered slopes, the level design is diverse and no two areas really look the same. The music, specially tailored to sound like the 16-bit tunes of old, are simple, but catchy, successfully reminding us of Sonic’s past exploits.

There are even some positives to Tails. Since they make you drag the fox around anyway, as he continues being flattened, forked, and flambéed as he gets left behind constantly when just being controlled by the computer, the least SEGA was able to do was insert both local and online 2-player co-op. Playing with a friend as Tails is still difficult depending on your communication skills, but at least it’s a lot more entertaining when you can yell at your friend for dropping you instead of the computer.

The game also offers a fair amount of replayability with the time trials feature where you can upload your times to an online leaderboard, and there are always those seven Chaos Emeralds to collect. As a nice additional bonus, if you purchased Sonic 4: Episode I, once you beat Episode II, you can unlock an additional act where you can play as Metal Sonic and learn just how it was that he came back as he traces a unique path through levels from the first few Sonic games. These levels were particularly fun as it gives fans a chance to revisit some classic locales as well as you don’t have to deal with an irritating sidekick most of the time.

All in all, this game does a decent job of finishing off the Sonic 4 story and does offer enough platforming and old-school elements that should please hardcore fans enough that they can look past many of the game’s shortcomings. It is efforts like this though that remind us why so many people consider Tails a nuisance as him hogging the spotlight for this game really forced a lot of the game play to take a step back from what fans expect and appreciate from an old-school Sonic adventure.

SUMMARY:  The controls took a surprising step back and there were too many puzzles that required Tails’ assistance for my liking. If you can get past these though, there is a solid Sonic adventure here at its core that’s worth taking a look at for long-time fans.

  • THE GOOD: Classic Sonic style action in bright and colorful new locales
  • THE BAD: Tails-centric obstacles and puzzles
  • THE UGLY: A.I. Tails still constantly getting killed just like in Sonic 2

SCORE: 6.5

Sonic 4: Episode II is available on XBLA (Xbox 360), PSN (PS3) and PC. Primary version reviewed was on XBLA (Xbox 360).  

After being revealed by retailers last week that a Family Guy: Back to the Multiverse game was scheduled for release sometime in the fourth quarter of 2012, Activision and 20th Century Fox have confirmed that they are working together to bring this game to Xbox 360s and PS3s everywhere sometime in the fall.

“Fans of Family Guy will love that we’ve taken some of the series’ most iconic and memorable moments and built them into an impressive and uncensored video game,” said David Oxford, Executive Vice President, Activision.  “Anyone who watches the show will appreciate how much we have adhered to its rich and twisted universe and characters.”

With the sub-title being Back to the Multiverse, the game is sure to revolve around the dimension hopping device that Stewie invented in the “Road to the Multiverse” episode (Season 8, Episode 1) of Family Guy. With it, Stewie and Brian travel to a Disney-spoofed world, a world where Christianity never existed and so neither did The Dark Ages, and finally a world ruled by dogs. What kind of game play this title could entail, if you can play as the entire Griffin family, and whether or not the game will revisit any of these worlds or come up with complete new ones is yet to be seen.

This also interestingly enough marks the second Family Guy video game in 2012 with the recently opened up Family Guy Online MMO from Roadhouse Interactive. All this comes after the lucrative 20th Century Fox franchise has mostly stayed away from gaming for much of its series run aside for a poorly received last-generation title circa 2006.

What do you folks think? Are you excited about a new console Family Guy game? What worlds should the game visit and what game play should it entail? How about Activision serving as publisher? Let us know your thoughts with comments below! 

An Unwanted Return to Albion

Although Fable has always been a franchise that stayed true to some very traditional RPG tenets, it’s unique story, creatures, customization, and choices has made it beloved by gamers everywhere. So, when Fable Heroes was announced as a side-scrolling beat ‘em up based on the popular action/adventure RPG series, I admit my curiosity was piqued. But, unfortunately, like many games that stray too far from the formula that works for them, like a toddler teetering away from its protective mother’s grasp with those first exploratory and cautious steps, Fable Heroes falls flat on its face. In fact, it’s so far from Fable that you wonder if this wasn’t some other game that simply had an Albion shade of paint thrown on it in the hopes of capitalizing on the strength of Lionhead’s premiere product.

Fable Heroes allows you to choose from several puppets designed after the series’ most beloved characters like Hammer, Maze, Garth, Reaver, or the Hero him/herself. You then side-scroll through familiar haunts in the Fable universe like Bowerstone or Mistpeak and take on familiar foes like Balverines, Trolls, and Hobbes, as you look to collect gold for a game within a game. You see, Fable Heroes is almost set-up like a Mario Party board where you collect gold in each level, do a handful of simple mini-games or boss fights, and roll dice for the opportunity to upgrade your characters, which then allows you to collect more gold. The end only comes after conquering each area of Albion and players are then awarded first through fourth place, as the game offers both local and online 4-player co-op, depending on much gold they collected in each level.

This additional twist to the side-scrolling beat ‘em up action does offer at least a small reward at the end of day, but it all just feels disjointed and definitely not something that long time Fable fans should respond to. The limited amount of action is dull and repetitive and with even less options for combat than traditional Fable games, I don’t see how anyone could play this for long stretches of time. The art style for the game is a definite plus though as recognizing iconic Fable locations and enemies in the child-oriented, but very vibrant and original, puppet style of the game is cute and the music stays true to the series.

At the end of the day, this isn’t even a passable side-scrolling beat ‘em up though. The ESRB rating may be E10+ (everyone 10 and older), but 10 seems to be the age limit instead for the game as this is definitely geared towards younger gamers. And they probably won’t enjoy it either because with no story told in this game (it relies on you having played the previous Fable titles) it just seems like a bunch of random set pieces mashed together with a fancy paint job. No matter if you are a fan of the franchise or not, I highly recommend that you steer clear of Fable Heroes.

SUMMARY:  Beyond the creative art style’s unique take on Fable III’s Albion and seeing everyone’s favorite characters return in puppet form, the downright boring and uninspired game play keeps this from being worth anyone’s time.

  • THE GOOD: Vibrant, unique art style
  • THE BAD: Uninspired game play
  • THE UGLY: Still dressing up like a Hobbe

SCORE: 3.0

Fable Heroes is an XBLA (Xbox 360) exclusive.

A New Day

With an abundance of zombie games in recent years, it’s not an easy thing to differentiate yourself from the mindless crowd when a new one is announced. But when you have one of the most popular comic book and TV series of the past few years as the basis for your game, that alone will turn a few eyeballs your way. Combine that hit franchise then with the unique perspective that only a developer like Telltale Games can give and suddenly your shambling ahead of the rest of the crowd.

The Walking Dead: Episode 1 does just that. Instead of focusing on action and how many NPCs can be fit on screen at once, The Walking Dead: Episode 1 revolves around problem solving, character development, and difficult choices. And zombies. This first episode takes place about a month before the comic starts, at the very beginning of the outbreak, and you play as Lee, a felon being transported to the county jail when the zombie apocalypse hits. After the cop car wrecks itself against a zombie shambling in the middle of the road, you find yourself free from the backseat and trying to survive this brand new world before you, where the dead walk amongst the living.

What impressed me the most was that because you’re not running around collecting tons of crazy guns and ammo and blasting everything that moves, but instead must point and click on key interactive items in the world to progress the story, those few instances, where you have to do the correct button prompts when you actually do square off against a zombie, are some of the most pulse-pounding, tension filled moments you’ll get in a zombie game. Include the need to win people over by building relationships with other survivors as you explore different areas of the world and you have enough action/adventure and RPG elements that should whet the appetite of people aren’t used to this genre of game, but are fans of the franchise or at least just zombie horror.

Another small aspect that I loved was that at the end of the episode it tells you what the five most major decisions were and how other people who have played the game reacted to the same situation. And they are truly major as some people’s lives literally hang in the balance. Throw in some The Walking Dead cameos by fan-favorites like Glenn and fans of the comic should be hooked.

The only real drawback for The Walking Dead: Episode 1 is that the episode lacks immediate replay value until you collect the entire series as the decisions you make here will carry over down the line into the next episode and beyond. And because of that, the waiting may just be unbearable for some. The cel-shaded graphics may also turn off some folks who prefer more realistic tones to their rotting flesh. All in all though, if you love The Walking Dead, zombie games, or other point and click adventure from Telltale, this game is more than worth the price of admission.

SUMMARY: Fans of The Walking Dead comic book or TV show will love the character development and attention to detail this first episode takes. The only downside is a lack of replay value and the waiting for Episode 2.

  • THE GOOD: Serious ramifications for nearly every decision you make
  • THE BAD: Lack of instant replay value, waiting for Episode 2
  • THE UGLY:  No matter how cel-shaded you make them, zombies are never not ugly

SCORE: 9.0

The Walking Dead: Episode 1 is available on XBLA (Xbox 360), PSN (PS3), PC and iOS. Primary version reviewed was on XBLA.

Back in Black

The original Call of Duty: Black Ops took a risk with the franchise by inserting players into a new conflict for the series—The Cold War—and changing up its storytelling mechanic to where most of the game actually takes place via flashbacks. Much like the rest of the franchise though, Black Ops was a huge success, and the new characters introduced resonated with gamers everywhere. So where could Treyarch go from here with their next chapter in the Call of Duty franchise? Well, if the original Black Ops was a change of pace, then Black Ops 2 looks to take the franchise and turn it on its head (in a good way).

The story of Black Ops 2 looks to take place in two main conflicts—the first of which is The Cold War of the 1980s. With talks of Iran, Afghanistan, and Ronald Reagan’s STAR WARS program permeating the culture of the time, you will once again work with Alex Mason and Frank Woods. Yes, Woods is alive and well (and being played by James C. Burns again) as we find that Mason’s unstable mental state had him believe Woods was dead in order to carry out his Manchurian Candidate mission. In the game play demo we saw, we briefly were introduced to what Black Ops 2’s Afghanistan would look like—along with being graced by Woods’ distinct attitude as Mason and Woods rode on horseback (with realistic horse movements as Treyarch went as far as to mo-cap some thoroughbreds) through the Afghanistan desert, working in the best interest of the time for the United States.

The other conflict will not take place in the past or even modern times—but in the future of 2025. There, you will play as Alex Mason’s son, David, who has followed in his father’s footsteps as an ass-kicking soldier supreme who has to stop a ghost from his father’s past—Raul Menendez—from ruining America’s future.

“While playing the game, you’ll see through the eyes of Alex and Frank how this monster is created in the first Cold War,” explains Black Ops 2 Director Dave Anthony.  “Then, in 2025, while playing as David, you see him again and you actually experience what this monster is capable of. While working with David Goyer [writer of Batman Begins, The Dark Knight] on pushing the story and re-writing the rules on the story telling aspect of Call of Duty, the first place we really looked was the villain himself. We wanted to create a human being—not a two-dimensional character. The best reference I can probably give you is if you look at a TV show like The Sopranos, where the main character of the show—Tony—is a villain. He is a cold-blooded murderer; he does things we in our right minds would never do. But, you find subtle layers of understanding of who he is as a human being. You find yourself empathizing with him on many different levels—it puts you in a real conflict. So we have that side of Raul Menendez, and working with David Goyer on this—the man who wrote Heath Ledger’s Joker—you can imagine how far Menendez will go. It’s been very exciting because we’ve been working on this character non-stop for 18 months and I can say that Raul Menendez will be a very memorable character for you.”

Continuing with the two conflicts aspect of the game, Black Ops 2 is really centered around two things: Player choice and parallels (beyond just the father-son relationship of Alex and David and a villain’s past and present). And it wouldn’t be a Call of Duty game if there wasn’t a conflict with global ramifications throughout. So, the first big parallel is that—much like how the 1980s were about oil and stopping the spread of communism—the Cold War of the future looks to be similar.

Doing extensive research and bringing experts on future warfare in like P.W. Singer of the Senior Fellow Brookings Institute (to add to Call of Duty’s go-to-guys on warfare Lt. Col. Hank Keirsey and Col. Oliver North), Black Ops 2’s geo-political conflict revolves around REEs—Rare Earth Elements. REEs are important because they power the laptop you might be reading this on, the iPhone you use to call your friends to talk about this preview with, or the flatscreen TV you’ll end up playing Black Ops 2 on—and 95% of the world’s REEs are currently mined in China. Electronics manufacturers are at the mercy of the world’s most populous country, and a country which could cripple the economies of many other countries if they so choose because of it. The demo we saw of Black Ops 2 hints that they might do exactly that, as REEs make everyone forget all about oil.

In terms of player choice, there are now branching paths in the middle of chapters—similar to what you might see in Gears of War, where you can choose to go down different paths with your character and see the same conflict from different angles. The example we were shown was where David could choose to take a sniping position on an L.A. freeway and cover his troops as they moved through some rubble below, or lead the charge himself and take the lead. Same conflict, two completely different points of view—an element which could give some great replay value to the campaign.

The most thrilling new aspect of Black Ops 2 may be the technology though, both in-game as well as the stuff that actually powers that game. In terms of gameplay, the demo we saw had David firing a sniper rifle with specially-charged bullets which could actually fire through concrete as thick as L.A. freeway support columns. And, we knew where to fire those specially-charged bullets because of the special X-ray-like scope attached to the gun. As David then wove his way through Los Angeles—the target for one of Menendez’s attacks—he took control of a small squad of Quad-rotor drones that he commanded through an area in a fashion similar to how Commander Shepard commanded his team in Mass Effect 3.

But you aren’t the only one in control of fantastic technology like spy drones outfitted with weapons as Menendez and his group obviously know a thing or two about hacking government equipment. Aside from these aerial drones, there were also ground drones called C.L.A.W.s that reminded me of AT-ATs from The Empire Strikes Back—another loose parallel to Reagan’s STAR WARS plan perhaps? So, aside from terrorists, David now had to contend with these unmanned drones that are more deadly accurate than a human could hope to be. And, because they don’t think like humans, they have a completely different A.I. pattern for you to contend with.

Another gameplay parallel we saw—and this one was more in line with the Black Ops series itself—was David having to fly what was referred to as an FA-38 VTOL (vertical take-off and landing). That such a plane could exist in 2025 is possible due to fact that the military is currently testing an F-35B VTOL manufactured by Lockheed Martin. Once airborne, David must shoot down a series of drones and the task itself that might remind some players of the Vietnam helicopter mission with Alex and Frank from the first game. That entire sequence though ended up playing out completely differently, as you might imagine the differences between a 1960s helicopter and a futuristic super-jet. 

Going back to the technology behind the game, I think players will be surprised at what Treyarch is getting out of their engine this time around: Their goal is 60 frames per second, and PC quality graphics on a console. A high bar to set indeed, but I would love to see if the team can pull it off. What we did see though was a pair of incomplete multiplayer maps dubbed “Aftermath” (urban area) and “Yemen” (rural area) that really showed us what they were trying to do to reach those goals, as different parts of the maps were in different stages. More complete parts had “reveal mapping”—a technology new to the series—which gives crevasses and cracks in the ground or walls a more sensitive, detailed, and realistic-looking texture to them. We also saw examples of brand new lighting schemes and particle effect, which included bounce lighting and self-shadowing to really emphasize the realistic qualities of light that are being added to locations.  I think the most impressive thing about these maps were how different they looked compared to anything we’ve seen before in the Call of Duty multiplayer.

“You’ll notice a lot of the areas you walk through are very distinct and unique spaces on the maps,” says Dan Bunting, Director of Online for Black Ops 2. “In ‘Aftermath’, I started in an empty parking lot and then moved into a parking garage, went into a destroyed street, through a fire escape tunnel, and ended up in a hotel lobby. We intentionally do this. Its important to us as designers that we design maps that are easy to understand and that players have a sense of space. As soon as they spawn in, they know where they are. They need to be able to call out to their teammates things like ‘There’s a flag carrier in the lobby!’, for example. It’s not just about communication though, it’s about how the maps flow. There’s always a learning curve when you first start off on a new map and we want to decrease that as much as possible. The fastest way to learn is by having very distinct spaces.”

Clearly, it wouldn’t be Call of Duty without its multiplayer—and it wouldn’t be Treyarch if the “Zombies” mode didn’t return. Thankfully, fans everywhere will enjoy shooting zombies once again, as that mode has been confirmed for Black Ops 2. The folks at Treyarch didn’t want to go into much detail beyond that, but Game Design Director David Vonderhaar did give us some interesting tidbits on what the team is aiming to do with multiplayer overall.

“When we knew for sure where we were going with the time period, and what the game was supposed to be like, it actually opened our eyes up to thinking very critically about challenging what assumptions we had been making about how this game should work, extending the systems that we have, and just what cows are sacred. Did the game have to work the same way it did last time just because it’s a sequel? We asked ourselves this and with many of the game’s core systems like create-a-class and kill streaks, we pulled all these things back to where they started from and asked why do we have this particular perk that acts in this particular way? Are they good? Are they bad? And we really just focused in on three key things on the design side. First, we wanted to create a healthy amount of balance. Like with the Ghost perk. It prevents you from being seen by UAVs. But that’s something that is just on/off. You can’t tune something that is just on/off. So we needed to put ourselves in the best position to where this content is tunable. Then we looked at progression.  Going from when you first pop that disc in to what for many people becomes 40, 60, even 80 hours of game play time. But most importantly, we focused in to make sure that players had the most diverse amount of game play. We challenged ourselves when it came to game play style and as long as we could keep coming up with counters for the most insane game play style then we’re confident we’d create this wide range of game play that appeals to the largest range of people possible.”

Of course, what better way to provide gameplay diversity than with a brand new mode? Strike Force Campaign is a mode that has some real-time strategy elements to it, where you can jump into the shoes of any character or drone on the field, or pull back to a satellite-like image where you can point out posts and command your troops to move where you want them to. And—depending on how well you do or do not do—the following missions and mission options could be drastically different. Again, strong player choice and replayability is being offered here, and Strike Force being its own special campaign adds a lot more meat to the game as a whole as it hits an entirely new demographic with the real-time strategy aspect.

All in all, I do not think I could have been more blown away by the demo we saw and the effort that Treyarch is pouring into this title in every possible aspect. And honestly, this is the most excited I’ve been for a Call of Duty game since the first Modern Warfare. From the parallel moments in history to the new player choices, game modes, and fantastic looking futuristic weaponry and combat, Call of Duty: Black Ops 2 is something that all gamers, not just fans of the franchise, should be keeping their eyes on as its November release steadily approaches.

Revenge is Sweet

Prototype 2 starts off a little more than a year after the events of the first Prototype. Alex Mercer, the first game’s hero, has been lambasted as the villain behind a new mutagenic viral outbreak that now cripples New York City (since renamed New York Zero). Sergeant James Heller, a man who has returned home from overseas military conflicts to find his wife and daughter murdered, supposedly by someone infected with what has now been dubbed the Mercer Virus, plans revenge on Mercer, who he blames for his loss. But Alex has other plans for our dear Sergeant, whom he promptly infects with the virus. Now, with power comparable to Mercer, Heller looks to take down all who get in his way on his vengeful path.

The first thing you pick up on when you start playing Prototype 2 is the drastic change in the tone of the story. Whereas the first game’s plot was very conspiracy theory heavy, Heller isn’t here to play detective. He has one purpose and one purpose only, and if on the way to that he blows a lot of stuff up that hurts Blackwatch and GenTek, so be it. People who love plot and story may not enjoy just how simple things have gotten, but simplifying the plot also makes the game a lot easier to relate to, helps the story pace flow more smoothly than the convoluted conspiracy theories of the first game, and helps keep the main focus on the action.

And there is a lot of action in this game, especially as you start to evolve Heller’s powers with a streamlined upgrades tree. Not only are many of Heller’s powers different from Mercer’s beyond the wall-running and gliding, but a lot of the control issues from the first game have been done away with and so a new game play element has surprisingly crept in: stealth. In the first Prototype, if you picked something up, you automatically set off an alarm. Now, it just raises your suspicion level and you can place it back down and wait for things to cool off without entering conflict. You also have a new sonar sense so you can tell who is most vulnerable in a group of enemies, sneak up behind them, stealth consume them, and work your way into Blackwatch bases or GenTek facilities without ever tripping an alarm. And seeing the reactions of soldiers and scientists as they realize their co-workers are slowly disappearing is hysterical.

Of course, if you want to be a bull in a china shop, you can do that, too. And with powers like “Black Hole”, where you fire a cluster of tendrils at someone or something and when the cluster makes contact, the tendrils explode outward and pull in whatever is within reach, doing massive damage, it’s not going to be easy to take Heller down.

The one downside to all this is that the game play can get very repetitive after a while. There is very little in terms of mission variety beyond murdering high value targets for information or new powers as you build up to the final confrontation. I never thought I’d see the day where I’d get bored suplex-ing a tank, but it can happen in Prototype 2. And the mini-games that are present are good for building up experience, but really are a sad attempt at changing the pace of action as they are not at all necessary on your path towards completing the game and aren’t as fun as they were in the first.

The game also has a fair amount glitches in it. It’s understandable with such a complex physics system in an open world that sometimes things won’t go as smoothly as they should, and these can be patched later on, but some of these glitches are in the vein of Skyrim or Red Dead Redemption where they are more humorous than game play hindering. I’m talking NPC hobos randomly flying across the screen for no reason or bouncing around in the middle of the street like they’re having a seizure or standing in place and floating up the side of a building like they’re in some invisible elevator.

All in all though, if you enjoy superhero games, then you’re going to really enjoy Prototype 2 because I imagine this is what it would feel like if you had a Spider-Man symbiote to play around with. There is never a slow moment (although they are repetitive) and the story is solid, if not as good as the first. The voice acting is superb, the graphics are awesome (when not glitching), and at the end of the day, I had more fun than not smashing up a virus-laden NYC.

SUMMARY:  The rough controls of the first Prototype have been tweaked and revamped to allow for a more user-friendly experience. The story also flows a lot more smoothly than the more conspiracy-driven first game.  Unfortunately, even with Heller’s different powers, Prototype 2 does become tedious at times as there is little variety in mission parameters, but you should still find some fun in blowing up everything that gets in your way.

  • THE GOOD: Many of the rough edges from the first game have been smoothed out
  • THE BAD: Lack of game play variety
  • THE UGLY: All non-human bad guys look like something you would puke up.

SCORE: 8.5

Prototype 2 is available on Xbox 360 and PS3. Primary version reviewed was on Xbox 360. 

Darwin’s Daredevils

The original Trials HD won over the hearts of wannabe daredevils everywhere when it first crashed (literally and figuratively) onto the scene in 2009 with its tight controls and the simple, yet addictive game play of a motorcycle rider working his way through insane and twisted obstacle courses. So, when a sequel was announced, fans everywhere double-checked their life insurance and prepared to start smashing and crashing all over again.

And it’s a good thing they did because both fans of the original Trials HD and gamers who may have missed it the first time around, but are curious about the hype, will find that with just a few tweaks and expansions to that original base concept, Trials Evolution has done just that: it has evolved. Mind you, the core is still pure and simple. You are a motorcycle rider tasked with working his way through a series of insane courses that range from some simple slopes in the countryside early on to doing back flips through dilapidated factories or jumping the mini-canyons that have opened up between parts of a rickety wooden roller coaster as the game gets progressively more difficult.

The key part to making these obstacle courses so fun and exhilarating though is the tight controls. Every flick of the joystick that helps shift your rider’s weight as you try to maneuver your way though each course with as few crashes as possible, while still maintaining top speed (or at least close to it) in order to beat the clock, is as fine-tuned as ever and is definitely not for the ham-handed. This gives the game a difficulty at times that older gamers may liken to the classic perilous platforming of a Mega Man and although this may frustrate and turn off some less patient gamers, the feeling of satisfaction for a hard track mastered is second to none.

But there is a lot more to this game that just the several dozen obstacle courses laid out for you in the single player mode and a chance at working your high score onto the leaderboards. Trials Evolution now also features a 4-player versus mode where players will take on the same course, side by side, and attempt to win a series of races that almost have an Excitebike feel to them. Crashes are, of course, penalized so not only is it a race against your opponents, but just like in the single player, the richest rewards are for those who can maintain their balance on their two-wheeler the entire way through.

The grandest addition to the game though may be the expansion of one of the original game’s most illustrious features: the track builder. Now, there are two different versions. A ‘lite’ version that is similar to the first game’s and a ‘pro’ version that is actually the same track builder that the developer used to build each track in the single player mode. This offers possibly unlimited replay value for Trials Evolution as the community is challenged with making tracks that are worthy of the Trials name. And with tons of zany new additions, like UFOs or Jetpacks being your transportation mode of choice instead of your standard motorcycle, the possibilities are near endless.

Trials Evolution does have a couple of minor shortcomings. Obviously, there is no real story to the single player mode and the audio can get repetitive. As you progress and crash more and more, hearing the same crunch as the last time you crashed can get on your nerves a little is all I’m saying and I think having a licensed music selection would’ve been a lot more in the game’s interest than the generic stuff we hear throughout instead.

With Microsoft officially launching their ‘Arcade Next’ promotion with this game, marking that XBLA games can now feature up to 400 Gamerscore a pop, it is very fitting that Evolution is in the title. And if I were looking to start a new promotion, there are few games that I think could get you off on the right foot more than Trials Evolution. Great game play, an expansive track builder, more interactivity with the community than ever before, and considering it’s $15 (1200 MSP) price tag, Trials Evolution is a must have download for gamers everywhere.

SUMMARY:  Fans of the original Trials will love the steps the series has taken to move forward while being more open for newcomers to jump right in and have fun with it. It can be a bit frustrating at times though, as the game almost has an old-school platformer feel to it being easy to learn, but very difficult to master.

  • THE GOOD: Robust track creator, local/online multiplayer
  • THE BAD: Difficulty of some levels may turn off less patient gamers
  • THE UGLY: Slamming helmet first into a low beam just past a high jump

SCORE: 9.5

Trials Evolution is an Xbox 360 (XBLA) exclusive.

It’s FREE-kin’ Sweet!

Brian and Stewie’s adventures in the multiverse. Peter versus the giant chicken. The greased up deaf guy. These are just some of the hysterical moments we think of when we think of Family Guy. Now, in its 10th season and with nearly 200 episodes under it’s belt, including several seasonal and movie based spoofs, it is time for our favorite family from Quahog to invade the digital realm in a way, well, you just might not be ready for.

Family Guy Online looks to immerse you in the world of the animated sitcom in ways you never thought possible by actually putting you inside of Quahog as its newest resident alongside the Griffins. Dubbing itself a Free-to-play ‘MMLOL game’ (Massively multiplayer laugh-out-loud), you’ll get to choose from four classes stemming from the main members of the family (for a small fee you can also unlock the ‘Brian the Dog’ class). There’s the Peter class representing your tanks, the Lois class representing healers, the Meg/Chris teenager class representing your brawlers, and the Stewie class representing your rogue class. And you can customize them to look as outrageous or mundane as you want with chances to unlock more costume parts by completing quests that tie directly into the show.

And the quests are really what will make Family Guy Online stand out. Helping various characters from the show that act as your NPC quest givers, you try to impress the almighty Mayor Adam West in trying to be the best Quahog citizen possible. And if you’re a fan of the show, you’ll want to do every quest as not only does it help you towards the overall end goal of the game, but each quest has unique dialogue performed by the actual cast of the show as well clips that set up each quest to let you know just what episode this task was inspired by. Plus, Adam West serves as your overall narrator and as long as they keep making Family Guy episodes, you can bet there is a good chance to see the game expand later on.

Not to mention, it wouldn’t be Family Guy if you didn’t have insane non-sequiturs. We were able to go hands-on with the first handful of quests available in the game (including trying to set the fastest time record for catching greased up deaf guy, or just smashing Peter’s collection of Trashmen records…we get it…the bird is the word) and after getting over the fact that we were exploring locations like The Griffin’s House or The Drunken Clam, there were literally hundreds of random things in the world to interact with that had nothing to do with the task at hand, like pulling a midget from a well. Just another normal day in Quahog for sure.

What might be the nicest aspect of the game though is that even with (hopefully) a ton of other players online is that the guys from Roadhouse Interactive, the main developers behind Family Guy Online, are trying to craft a personal experience for each player as well as a social one.

“So your first quest when you enter the game is to talk to Peter Griffin. Pretty easy, I know, but we want to hand hold you a little in the beginning. But when you talk to Peter, he actually gets up and out of his lawn chair that he’s lounging in, and talks directly to you. We’re doing some pretty amazing things from a technology standpoint in terms of instantiation for gamers, so even though there are multiple people in the world who may be talking to Peter there, you’ll still see him get up and out of the chair only for you. And this is important to us because the source material, Family Guy, is so character driven. So instead of him just standing there with a question mark over his head, we created a way for the characters to react and engage you specifically and we think that will help the gamer and their created character feel important,” says Roadhouse Interactive Co-Founder and CCO Ian Verchere.

After our brief sojourn in the virtual Quahog, we sadly had to bid farewell, but what we saw had us very excited. The class system is something that MMO fans will immediately be able to recognize and the attacks fit each character class perfectly as we fought off enemies that made sense to the world and quests before us. And when you mix a great looking, fully realized 3D Quahog with solid controls and the classic humor of Family Guy, I think it’s going to be hard for fans not to embrace this digital world when the open beta launches on April 17th, especially considering its F2P status.

Out of the Shadows

Mark of the Ninja puts you in the shoes (or footy pajamas) of a nameless ninja who has been chosen by his respective clan to be their hero in this dire time of need. As part of this process, he has been given special tattoos that grant him peak human abilities (think Captain America’s Super-Soldier serum) so that he can run faster, leap higher, and detect things that no ordinary man would notice. There is a price though. As time goes on, the ninja’s new power will slowly start to drive him mad and so he must complete his mission before he loses his humanity and his clan’s hope for survival is lost along with it.

Although the art scheme and side-scrolling game play will immediately be recognizable to many as Mark of the Ninja is done by the same team who did Shank and Shank 2, this project is more than just a departure for Klei Entertainment from that over-the-top run and gun style, it’s a whole new way of life.

“The genesis of the game really came out of the fact that as an archetype, especially for a stealth game, the fictional construct of the ninja is so rich. But there aren’t actually any ninja games about being a ninja. There’s Tenchu, which came out 14 years ago, and that’s it. A lot of the other ninja games are crazy, over the top action, very much like Shank. And that’s fine and those games are good in their regard, but we thought it was just like a squandered opportunity to not have a stealth game that is actually about being a ninja because you get so much for free from that archetype. You don’t need to explain a lot. You say ‘ninja’ and people immediately understand it and then you can just focus on layering all kinds of nuance, and atmosphere, and themes, and other stuff on top of it,” says Nels Anderson, Klei Entertainment’s Lead Designer on Mark of the Ninja.

And they definitely stuck to their guns with the stealth aspect. I was able to play the tutorial level and was amazed at how many options I had for dispatching potential foes as I hid in bushes, hung from tree branches, smashed lights with ninja daggers, leapt to rooftops with a grappling hook, and crawled through vents in order to ambush and take out some unknown mercenary force who were invading our dojo. The real difficulty of the game seems to come in just making up your mind and choosing a method to take down a foe, not actually figuring out what the method was. And should my choice fail and I was spotted, the advantage was quickly lost and more often than not I was cut down, as ninja stars will typically lose to automatic rifle fire.

The most impressive part of the Mark of the Ninja though may have been how easy it was to lay out those possible paths to my end goal once I got used to the controls due to the feedback I got as a player.

“We wanted all the stealth mechanics to be very, very clear. So, the game isn’t about figuring out what’s going on. ‘Am I concealed? Did that enemy detect this?’ and we didn’t want some awkward analog mechanic or something like that. We wanted to make sure it was obvious. Not ham-fisted beat you over the head obvious. But very clear, very usable, so your surroundings become another tool you have in your arsenal. So the character himself, his appearance completely changes. When you’re in light, when you’re exposed, you can see the colors and detail of the character, but when you’re in darkness, he’s all black with white outlines and red highlights. So you know, just from looking at your character that you’re concealed and safe or vulnerable and exposed and need to get somewhere else,” mentioned Anderson.  

Being able to “see” through doors, see how far the sound of my footsteps would echo, and the clear differences laid out between being in shadow and being in the light made the game play that much more enjoyable.

All in all, it was great that I truly felt like a ninja, more so than in any other game I’ve played in a very long time, as Mark of the Ninja seems to have found that sweet spot of giving you just enough action and just enough puzzle-like challenge and exploration as you figure out enemy positions and work to remove them or avoid them altogether. I am definitely looking forward to tossing some more smoke bombs and shuriken when Mark of the Ninja is released this summer on XBLA.

Fight for Right with the Might of the Dragon

The 80s were a time when the groundwork for many of today’s great gaming franchises and genres was laid out. This era of 8-bit goodness is what galvanized many of us gamers into becoming the hardcore players of today and still inspires many developers and publishers on the creative side. And one of those classic genres that is still emulated even now is the side-scrolling beat ‘em up. And one of the best of that era was the original Double Dragon.

But even as the side-scrolling beat ‘em up has continued moving ahead, the Double Dragon franchise never moved past the early 90s and so for many of us, a nostalgic piece of our childhood has remained there, never updated or revamped like many other classic franchises of the era. Until now.

At PAX East 2012, we were able to go hands-on and play the first two stages for Double Dragon: NEON, an overdue re-launching of that classic franchise being spearheaded by Majesco Entertainment and WayForward Technologies. This game isn’t just a spruced up port of those original Double Dragon games on the NES and in the arcade though. The best way to describe what we saw overall was a blending of those original beat ‘em ups with some over the top elements from something like Big Trouble in Little China including a spaceship and Marian being strung up in a Kim Cattrall like pose after her kidnapping.

In all this, the game will look to pay homage to those original games while mixing in some tongue-in-cheek 80s humor and references that will make all children of the 80s smile a little bit. You’ll see it in everything from the art style to the high-five co-op mechanic (more on that in a bit). And there are a lot of things that do get carried over from the original games to appeal to the old-school fan.

From the game starting with Marian getting punched in the gut and getting carried off by random thugs, to Abobo being the first boss you face, and Linda still cracking her whip, which you can in turn pick up and use against other foes, old-school fans will hit a lot of recognizable beats before the story starts to take a new direction with the new main antagonist, Skullmageddon. My only concern is that newcomers to the series may immediately see the art style that tries to blend those yesteryear layouts with today’s sensibilities and not pick up on many of the game’s throw-back references and pass on something they don’t quite understand.

In order to help lure in new fans though, the game will look to have the polish we’d expect from a modern title and feature a lot more complex moves and abilities that will take advantage of current controllers. The controls felt great, even in the somewhat early build we played, and a series of new and more involved combos allowed for juggling enemies like never before. There is also a new abilities bar that, although not active in our demo, is supposed to allow you to customize your own 80s mix-tape cassette with a variety of Double Dragon inspired powers like throwing fireballs.

I think a key that will appeal to fans old and new though will be the co-op, or as the guys from Majesco prefer, “bro-op”. Supporting both local and online 2-player co-op, where players can take on the roles of the brothers Jimmy and Billy Lee, the game has added mechanics to try to stress that NEON, much like the original arcade games, is best played with a friend. And in that, we get another popular 80s reference being worked into the game, the high-five. Although the animation right now may not be the most masculine of maneuvers by the Lee brothers, there is actually a key strategic element to this as depending on what direction you hit the right joystick to initiate the high-five, you can share health or your ability meter to help your friends stay in the game.

When we were done with the demo, I have to admit I was pretty impressed. As a side-scrolling beat ‘em up, the game handled very well and in terms of staying true to the tone of Double Dragon, I think NEON is a fine successor to bring the series back into the limelight. Now, it’s just a matter of seeing what final product looks like come this summer on XBLA and PSN.