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The Son of Sparda Returns

It has been over a decade since Devil May Cry smashed its way onto the gaming scene with fast paced, highly stylized action sequences, and introduced us all to our favorite half-demon, half-human, Dante, with his dual pistols and giant sword. And in honor of the new game that is supposed to launch later this year, Capcom has decided to bundle together the first three chapters of Dante’s video game life and give us the Devil May Cry: HD Collection.

Now, the name obviously denotes that this collection sees the first three games get a new coat of paint and now can all be played in stunning HD graphics. But aside from this, Capcom has also introduced some extra behind the scenes bonus content for the diehard fan base and almost 100 achievements/trophies between the three games that should keep all you completionists out there busy long into the night.

Unfortunately, since the game is mostly just a port though, we also get to see many of those last-generation games’ flaws. Compared to what we’ve gotten in this current console generation, Dante has not aged well at all. The cameras, the controls, and a lot of other very basic elements that may have been on par 10 years ago, are now null and void. Not to say they make the game unplayable, but anyone who hoped to use this as a way to catch up on the series incase you missed a title here or there may be in for a rude awakening and it may take even those who played the games the first time around a little while longer to re-adjust than they might expect.

But once you do get used to it again, all the great action and things that made this series great to begin with will rise up. The style meter, Devil Trigger, combo and mid-air attacks, and Devil Arms are all right where you left them and so if you’re looking for an excuse to replay these games, this is it. Not to mention that with the suggested retail price of $40 for the disc, you’re looking at less than $15 per game, which is the same as a XBLA or PSN title and Dante, even an older, less cutting-edge Dante, is still worth that much. So, even though it may show its age compared to what we’ve become used to, if you are a diehard fan of Devil May Cry or a newcomer looking to see what it’s all about, this is a solid time killer that is worth its price of admission.

SUMMARY: Although the games may not have aged as well as hoped, fans of the series are still going to be getting their money worth with the convenience of having three games on one disc, nearly 100 achievements, and some behind the scenes bonus content.

  • THE GOOD: HD graphics, achievements, bonus content, and all for less than $15 per title
  • THE BAD: Technically speaking, none of the games have held up as well as we may have hoped
  • THE UGLY: My fighting ability according to the style meter

SCORE: 7.0

Devil May Cry: HD Collection is available on Xbox 360 and PS3. Primary version reviewed was on the Xbox 360.

Back to the Beginning

If there is one thing the Resident Evil series is good at, it’s embracing its past and squeezing every possible scenario out of it to continue fleshing out the back-story for this beloved series. With that idea in mind, Capcom gives us Resident Evil: Operation Raccoon City. Taking place at the same time as Resident Evil 2, you play as one of six members of Umbrella’s elite hit squad called the U.S.S. (Umbrella Security Service) whose sole task is to ensure that any illegal incidents that could shine a bad light onto Umbrella never come to surface. And Raccoon City is as bad as it gets. So you’ve been covertly inserted into the city to make sure the B.O.W.s do their job and no survivors or information get out before things in Raccoon are cleaned up.

For as much good as RE: ORC does at times, it does just as much bad unfortunately. There are seven campaign missions that you can play with up to three friends online, but the fact there is no option for a local split-screen campaign or versus modes is a big fault in my book. The story mode lacks a lot of the character development and overall depth that we’re used to seeing, but it still feels really fun to progress through this special mission as this badass unit and take down all these zombies and creatures that we’ve seen in previous titles, like Lickers or Hunters, with controls that are more suited to the action game this is clearly trying to be. Of course, some hardcore fans may not enjoy the fact this game distances the series from its survival-horror roots, but I had a lot of fun with it and so was able to forgive them for going off the reservation this time around.

The game also has six very different main characters or classes, which gives you a nice bit of variety if you want to try them all out. Unfortunately, the game only supports four players at a time in campaign and four-on-four matches in versus though. And having more people allowed to play would definitely be the way to go because if you see how often the friendly A.I. suicides itself in the campaign, you’ll want as many of your friends around as possible.

The controls are also hit or miss. While the gunplay is very good, with dozens of weapon and power unlockables and upgrades, the cover system is flawed due to it not being button prompted, but is just initiated whenever you press up against a flat surface. The melee combat is also solid as you perform character specific combos, and if you have enough energy, a character specific execution move that can instantly take out your opponents. There is also a running tackle though that makes no sense because it really does no damage and if you miss your target, it takes so long for your character to get back up that you’re nothing but a sitting duck.

The clear saving grace for this game though is the multiplayer. Four different modes that pit you not only against another team, but also random B.O.W.s and zombies in each level. Think of them as the ultimate level hazards. The four modes include your standard team deathmatch, a ‘Heroes’ mode where you pick a classic character from the series up to this point and you can keep respawning until all four heroes have been killed once, a ‘Biohazard’ mode which is your basic capture the flag, and a ‘Survival’ mode where you have to beat back the enemy team and various creatures as you wait for a helicopter to extract you. What’s most fun about ‘Survival’ is there is only one helicopter and only four seats available so half the players will lose and often there will be a mix and match of teams that make it out as once that helicopter lands, it is every man for himself.

When all is said and done, I think a lot of third-person shooter fans and Resident Evil fans will enjoy what Operation Raccoon City is trying to do with a really fun multiplayer and a decent campaign that is worth a couple of quick playthroughs. The game looks and sounds great, although I still can’t believe Capcom didn’t come up with more than a handful of zombie skins, and most importantly is fun more often than not. Some more polish on the controls, ally A.I., and a local multiplayer option would have definitely kicked this game up a notch, but as is, it is worth a look to fans of shooter multiplayer modes and Resident Evil.

SUMMARY: Another unique look at the events of the original Resident Evil outbreak combined with a fun and inventive multiplayer should help Resident Evil fans look past the sometimes clunky controls and poor ally A.I.

  • THE GOOD: Fun multiplayer modes and a unique take on the classic Resident Evil story
  • THE BAD: Poor ally A.I., no local multiplayer options, and clunky controls
  • THE UGLY: That Capcom is still using the same five zombie skins since the series launched 16 years ago

SCORE: 7.0

Resident Evil: Operation Raccoon City is available on Xbox 360, PS3, and PC. Primary version reviewed was on the Xbox 360.

IT’S A TRAP!!

We can tell you the serial number on the trash compactor Luke, Leia, Han, and Chewie fall into on the first Death Star. We can give you weapon specs comparison between an A-Wing and an X-Wing. We know Han shot first. We are the diehard fans of Star Wars and many of us have been waiting for the ultimate gaming experience that will give us the level of immersion we desire into our favorite sci-fi universe. Unfortunately, this is not the Kinect game we are looking for.

Kinect Star Wars is best described as a series of party atmosphere mini-games with a Star Wars theme. The main Jedi Destiny campaign does offer a bit more length and a deeper story than the other modes at least, where you play as a Jedi Padawan to a long forgotten about Jedi Master between Episodes I and II. You can wield force powers, handle a lightsaber, ride speeder bikes, and serve as a gunner in space battles.

The idea of all these things are phenomenal, and had a full game been developed around them I could see this actually being a memorable Star Wars game. Instead, you succumb to a bevy of gimmicks that make you feel less like a Jedi and more like Bantha Poodoo. Slow, deliberate movements are required to use your lightsaber, instead of the fast frantic action we’re used to seeing, and there is almost no need to use the force aside for a handful of moments that feel like button prompt events except you’re waving your arms. The story for the main campaign was solid, but aside for the first-person on-rails space missions that might give you flashbacks to games like X-Wing vs TIE Fighter, you could never really get into a rhythm with the motion controls.

The other modes in Kinect Star Wars don’t fare much better though for the most part. The Podracing campaign only has six races in it, and although it features many familiar faces that Episode I fans will immediately recognize, the motion controls are overly sensitive. I understand that Podracing is supposed to be difficult, but you try holding your arms straight out for a 12-minute race on Coruscant or for ten minutes in Cloud City and then see how well you can steer.

The Duel of the Fates mode is even more bare bones than the Podracing though. The entire mode is only five battles with only two of which actually being worth mentioning where you can face off against Count Dooku and Darth Vader himself in Cloud City. And this may be the most gimmicky of all as the entire time all you’re doing is blocking easily telegraphed moves and waiting for an opening to strike yourself. Flailing around has never felt so crummy.

There were a couple of fun modes that I’m sure could liven up a party if given the chance and should everyone love Star Wars. The Rancor Rampage mode is basically like playing old-school Rampage in full 3D and as a Rancor. You can bulrush buildings, eat Stormtroopers, throw droids across the map, and more. This mode was also relatively responsive due to the simple movements necessary really to wreak havoc across the four maps and two modes you could play this in.

The final game mode that seemed to work was Galactic Dance-Off. Yes, now you too can be a slave girl in Jabba’s palace or see who would win the epic dance-off in the Carbonite Freezing Chamber between Lando and Han to such classics as “I’m a Princess in a Battle” (set to Christina Aguilera’s ‘Genie in a Bottle’) or “I’m Han Solo” (set to Jason Derulo’s ‘Ridin’ Solo’). It’s really just Dance Central set to a dozen or so Star Wars song spoofs, but it actually worked well and had me and my friends laughing hysterically as we proceeded to make complete nerfherders of ourselves.

At the end of the day though, this is not what Star Wars fans want. It may appeal to small children on some level with the couple of modes that work, but there is really no depth or long-lasting appeal to anyone over the age of ten. Some of the modes can be entertaining and the main Jedi Destiny campaign story has some potential, but gimmicks and poor game play hold this back. Not to mention, I think a lot of us are sick of stories that are told during or before the prequels. For many of us, the original expanded universe took place after Return of the Jedi. Grand Admiral Thrawn anyone? At the end of the day, I think we’d all be better off just retreating to Dagobah than devoting any serious time to this game.

SUMMARY:  This is not the Kinect game you’ve been looking for. A cute array of mini-games and a decent length main campaign could make this a fun party game with a Star Wars theme, but if you were looking to finally feel like a Jedi, you might want to stick to the bathrobe and flashlight a little while longer.

  • THE GOOD: Some modes provide a party game atmosphere with a Star Wars theme
  • THE BAD: Not the hardcore experience most Star Wars fans really wanted
  • THE UGLY: The very existence of spoofed pop songs with a Star Wars skew

SCORE: 5.0

Kinect Star Wars is a Xbox 360 exclusive. 

Dust to Dust

Whenever we think of the apocalypse nowadays, it always seems to be vampires ruling the Earth, the dead rising from the grave, or nuclear fallout, and the various problems that would then result from surviving any of those hellish fates for the planet. But what if the biggest problem you would find yourself facing is your fellow man?

Driven to the brink of madness like starving dogs fighting over a single slab of meat, I Am Alive is an interesting glimpse at human nature as you play as Adam, a man who was stranded on the other side of the country when an event happened that shook humanity to its core and after a year of traveling on foot, has finally come home to look for his family. What’s most interesting about I Am Alive is that what happened before doesn’t really matter as your primary concern is dealing with its effects on the environment you find yourself working through now. Never specified, whatever triggered the apocalypse has pushed what’s left of humanity to their baser natures and your primary enemy has become other survivors, and the dust from the fallout of whatever cracked the earth in two.

The atmosphere that I Am Alive portrays hits you like a ton of bricks from the second you take over as Adam. Dark, bleak, and desolate, even the tutorial may make you want to give up hope. But, as you press on, you’ll come across other survivors as you search for your family. Some folks are friendly, and some not so much. And then there are others still who won’t attack you unless provoked and you have to choose whether a confrontation may be worth what they are hiding.

Once you peel back the layers of atmosphere though, you begin to realize that I Am Alive is a very bare bones game. The graphics are barely worthy of the last generation of consoles, never mind this one, and the combat is more like an intricate puzzle than something you would expect in a survival game. Many situations play out where you have four enemies encircling you and only two bullets. A surprise attack with your machete could take out one, but that still leaves one unaccounted for. At first this requires some fast thinking and faster trigger work, but once you realize there is no real A.I. and all the enemies slip into one of only two or three patterns and the game becomes repetitive and dull when it comes to the combat aspects.

The character development is also very poor and as sad and as bleak as this world you are in is, you have a hard time caring for many of the NPC characters and their simple fetch quests. I admit though, there was one shocking moment I had where I did feel bad for an NPC after I failed her. If only I had found a second food can in time.

The controls for the most part are a bit stiff, but you can work with them once you get used to Adam’s limitations. And the inclusion of a stamina bar makes a lot of sense and makes your exploration of this new world the most hazardous to your health as running out of energy while climbing a skyscraper could lead to instant doom. It also gives the game a bit more of that realistic atmosphere as Adam is clearly no Nathan Drake or Altair. Despite this flash of ingenuity though, I Am Alive’s strong atmosphere and interesting premise isn’t enough to pull it up to elite status everything considered.

SUMMARY: A wonderful job creating the bleak and oppressive atmosphere of the post-apocalyptic world you find yourself in, the combat and character development leaves much to be desired.

  • THE GOOD: Moody and atmospheric unlike most any other survival game out there
  • THE BAD: Repetitive, puzzle-like confrontations with poor enemy A.I.
  • THE UGLY: The last generation graphics are more depressing than the actual tone of the game

SCORE: 6.0

I Am Alive is available on Xbox 360 (XBLA) and PS3 (PSN). Primary version reviewed was on Xbox 360.

Return to Sera

When Gears of War 3 launched in September of last year, we were promised a string of high-quality DLC that would expand both the single player campaign and the top of the line multiplayer. Ever true to their word, Epic has delivered every step of the way and that streak continues now with the Forces of Nature DLC.

The final piece of the Season Pass offer (not to say there won’t be more DLC in the future), this DLC, priced at 800 Microsoft Points ($10) for non-Season Pass subscribers, provides five more new maps that can be played in all multiplayer modes, sees the return of the fan favorite Guardian mode, and includes seven new gun skins and four new character skins. Not to mention all you achievement hunters out there will have fun going after 10 more achievements for a possible 250 points from this DLC just like all the others before it.

For those who are unfamiliar with Guardian, it is basically a game mode where one player on each team of five is named “Leader” and the rest of the team has infinite respawns as long as that player remains standing. Forcing players to balance going on the offensive to try to remove the opponents’ leader, and to stay back and help protect your own leader, who is permanently marked with a bright star above their heads so both teams know where they are at all times, is the beauty of this game mode. Sometimes entire matches can be finished in five minutes, while other times you’re looking more at a series of 10-15 minute rounds depending on skill and play styles.

The five new maps are also something to behold and can greatly affect matches due to their stark differences. Three of them (Artillery, Cove, and Aftermath) are completely original while we see Raven Down from Gears 1 and Jacinto from Gears 2 re-imagined to the point where they are unrecognizable. Raven Down and Cove are extremely tiny maps forcing constant confrontation while Jacinto has many nooks and crannies to dig into and provide a natural formidable defense. Artillery is also much more spread out than any other map and encourages your team to move as a single unit to hopefully pick off your foes whereas Aftermath has a lot of high points perfect for sniping.

The skins are also nice touches and I know a great many people were thrilled to see Mechanic Baird as there were sometimes entire teams of Delta’s resident wise-guy as I was playing. Along with this, Commando Dom (best described in the Gears novels), Savage Grenadier Elite, and Savage Hunter were also included in the skins.

So how does this latest Gears DLC compare to those that have come before it? Quite simply, it provides the same level of quality we’ve come to expect from Epic with the Gears franchise. There were, however, a couple of Day 1 glitches that popped up in the post-game stat tracking, but I’m sure that’ll be patched sooner rather than later and really doesn’t take away from the overall game play experience. So, if you are a fan of Gears of War and find yourself easily sucked into online match after match, much like yours truly who kept saying ‘just one more’ until 5AM yesterday evening (morning?), then this is easily a must have.

SUMMARY: With new and re-imagined maps, the return of Guardian mode, and some new weapon and character skins, the Forces of Nature DLC maintains the streak of high-quality DLC that Epic has already delivered to us for Gears of War 3.

  • THE GOOD: Return of classic Guardian mode
  • THE BAD: Day 1 stat tracking glitches
  • THE UGLY: This is the last DLC of the Gears 3 Season Pass

SCORE: 9.0

Gears of War 3: Forces of Nature DLC is an Xbox 360 exclusive.

Falling to pieces

The Harry Potter franchise is beloved by millions of people around the world. Movies, books, and, of course, video games have all seen the boy with the lightning bolt scar enter their medium and be met with success for the most part. And so with such a popular franchise, it was only a matter of time before our dear Harry joined the ranks of Batman, Indiana Jones, and Star Wars and was LEGO-ized. But does the conclusion to the boy wizard’s saga hold its own in this unique universe, especially when ported over to the new PS Vita handheld?

Quite frankly, this may be the worst game the LEGO series has put out there on the market to date. The only real positive that I saw with this game is that much of the LEGO inspired humor that is a staple for this series remains intact with its ample cartoonish embellishment in order to get points across without the use of voice acting and fans of the Harry Potter movies will surely pick up on all the key moments and giggle in delight no matter what your age. And speaking of the movies, much of the music from the films was licensed so at least you got a moderately authentic feel in that regard.

But after that, this game takes a nosedive like someone jumping off a ledge with the wrong broomstick between his/her legs. The first thing you really notice is the graphics do not really take advantage of the PS Vita’s processing power, much like every other port we’ve seen to the handheld console thus far, and this is especially evident in the cut scenes. It looks more like the 3DS version may have been the one directly ported over and if that’s the case, that’s a bad move for the Vita. This would make sense though if TT Games was cutting corners since the PS Vita version features touch controls, but again, like many games that also have console brethren and so also implement a full button layout control scheme for the Vita, the touch controls are tacked on and really offer no enhancement to the game play whatsoever.

And speaking of the game play, this is probably the weakest movie adaptation yet by the LEGO folks as unlike Batman, Indiana Jones, Pirates of the Caribbean, or Star Wars, there is a lot less action in this game as much of the story is advanced by solving puzzles and playing mini-games. This may tie more directly into the movie franchise, but as a gamer it can get tedious quickly in LEGO form as many of the puzzles continue to be focused on a demographic under the age of 12, even if the franchise may appeal to a wider audience.

The biggest mistake this game makes though may be removing the online multiplayer features from LEGO Harry Potter Years 1-4. This is especially a death knell for the Vita version as the system’s highly touted connectivity is absolutely wasted here. So, at the end of the day, LEGO Harry Potter Years 5-7 is just another weak port of an already released game with limited scope to begin with and that maintains many of the problems of its console brothers, but they either become more evident on the Vita or forget to take many of the positive points of its console brothers along for the ride. If you’ve already bought this game for another system, there is really no point in buying it again and if you haven’t, this is not the system to experience it on.

SUMMARY: Nothing new in terms of game play when dealing with the basics of the LEGO series, LEGO Harry Potter: Years 5-7 for the PS Vita is one of the more dull adventures set in a world crafted from the classic building blocks. Combine this with no multiplayer, tacked on touch controls, and the fact that the game has been available on consoles for months already, and this port is barely worth anyone’s time.

  • THE GOOD: Maintains classic LEGO games humor
  • THE BAD: No multiplayer, one of the duller adventures in the LEGO series
  • THE UGLY: Poor Harry’s scar is much more noticeable in LEGO form

SCORE: 3.5

LEGO Harry Potter: Years 5-7 is available on Xbox 360, PS3, Wii, 3DS, DS, PSP, PC, and PS Vita. This review was done for the PS Vita version of the game.

Starting a Revolution

The Assassin’s Creed universe has become one of gaming’s most dynamic and fluid on-going stories as it explores history in a unique and thrilling way. Turning some of history’s most interesting personalities and settings into some of gaming’s most interesting sidekicks, antagonists, and levels, you never really can predict where they are going to go next until Ubisoft reveals the next step themselves. And now that they’ve pulled the veil back on Assassin’s Creed III, the questions have all shifted to just what can we expect next from a game that is being put together by the team who did AC1 and AC2 and has the best and brightest from Brotherhood and Revelations coming on board as well. Fortunately, EGM has some of the answers.

The first thing we have to talk about is the time period. Many have stated that the game takes place during the American Revolution and although this is true, it might be more accurate to describe it as Colonial America as the game will actually start in 1750 and end somewhere in the 1780s so you’ll see many events leading up to and post-war as well. There will be plenty of battles from the American Revolution, of course, as this wouldn’t be the largest Assassin’s Creed yet if they didn’t explore much of that in detail, but don’t be surprised if a lot of the fun is just trying to work your way through 1760s and early 1770s Boston and New York with a heavy red coat population looking to hunt down our newest assassin. Boston and New York will also serve as your two primary hub locations during different years for much of the game.

And speaking of our newest assassin, we finally have learned how Desmond’s bloodline made the great leap across the Atlantic. Connor, a half-European, half-Native American, will have to explore and embrace both his Native American heritage as part of the Mohawk Nation and his European roots if he is to overcome this new Templar threat that will have him working both sides of the American Revolution as he fights the Assassin/Templar war from the shadows. Part of him embracing his Mohawk bloodline will be in the form of the weapons he will use.

The first new weapon that fans will immediately embrace is the tomahawk. For those who prefer up close, brutally bloody moments, this handheld axe will fast become a favorite for many. There is also the bow and arrow that will lend a completely new element to taking out enemies stealthily due to the quiet nature the weapon. Although we did not see any game play with the bow, we were promised it would be there and that it would change how many approach missions as assassins. There will also be the return of iconic weapons such as hidden blades and there will be A LOT more guns due to the advancements in gunpowder over the years that Connor will be able to take advantage of if he can get his hands on a few. I’m sure the British can lend our new hero a few, no questions asked, right?

Another new weapon though that got most of our attention was the rope dart. Not quite a grappling hook, the rope dart can also give Connor some ranged attacks as well as really strike fear into nearby patrolling troops. We also saw it in action for one encounter, but it definitely let its mark on us. Connor was perched in a tree as a British patrol of about six soldiers walked by. Connor threw the rope dart into the chest of one of the patrolmen and then jumped off the branch of the tree still holding the rope, basically hanging the now dead red coat to serve as a warning for later patrols. Connor then leapt into combat with the remainder of the group and we saw some thrilling new counter-kills including one where he placed a rifleman’s head against his own gun and used his foot to blow the soldier’s brains out.

Now, I had mentioned that Connor had been in a tree when that sequence started and that is because many of your missions, about 30% to be exact, will be taking place on the frontier. Since much of America was still wilderness in the 18th century with just a few cities serving as colonial hubs that would later expand outward, it would make sense that much of the game has Connor moving through this untamed land. And since the game takes place over such a large period of time, you will see many areas in both winter and summer. So a lake in one level could be frozen over in the next so you could then run over it. And being in the Northeast, this also means a lot of snow for you to move through that affects Connor’s speed and stealth abilities, but was absolutely gorgeous to look at, even if it is more recommended that he try to stick to tree branches.

And since much of Connor’s free-running in these areas will have him moving through trees and over rocks, the AC team gave him the most fluid climbing mechanics yet as many of the foot and hand holds that we are accustomed to are no longer present and Connor will have to improvise on the fly. And with the frontier being 1.5 times bigger than Rome was in Brotherhood, it’s a good thing that Connor can climb trees to help get around more quickly in this massive piece of real estate.

Another interesting aspect of the frontier, and again continuing with Connor’s Native American heritage, will be his encounters with wildlife. Startling animals could alert soldiers to his presence, but skinning and killing them could also allow him to sell meat and fur back at the city hubs for money and I am sure several side-missions will center around this mechanic.

And speaking of city life, Connor will spend a good portion of his time here, too. More NPCs than ever before will be seen on screen in the hustling and bustling Colonial New York and Boston that will be in ACIII. There is also new free-running mechanics here as the chase-breakers from multiplayer have found their way into single player. Now you can dive through open windows and cut through actual building or apartment interiors when being chased to escape your foes, making this easily the largest Assassin’s Creed game yet, inside and out.

Mentioning NPCs reminded me though that Connor will not be alone in his fight. Some of history’s greatest characters will once again be getting the Assassin’s Creed treatment as George Washington and Ben Franklin will be mission givers in this game as you take part in history yourself with Paul Revere’s Midnight Run or take orders from General Israel Putnam at the Battle of Bunker Hill. And speaking of Bunker Hill and NPCs, the most impressive thing I’ve seen in games in a while was the rows upon rows of individually rendered and modeled British soldiers during the Battle of Bunker Hill.

When prompted as to how many were on screen at any given time, the folks from Ubisoft assured us there were over 2,000 British soldiers on screen at any one moment firing volleys of bullets from their 18th-century rifles as we moved through the trenches, trying to be stealthy in the middle of a war and not get shot by accident, as we approached our target, a British captain and high-ranking Templar official, who was assassinated in one smooth running motion as Connor took advantage of the chaos of battle around him.

When all was said and done, with everything that we had seen, I was quite simply in shock. The massive world, the new characters and weapons, and the setting were enough to knock my socks off. The new game play and combat elements the Ubisoft team had implemented along with working our way through the frontier were absolutely gorgeous to look at and if they are anywhere as smooth as many of the elements from the previous Assassin’s Creed games, then there is not a doubt in my mind this will be the greatest adventure yet. I just wonder how Desmond feels about all this.

I ain’t afraid of no Ghosts

For a lot of shooters nowadays, the idea of patience is taboo, like it was some naughty word or an out of date, ignorant way of thinking. Run and gun has become synonymous for the most part with this genre, especially those of the first-person, military-based variety. Many franchises that even once revolved around stealth have abandoned their proud roots for the sake of just getting the bullets to fly as fast and as furiously as possible. The folks at City Interactive though feel there is still a strong base of gamers out there who would enjoy a more involved simulation that rewards you for taking your time, being precise, and not making a sound. And so we here at EGM got into our best camos, snuck into our game room, and sat down for a demo of Sniper: Ghost Warrior 2.

The first thing we immediately took notice of was the detailed and rich environments we saw in the two-level preview we were given. Courtesy of the power of CryEngine 3, the levels we saw were massive in scope yet still were able to highlight the tiniest of details as if we were actually in those locations. Also, whereas in the first game you were relegated to jungle environments, you’re going to get a lot more diversity in Sniper 2 in terms of location and that was evident in that we saw both an urban and jungle level in our demo, and we were promised some campaign levels in the Himalayas, although we did not actually see them.

The new engine also allowed a lot of the A.I. issues that those who played the original Sniper complained about to really be cleaned up with enemies reacting much more dynamically to you when you were spotted. The new engine also allows a lot more enemies on screen at once. Really focusing in on the stealth elements, there were whole sections of the levels we saw where discretion was the better part of valor and it was much smarter just maneuvering around enemies instead of engaging them in any way.

There is also a lot more feedback being given to the player. Picking up enemy snipers from the glint on their rifles, tagging patrolling foes via binoculars, and a whole new detection system have been implemented to help you work your way through levels.

“The main difference compared to the first Sniper Ghost Warrior in terms of detection feedback is we were only telling players if we were being spotted at the moment, but it never told us from which direction. So we added the direction tracker to make it easier to maneuver away from enemy sights as now only when the indicator fully fills up does it actually register with the enemy A.I. that he’s spotted us. So if I move slowly and carefully enough, I can correct any errors I may make and back up back into cover,” said Sniper Ghost Warrior 2 Producer Michael Sroczynski

Aside from the A.I. and environments though, there is even more going into this franchise facelift. Your rifle selection has increased to allow for bolt-action rifles. There are now several different stealth kill animations including kidney stabbing and throat slitting. You can blow off enemy body parts if you hit them in the right spots with the right weapons and ammunition. And, of course, bullet cam is returning, where when you get those special kills, whether it be a really far off enemy or the last guy in a crowded room, the camera does a panoramic around the bullet as it releases from your rifle and tears through the flesh and bone of your foe, putting him down like the dog that he is.

City Interactive is also implementing a Custom Difficulty mode on top of the traditional Easy, Medium, and Hard modes. This Custom Difficulty will allow you to choose what assists you do or do not want. If you want wind resistance to be on, but not gravity factors, or if you don’t want to have to take weights and balances into account, but still want to be able to hold your breath to steady your shot, then this mode will be perfect for all those micro-managers out there. But, if you want the most accurate sniper simulation possible, then leaving most of those factors on is the way to go.

With our demo complete and dozens of digital denizens’ brains blown out, I admit that the only thing I could think of was that fellow fans of stealth and headshots should definitely be looking forward to this game. If this tasty tidbit was any sign of things to come, then I can’t wait to grab my spotter and head back into the shadows when Sniper: Ghost Warrior 2 releases this summer on Xbox 360, PS3, and PC.

If I Could Turn Back Time

The idea of the treasure hunter is nothing new and has been around probably for as long as there has been treasure to hunt. But Blades of Time, looks to put an interesting spin on this age old premise by mixing equal parts attractive looking protagonist with some sweet elemental time powers and seeing if it can’t make something that is worth playing.

You play as Ayumi, a girl whose good looks are only outmatched by her greed and so when she hears word of an alternate dimension with countless riches, she storms into the sanctum where the portal to this world is held with her mentor, a man named Zero, and takes no prisoners. Once in this alternate dimension, a place that you find out is called ‘Dragonland’, Ayumi gets more than she bargained for though and falls katana-first into an ageless war between chaos and order and only by tapping into the powers of both can she hope to survive.

And, of course, Ayumi will be expected to fight through this new world in order to save her hide and has more ways to do so than you’d expect to find in even the most polished of hack ‘n’ slash adventures. She’ll wield a pair of patented katanas, a plentiful amount of rifles, and various elemental powers, including time, which is obviously referred to in the title and thus takes center stage with your magical abilities, and creates many of the more interesting combat dynamics.

Many of the foes you’ll face, especially the larger ones, outgun Ayumi in a lot of ways. Thus, the only way for her to make any progress is to use the time rewind powers bestowed upon her when she first entered Dragonland to her advantage. By doing this, Ayumi can create duplicates of herself that will mimic the actions she performed in the last few seconds. You can literally create a small army of rifle firing Ayumis to immediately shatter a foe’s shield or hack away with a hundred katanas. And it is quite the sight to see all these echoes of the curvaceous blonde running around a battlefield, causing carnage in their wake.

Of course, the downfall of this mechanic is the fact that many of the enemies require this technique to be used on them later in the game. Therefore, the game starts to become a bit of a grind as you move through various vibrant and colorful sections of this war-torn dimension you find yourself in with really only one or two combat options later on as opposed to early in the game and that in and of itself just seem counter-intuitive.

With all these weapons and powers at her disposal, the thing that I was most impressed with though was the ease with which I was able to switch from swords to guns and to magic. This helped with the pace of many battles and with a dozen Ayumi’s running around, helped keep things feeling frantic and exciting in terms of action, even if I really had the situation well in hand the whole time as my combat options became more and more limited as the game went on.

Unfortunately, the game really falls apart when it comes to the plot and character development of Ayumi, Zero, and the other characters you come across in the game. Ayumi is left as a plain, one-dimensional character until the very end of the dozen-hour experience where you maybe start to see a crack of personality form. By then though, you’ve become bored of her and the miserable voice acting that litters the game in both mid-level banter and poorly animated cut scenes, all of which is, of course, just a vain attempt to forward what was a very weak plot to begin with. This lack of a fleshed out story makes the grinding in the later levels even more painful as you are denied the proper motivation to really see this character through to the end of her journey because you never care about her or her cohorts and therefore are denied your just rewards with a satisfying conclusion.

The game does offer some replay-value in that once you beat the game you can play it again on Hard Mode and it has various collectibles scattered about Dragonland that are supposed to help fill in the back story, but are just as vague and lifeless as the voice acting in the cut scenes. There is also a multiplayer mode called Outbreak, which is the game’s twist on Capture the Point and can be played against or in co-op with several friends, but isn’t anything particularly special.

When all is said and done, Blades of Time surprised me with its tight controls and interesting time manipulation dynamic that offered a nice change of pace to your typical hack ‘n’ slash experience. But with a lack of plot and character development throughout my entire time playing the campaign, I just could never bring myself to really care about this game as much as I wanted to.

SUMMARY: Some solid combat dynamics can’t make up for the fact that the plot and character development, or lack thereof, falls flat in every way.

  • THE GOOD: Great combat dynamic between the guns, swords, and time powers
  • THE BAD: An overall lack of plot and character development
  • THE UGLY: Don’t you just love it when lips don’t sync up with words in EVERY cut scene?

SCORE: 6.5

Blades of Time is available on Xbox 360 and PS3. Primary version reviewed was on Xbox 360.

Catchin’ Thieves Just Like Flies

Since developer Beenox took over the Spider-Man franchise for Activision, they’ve put out a couple of great Spidey titles that gave fans of the wall-crawler hope for his future in video games. But now that they’re going to do a game based off of a movie instead of an original story, many are wondering if the developer will have enough wiggle room to produce the top-tier title fans have started to expect from them with the web-head.

After seeing a brief demo of The Amazing Spider-Man, I have hope renewed. Although the game will be released about a week before the movie actually hits theaters, the game takes place after the events of the movie and will feature Dr. Curt Connors (no word on if he’ll turn into the Lizard in the game), Gwen Stacy (basically confirming she won’t get killed off in the first movie), and our dear Peter Parker. Aside from them, exclusive to the game we also saw a very bestial looking Rhino (although we’re not allowed to go into much more detail than that).

Beyond the characters though, the thing that really jumped out at me was the look. Crisp, clean, and very cinematic, Beenox has taken their time to craft what is shaping up to be their most life-life Spidey yet in a fully realized Manhattan. And part of this was the camera angle, especially when web-slinging.

“The camera is more of an over-the-shoulder shot than a traditional third-person view and is much closer than in any previous Spider-Man game ever when web-swinging. It gives you this incredible connection to the character. This is extremely different from anything anyone has tried before in a Spider-Man game and, for me, this provides the most outstanding web-swinging experience ever because of that familiarity you quickly develop with Spidey from it,” said Dee Brown, Studio Head at Beenox when talking about the new cameras while swinging around Manhattan.

And speaking of getting around Manhattan, the movement was definitely one of the key aspects of the demo shown to us. One of my favorite sequences involved Spidey trying to get to the front of a high-speed car chase, using both his normal webs, and a new move called “Web Rush” where Spidey can stop in a moment and pick a specific point he wants to throw his web. The game engine then performs real-time computation to get Spidey to that point in the fastest, most acrobatic way possible. When Spidey got to the front of the chase, we were rewarded with him spinning a massive web that caught the entire getaway vehicle and left the robbers high and dry for the cops to clean up with a very distinct Spider-Man calling card.

The web rush ability was very cool to see, and it showed off how powerful Beenox’s new engine is, but my only concern is that there were a lot of yellow Spidey silhouettes showing where he could go and I hope that they will only be active during the mode or that those silhouettes were still early build markers as I could see that getting distracting very quickly in game.

Aside from the movement, we also saw some of Spidey’s new combat. Incorporating some of the stealth maneuvers Beenox had played around with in Shattered Dimensions with Spider-Man Noir, Beenox has it now so that in the indoor areas Spidey will traverse, he can either go in with web-shooters blazing or take the sneaky route and really strike some fear into the foes he will face.

Although the game is still a few months from release, again, what I saw gave me a lot of hope. Beenox knows they’ve set a pretty high bar to hit and know that being tied to a movie can both help and hurt them. But from what I saw, I think everyone is just going to really enjoy being Spider-Man again and I, for one, can’t wait to see the finished product.