Tag Archive: review


The Crusade isn’t the only thing that got cursed

The Cursed Crusade revolves around the idea that those who commit heinous crimes against their fellow men—whether in the name of God or not—see their bloodline marked for generations, and that their descent to hell is guaranteed. So when Templar Jean de Bayle fights in the Third Crusade, his bloodline’s tainted, and death stalks him for the rest of his days. Years later, his son, young Denz de Bayle, struggles with his family’s curse and learns that by possibly collecting artifacts of Christ like the Crown of Thorns or a piece of the Crucifix, he might be able to remove the taint from his family.

But in order to find an excuse to get to Jerusalem, he—like his father before him—decides to sign up for the Fourth Crusade. As young Denz, you befriend a Spanish mercenary also tainted by the curse, and the two of you begin your secret mission to save your souls while also uncovering the sinister plot of the men behind the Fourth Crusade—and learn that Jerusalem may be farther off than originally thought.

The best part about The Cursed Crusade is the same thing that makes the Assassin’s Creed series so riveting—it finds a way to bend true history to its own tale. The game’s primarily set against key moments in the Fourth Crusade, like the conquering of Zara in Croatia in 1202 as a favor to the Venetians to fund the Crusaders’ warships and the subsequent conquering of Constantinople later in 1204, permanently dividing the Eastern Orthodox and Roman Catholic churches. All the while, de Bayle and his Spanish friend attempt to stave off hell’s attempts on their souls while looking for the artifacts that could save them from eternal damnation.

Unfortunately, once you look past the story, you see a very unpolished game. Whether it’s characters blinking in and out of existence during cutscenes or getting caught against invisible barriers in the middle of open roads, calling the game “unpolished” may actually be going easy on it. On top of this, the combat’s very hit or miss, as the enemy AI—even on the “Nightmare” difficulty—is simple enough that all you need to do is constantly parry their attacks with a click of the right trigger before going in for your button-mashing combo. The only difference on the harder difficulties is that the game tries to overwhelm your character with more and more enemies that can absorb more hits—but they don’t actually get any smarter. And, like in most hack-n-slashers, even though the game offers the chance to unlock various combos that mix the myriad shields and weapons you’ll collect on your journey, you can just mash light and heavy attack and get the desired results.

The overall aesthetics disappoint as well—the character design, death and blood animations, and scenery all have last-generation graphics written all over them. Couple this with OK music and horrible voice acting, and this game’s tough to listen to and even tougher to look at. Like my sister after Christmas dinner when she’s had a couple of glasses of wine. Ugh. Nasty. What a mess.

Sure, the game offers a little replay value with a bevy of collectibles in each level, but why would you want to replay something that you shouldn’t even want to play once? The Cursed Crusade lives up to its name, because this budget title is cursed to end up in its own personal hell: the bargain bin.

SUMMARY: An interesting twist on a historical setting—but far too many technical shortcomings to make it worth your time.

  • THE GOOD: Story fits into its historical setting
  • THE BAD: Glitch-riddled, repetitive action
  • THE UGLY: The majority of the game’s animations

SCORE: 4.0

A lifeless, zombified PS3 port

Back in 2009, an arcade classic was in desperate need of a makeover—and, of all places, it came from the Wii, surprisingly enough. The House of the Dead: Overkill served as a prequel for the immensely popular lightgun House of the Dead games and explained, sort of, both the origins of Agent G (the series’ main protagonist) and the zombie-causing formula he’s fought for 15 years—all wrapped in a ’70s B-movie setting with over-the-top voice acting, tons of sex and swearing, and cheesy moments galore. Looking to capitalize on that surprising success, Sega’s ported the game over to the PS3 with some upgrades in hopes of catching lightning in a bottle with a new audience.

Unfortunately, anyone who played through the original House of the Dead: Overkill will note Extended Cut for PS3 just feels…off. For as many problems that have been fixed from the original—like repetitive zombie skins and short game length—new ones seem to have cropped up. And the most glaring is way the game looks.

See, the poor graphics were actually part of the original’s charm. Throwing in a film grain to cover up the Wii’s weaker processing power was a masterstroke that helped give Overkill a B-movie look that fit perfectly with the depraved humor and unabashed, over-the-top moments. Bringing the game into full HD on the PS3 actually takes away from the original experience and shows that film grain and great graphics just don’t mix. But the visual changes don’t stop with the HD upgrade—Extended Cut also includes added 3D. Enemies chuck weapons in order to add a few 3D moments to the experience, but it feels forced and unnecessary the whole way through, and it’s just another knock on these new-and-“improved” visuals.

Another flaw comes with the controls, since most players don’t actually own a PS Move—and that’s how this game is meant to be played, with the Move serving as a makeshift lightgun to help re-create that arcade experience. If you don’t own a Move, the controls don’t translate to the DualShock, since you’ll more than likely try to overcompensate with the reticule and overshoot your target, making the game’s multiplier combos almost impossible. Looking back, the game worked so well for the Wii because the Wiimote’s essentially designed as a light gun to begin with.

Extended Cut includes two new levels that follow zombie-fighting stripper Varla Gunns when she’s not with Agent G and Isaac Washington, and those definitely add some replay value and extra humor—though the spotlight still shines on the relationship between Washington and G. These areas introduce new characters while also bridging what some might consider plot gaps—but I just think of them as part of the charm.

In the end, I can’t believe I actually found myself pining for the Wii version, as this PS3 incarnation found a way to use technology to suck out all the fun and charm of the original and deposit it in a steaming pile of disappointment on my living-room floor. If you’ve never played the original House of the Dead: Overkill and happen to own a Move, then this game might be worth checking out. Otherwise, I hope you’re ready to dust off your Wii—because I’d actually recommend that version, which you can probably find in the bargain bin these days, to get the better overall experience.

SUMMARY: It may sound preposterous, but you’d be better off checking out the far-better Wii version of this PS3 port.

  • THE GOOD: Two new levels extend the campy, on-rails romp
  • THE BAD: HD graphics with a film-grain effect is like a visual oxymoron
  • THE UGLY: The Mother boss in full 3D

SCORE: 6.0

The defending champ looks for a repeat

When Kinect launched last year, several titles showed off the possibility of the peripheral, but few had the lasting appeal of Kinect Sports. Fun when played individually—but truly appreciated with a group of friends—the game made a clear, lasting impression on the casual market. Now, Microsoft looks to see if they can reel in soccer moms again with Kinect Sports: Season Two. American football, baseball, golf, darts, tennis, and skiing are all featured in this newest iteration—and if you thought you broke a sweat before, you ain’t seen nothin’ yet.

I tried out football first—and it was easily the most grueling, as I had to run in place for receptions and kick returns. On top of this, I had to get down under center; standing signaled my virtual center to hike the ball. Though I had a lot of fun playing offense, I think I would’ve enjoyed it more if I could’ve also played defense instead of just watching the box score to see how my AI opponent did during its possession. But when it comes to picking-up, throwing, and kicking motions, the game’s almost more exciting than a real-life pick-six.

Moving to baseball, I tried my hand at a home-run-derby-style minigame before stepping into the batter’s box for a couple of quick two-inning games. Again, a lot of running was involved, as I beat out ground balls for infield singles whenever I couldn’t drive the ball into the gap or over the fence. But there was just one problem: The game seemed to have issue with my swing—because of my power-hitting demeanor, I have a big leg kick. Anyone who’s hit the diamond in real life knows that the leg kick comes first, but I guess I have a few too many moving parts in my stroke, and I’d sometimes trigger the swing a couple of seconds too early. Once I reined in my herky-jerky motion, though, the game worked a lot better.

Darts was a lot less involved physically—but also much more frustrating, because I just couldn’t seem to get my shots lined up correctly. It was also the only game where I couldn’t even beat the Rookie CPU, because I’d always just miss my mark. Skiing was also relatively simple, as I leaned left and right to make it through the series of slalom gates, but I had a lot more fun with the obstacle course, since that was a lot more involved—I jumped, ducked, and swerved on a much more regular basis.

Tennis wasn’t very involving, either, since the game controls all of your lateral movements. You’ve just got to focus on your swing, whether it’s a forehand or a backhand. In fact, the best part of tennis might’ve actually been the hot chick doing the tutorial tennis video!

Finally, it was time to hit the links, and this was the first golf game I’ve ever played where the putting mechanic worked so well that I actually ended up with a score under par. Between my practice swings, my caddy offering advice, and the Kinect sensor picking up my movements precisely, I started to realize why some people actually enjoy playing a sport that’s so horribly boring to watch on TV.

All in all, each game’s quite polished, and the sensor bar does its job throughout—which, to me, is the most critical element of a Kinect game. My only concern is that Season Two could lose its luster in single-player, so you’ll need to rely on the Xbox Live challenge mode, where you and your pals try to one-up your best scores, or get really obsessed with the new calorie counter. Also, hearing a British dude talk about American football felt weird, but I can forgive that because of the awesome licensed music. All in all, Kinect Sports: Season Two is a worthy successor to the first—and easily the premiere casual Kinect experience.

SUMMARY: A worthy successor to the first—and easily the premiere casual Kinect experience.

  • THE GOOD: Six new sports in the vein of the original Kinect Sports
  • THE BAD: Some motions—especially in American football and baseball
  • THE UGLY: Several of the sport-tutorial video models (not tennis girl, though—she’s hot!)

SCORE: 7.0

Won’t get your adrenaline pumping

The MotionSports series is Ubisoft’s attempt to give gamers a more realistic alternative to the Kinect Sports offerings while also providing a variety of different sports. Since Kinect Sports took a cue from several of the original MotionSports games and added football and skiing to their gamut of minigames this year, MotionSports decided to go a step further with Adrenaline and focus on extreme sports: mountain-climbing, kite-surfing, wingsuit-gliding, mountain-biking, kayaking, and the return of skiing. Most of the sports revolve around racing to a certain point—or, in a style more in line with Kinect Adventures, collecting various coins as you tumble down a given path.

Unfortunately, much like the original MotionSports, Adrenaline has its share of problems—and most of them lie in the fact that the sensory response just isn’t very accurate. And even more unfortunate is that instead of fixing the motion responses from the first game, Ubisoft toned down the player’s involvement to a series of cheap, basic leaning movements—and they still couldn’t get it right.

I also just have to shake my head at the game’s shameless Degree deodorant sponsorship and their “Adrenaline” line of products. Product placement in games doesn’t bother me when it’s subtle—the Verizon phones or Energizer batteries throughout Alan Wake being a prime example. After all, it’s not like you had Alan saying every five seconds, “When I need to dispose of nasty shadow creatures, I reach for Energizer to power my flashlights.” But when Adrenaline comes off as more of a subliminal commercial than a worthwhile game, that crosses a clear line for me.

One of the game’s few saving graces comes with some of the character customization. Since you can’t use your traditional Xbox 360 Avatar, you choose a base model for a character and then dress him or her up as you see fit. You can also unlock gear that boosts certain abilities as you progress by collecting “Adrenaline points” after each successful minigame run.

But that positive’s a lone buoy in the dark sea of negativity that is Motion Sports: Adrenaline. Since the events are so simplified, you lose out on a lot of potential fun—most just feel like rip-offs of other, superior, Kinect games. To not even come up with a sixth new sport and just port over the skiing experience from the first game just shows the lack of effort that seems to have gone into this title. Wingsuit-gliding and kayaking require a minimal amount of movement on your part, and you feel more like you’re just falling whenever you play—one through the air, the other through cheesy splash effects. Mountain-biking, skiing, and kite-sailing are solid enough, but since they’re on-rails and only require occasional leaning to turn, they, too, make you feel like much of the control’s been removed from the player. The only event that I remotely enjoyed in terms of controls was mountain-climbing, which requires you to actually reach in different directions and pull yourself upward. But even that felt oversimplified, with only a couple of paths laid out for you to choose from.

If it isn’t clear by now, let me say it directly: MotionSports: Adrenaline feels rushed, unfinished, and unpolished. Sure, Kinect might offer a few worthwhile casual-gaming experiences—but this isn’t one of them.

SUMMARY: Kinect offers a few worthwhile casual-gaming experiences—but this isn’t one of them.

  • THE GOOD: Several sports we haven’t seen in any form on any console before
  • THE BAD: Poor motion sensory in many instances
  • THE UGLY: Seemingly sold its soul to Degree deodorant

SCORE: 3.0

Sorry for the lateness for this week’s Pullbox. Our big reveal for NFL Blitz this week forced a lot of people’s responsibilities to be pushed back some, including mine, and so I’m still in the process of catching up on everything. Never fear though as it was another solid week in comics as we’re seeing the return of H.A.M.M.E.R. storyline ramp up in the Avengers, Fear Itself finally came to an end and ANOTHER Marvel event has started with The Fearless. Meanwhile, we also saw the end of Uncanny X-Men so a lot was going on with Marvel to compete for my spotlight. DC continues to be strong with several new titles and a surprising new Indie comic makes it into the Pullbox this week. So here’s this week’s Pullbox!

1) Marvel – Avengers #18: With Fear Itself wrapping up this week, we also are starting to see the comics revolving around its fallout. This comic is one of those fallout comics, but also details an unseen figure from several of the most recent Marvel events. All this while Captain America has a mandatory Avengers meeting in Avengers Mansion since Avengers Tower is nothing but a pile of rubble now. You could see some lineup changes here after this while also you have the groundwork being laid more importantly for the return of the Dark Avengers, which was immensely popular its first time around. This is just continuing to build up the foundation to make Norman Osborn one of the biggest bad guys in the Marvel universe once again while also allowing what has been a revolving door of heroes on the Avengers roster to settle down with all the other events going on in the Marvel universe. The Thing is doubting himself and his involvement with the team after Fear Itself, Beast is working on leaving to be with Wolverine and the new school in Westchester, and Iron Man is poor. Like really poor. So he’s not sure how much help he can be right now as he tries to get his affairs back in order. All in all, this is a key issue to the future of the Avengers and is a better read than the major Marvel event books that came out this week so I highly recommend it.

2) Marvel – Uncanny X-Men #544: The final issue in this official volume of the Uncanny X-Men, more or less details once again who is going where, whether they are staying in San Francisco with Cyclops, or going with Wolverine back to Westchester. It also finds a way to work in a classic villain who has been laying low and has obvious interests in this split amongst the X-Men standbys, the one and only Nathaniel Essex, best known as Mr. Sinister. As everyone’s personalities are highlighted and you get to see how this affects everyone on an individual basis, you also see the groundwork for the two new monthlies that will come out of this and I personally am looking forward to seeing how each new team will do as this harkens back to the X-Men Blue Team and X-Men Gold Team of my early childhood. A must read for any and every X-Men fan, there is a reason why this is the best thing going on in comics right now and this issue sums it up well in the matter of a single issue.

3) DC – Red Hood and the Outlaws #2: After the mysterious cliffhanger of the first issue, this continues to be one of the best comics of the DC New 52 because of the tremendous team dynamic between Roy Harper, Starfire, and Jason Todd. After giving people who may be unaware of how Jason Todd came back from the dead a brief catch up/origin story, we learn what all the mysteriousness of the last issue was all about and got into some awesome action where the banter of the team was no complimented by how they fought together against some undead martial arts masters. We also see Starfire in sexy clothing again, which for me is just full of win. Really though, this is probably the best written comic DC has right now and I love the art work and am happy to have this as a part of my Pullbox. Now if we could just get Justice League and half of the rest of the New 52 up to this level and DC might be able to fight back a little better against all these ridiculous Marvel events.

4) DC – Nightwing #2: What had started off at a decent clip in the first issue has amped up tremendously in this issue as it seems everyone knows now who Nightwing really is! A blast from Dick Grayson’s past comes back to surprise everyone, especially Dick, but this new assassin who is meant to take him down has the biggest surprise of all. The assassin known only as Saiko uncovers Dick’s biggest secrets and looks to send them with him to the grave. A lot of great action, a ton of surprises that really push Dick Grayson’s character forward, and a new villain that reminds me of an old Nightwing villain in some ways named Lady Vic has me really enjoying everything about this comic. I can’t wait to see what happens next as both Batman and Nightwing is centering right now around the idea that Dick Grayson is the most dangerous man in Gotham somehow. It’s a story line we haven’t really seen probably since the Bruce Wayne: Murderer story from a decade ago and it will be interesting to see how the characters work their way out of it. To me, this was an easy addition to the Pullbox.

5) IDW – 30 Days of Night #1: Picking up where the tremendous graphic novel of a few years ago left off and capitalizing on the success of the movie by the same name, this new monthly from IDW gives people what they should want, horrific, blood-thirsty vampires tearing people to shreds. Now though, the vamps from the graphic novel and movie have moved southward to warmer pastures than Barrow, Alaska, and are looking to take out the people who know of those events and are working feverishly to keep their presence a secret still to the larger world. I will say that I am a huge fan of vampires being the monsters that they are supposed to be and not the stuff you see in that True Blood or Twilight crap and that’s exactly what this comic will be and I know that because it did not get off to a slow start. You had people getting torn apart about midway through the book and it just didn’t stop. My only concern with this comic is that I’m not a fan of this particular art style, but that’s my personal tastes and my enjoyment of seeing people’s jugulars ripped out overcomes that any day of the week. If you’re looking for a new good horror related comic, then look at this book.

“Wait’ll they get a load of me…”

Comic book fans are easily some of the most rabid fans out there. Maybe it’s because of the history, maybe it’s the appeal of the characters, maybe it’s because of a lack of social skills developed in their mom’s basement, but whatever the reason, whenever something features comic book characters, the fans tear it apart. Well, good luck finding fault with this one. And trust me, being a fan myself, I tried.

Batman: Arkham City is easily the greatest fan service a comic book game could ever possibly be. Fans who had concerns over how the story line tied together or whether too many villains might be featured, need not concern themselves anymore. The way the story flows and introduces you to Hugo Strange, the Joker, the Penguin, the Riddler, Catwoman, Mr. Freeze, Deadshot, Zsasz, and all the other villains in Arkham City, could only be described as water it flows so smooth. The game has such a natural plot progression that your biggest problem may be just finding the time to finish it because if you do even a portion of the side quests like where you team up with Bane or simply wish to hunt for a few Riddler trophies then you’re going to be looking at a 40-50 hour experience. That’s almost unheard of for an action/adventure game, but somehow Batman: Arkham City finds a way to keep surprising you to the point where you might just start sitting on the floor so that when you keep dropping your controller it won’t fall as far. The guys at Rocksteady should be applauded for this new Batman universe they have created while also making it still feel like Batman.

Really though the biggest reason why the game is so great comes down to the variety and execution in the game play. There are a plethora of problems for Batman to solve using all of his different gadgets and abilities and unlike in Arkham Asylum where some gadgets were favored more than others, every gadget will get a workout here. Whether expertly trying to pilot your remote-controlled batarang through air ducts too small for Batman to fit through to hit a switch on the other side of a locked gate, to using your grappling hook to pull together platforms to solve tricky Penguin puzzles, every gadget will be pushed to the limit, and not to spoil anything, but there are a lot more gadgets this time around.

The gadgets are also a huge part of combat now, which is another feature that has seen a facelift. Now, via some hot key combos, Batman can whip out his grappling hook, batarangs, and other goodies on the fly and throw them in the face of unsuspecting foes to pull off some really stunning combos like using the grappling hook to pull distant thugs in for a devastating clothesline. Also, aside from the standard punches and counters and these new gadget moves, Batman has new special moves that can take foes out of the fight instantly when his combo gets high enough, catch items thrown at him and throw them back with a well-timed counter, capitalize on the tremendous environment physics to put walls and railings more to his advantage, and even unlock special crowd control moves that can even up the odds on those 30 on 1 fights that you’ll occasionally run into. Basically, if we’ve seen Batman do it in a movie or comic book before, he can do it in the game and few things feel as good as quick grappling an enemy over a banister and hearing him scream for his mommy before being knocked out.

Another aspect of the first game that has been tweaked is the leveling up, RPG elements. You start the game off with a good amount of gadgets and moves, but like in the first game, the further you progress and more stuff you do, the more gadgets and combos you unlock as it goes with the story and then upgrade as you see fit. In the end, most people should have many, if not all of the upgrades, but it does give you some options in just how you would play as Batman in order to help craft a more personal experience.

Now, for many people, the only real negatives from the first game were the linearity and Detective Mode being used as a crutch. I’m happy to say that both problems have been solved. In order to counter people wanting to stay in Detective Mode, things away from where your focus should be have become more blurred, forcing players to only use it when examining a crime scene, following a blood trail, or when scoping out a room full of thugs. The bright neon lights of Gotham also wreak havoc with Detective Mode really making sure that when you’re outdoors, you take in Gotham in all it’s downtrodden glory. The linearity has also been fixed with the bevy of previously mentioned side missions and having several objectives open at once so that you can solve cases at your own leisure, go explore for Riddler trophies, or just do what I did for the first half-hour I played the game, glide around on my cape and just take in Gotham staples like the Monarch Theater, Ace Chemicals, and Park Row.

Now, one knock might be that there is no co-op multiplayer since if you squint really tightly you might see potential for it, but the character really isn’t built for that, especially in this story. You can already play as other characters to mix things up, which the Catwoman levels are just as fun as the main game and give you a whole new look to Arkham City for the short sections you play as her by the way. But, honestly, Batman is at his best when he is the center of attention and Robin, Nightwing, Oracle, and the rest of the Bat-family are just on the sides providing occasional support from the wings. And Batman and his rogues are the biggest reason why anyone plays this game. Would anyone really play a Nightwing game with him taking on Professor Pyg? The challenge maps return, of course, and trying to work your way up the leaderboards and build the best combo is still fun and choosing different characters there works, but Batman is a loner and so the main vein of this game, which is the campaign, is in all its glory with you just focusing in and playing as Batman.

When all is said and done, throw in the amazing voice acting from Mark Hamill, Kevin Conroy, Maurice LaMarche, Tara Strong, and the rest of the cast, and without giving away the brilliantly written plot (thank you Paul Dini), all I can say is that this is the single greatest comic book game I’ve ever played. It plays so well that I can easily recommend this to anyone without even thinking about it.

SUMMARY: Batman: Arkham City is easily the greatest fan service a comic book game could ever possibly be.

  • THE GOOD: The most comprehensive comic book game I’ve ever played
  • THE BAD: So many “Oh my God!” moments you keep dropping your controller
  • THE UGLY: The seedy underbelly of Gotham all in one spot

SCORE: 10

This was a difficult Pullbox to put together this week, let me tell you! With X-Men: Regenesis starting it was hard for me to not put an X-Men title on this list, but I’ve been showing the Children of the Atom a lot of love lately and there were a couple of other worthy titles from Marvel that also deserved the limelight. I do recommend though that you read your other monthly X-books before reading the Regenesis one-shot. That’s my tip of the day there. DC did not have as strong a showing as Marvel, but the two I picked there I think more than pick up the slack. And we had a little competition for indie pick of the week, but as I always try to feature new and different books as time goes on, I went with one I’ve been enjoying for a while, but haven’t gotten around to featuring yet. So, without further ado, here is this week’s Pullbox!

1) Marvel – The New Avengers #17: Continuing with the story line started in this monthly’s annual a few weeks ago, we see Norman Osborn back in a position of power. But unlike last time where he was hiding in plain sight of the public, he has taken up arms with AIM, Hydra, and several others of the big bads of the Marvel universe. Setting an Ultimo robot after a Stark Industries laboratory, the New Avengers leap into action. Unbeknownst to them though, this is all just a test as Osborn and several AIM scientists are piloting the robot and collecting as much data, and a very special sample of Wolverine’s blood, from the skirmish. The issue ends with a bang as Osborn’s plan have clearly just begun. What is great about this comic is that along with his entire time as the head of HAMMER, these global threats that Osborn is producing has brought him to a new level of villainy. For a long time he wasn’t even Spider-Man’s greatest threat. Then he moved to the front of that line. Then he was on the bottom rung of the community threat. And now, he’s top dog there, too. Great action and the start of something that is going to be huge, my only complaint with this comic is that they put Daredevil prominently on the cover and he wasn’t in the issue at all. What’s up with that?

2) Marvel – Amazing Spider-Man #671 (Spider-Island Part 5): I’ve been really disappointed with Spider-Island thus far, but aside from a couple of pages early on with Mary Jane finally getting powers, this was a really great chapter in what has been a subpar event to this point. Spidey finally gets to the bottom of everything that’s been going on with the return of the Queen and gets his Spider-Sense back after having it turned off by the psychic bubble placed over Manhattan to keep the spider people locked on the island. We also see the Jackal hopefully meet his fate as I doubt any true Spidey fan has ever liked him as a villain, although I’m sure like Emperor Palpatine in Star Wars, he probably has a bevy of clones of himself waiting in the wings too. As things finally start to come to a head with Spider-Island you hope that it isn’t like many events that Marvel has done in recent history where there is a quick climax and fast let down after this unnecessarily long build-up. As a whole, I have not been impressed though and am still leaning towards returning to my boycott of Amazing Spider-Man once this whole arc is finally done. Maybe I’ll go re-read my Maximum Carnage graphic novel so I can remember when I really cared about Spider-Man as a character.

3) DC – Green Lantern #2: Hal Jordan is forced to make a “Monkey’s Paw” type deal with the newly reinstated into the Green Lantern core Sinestro and he might actually learn a thing or two from the dictator from Korugar. I’m still a bit on the fence about this comic as I still want Hal Jordan to have his ring back, but his dynamic with Sinestro is something to behold. And with what Sinestro plans in order to give Jordan his “ring” back could break Jordan as a character if done improperly. So far so very good though. Seeing what Sinestro could do with a Green Lantern ring makes you start to truly fathom the power they contain and makes you wonder what has held back the four-honor guard Lanterns of Earth that we’ve followed all these years. In one awesome page, Sinestro did more than Jordan has done with that ring in a year and it only looks to make this odd-couple relationship thrive even more in the pags of this book. Like I said, it could turn sour in the end, but right now this is a must read.

4) DC – Deathstroke #2: An explosive first-issue left me curious to see where things would go plot wise with this book, and the plot has led to a lot more explosions and a lot more action. As Deathstroke is on the path of trying to figure out who is setting him up for something much bigger than he realized he was getting into in the first issue, some hired assassins get in the way after an exchange goes bad. Nothing Deathstroke can’t handle though and before you know it you’ve got body parts, blood, bullets, and swords flying in every direction. It’s gory, it’s brutal, and it’s a heck of a lot of fun and I can’t wait to see where it goes from here. I would like to see Deathstroke with a bit more of a challenge though in future issues because in these first two issues he has just blown through his no name opponents like wet-tissue paper. Let’s see some heroes or something in there to mix it up!

5) Archie – Mega Man #6: If you’re like me, you can’t get enough of the Blue Bomber and this relatively new monthly series starring Mega Man is typically a bright spot for me. The first four issues basically followed Mega Man (or as he is affectionately called by Dr. Light, ‘Rock’) through the first game with Wily taking the six robot masters and sicking them on an unsuspecting public. Now, Wily is off to prison, but in every Mega Man game there has always been eight robot masters beyond that first one. So introducing Oil Man and Time Man, two brand new characters that were “held back” by Wily as they were still further in a prototype phase when he stole them from Dr. Light. Now, Mega Man and the reprogrammed original robot masters have split up into two teams. One to help fix the damage they caused initially and another to find Dr. Wily and put a stop to him once and for all. This comic is everything I would have hoped from it and more. New and old robot masters alike make this comic just as enjoyable as the games and to see Mega Man absorb and use their powers makes me wish Mega Man 11 would be announced. But this comic is fine in place of that and so my only real gripe with it is that I have to wait 30 days between issues. If you are a fan of Mega Man, do yourself a favor and start picking this up every month. It consistently finds a way to balance plot, character development and action and is worth it every time.

With the first month of DC’s universal re-launch behind us, Marvel has decided to start re-launching some more characters of their own in response. Along with Hulk coming out later this month, we see this week the conclusion of the Schism story line in the X-Men to pave way for several new X-Men monthlies featuring two different teams. So, what series are worth continuing in the DC re-launch and what can Marvel do to draw your attention away from it? And there’s a surprisingly good indie that came out this week as well that deserves you attention so without further ado, check out the Pullbox below!

1) Marvel – X-Men: Schism #5 (of 5): As a giant Sentinel came bearing down onto Utopia, Wolverine and Cyclops’ 30-year rivalry has finally come to a head with the two of them duking it out like never before. Meanwhile, while they try to work out their differences with Wolverine stabbing Cyclops several times and Cyclops blasting off Wolverine’s face, it is the young X-Men and Hope’s new recruits who come in and save the day. With a clear moral divide now present on the island, Wolverine decides to leave for good and several various members of the X-Men decide to join him. You need to see this just to see who breaks rank with Cyclops and to set up what looks to be an awesome foreseeable future for the two new X-Men teams. The best part about this mini-series is that it shows everyone how a re-launch should really take place. Marvel has been infamous in the past for screwing them up, but this coupled with the Hulk’s re-launch, both look promising depending on how they come out of the gate with their new respective series. DC has been pretty awful as well including this new universal re-launch. Some characters stayed the same while others were completely re-written or retconned and just had me scratching my head in many cases. It should be interesting to see where the X-Men go from here, but if I were you, start here and get ready for one wild ride.

2) Marvel – Deadpool #44: Moving away from the almost somber tone that the dividing of the X-Men brings, we look to the greatest comic relief character in comics, Deadpool. Still in England, Deadpool is hot on the trail of his would be psychiatrist/stalker when he goes into her apartment and finds a frozen version of…himself. Leaving it for the time being, Deadpool , having grown a small conscience and realizing that it is his fault that his shrink is about to commit murder, for once actually saves someone he dislikes. But in the end, the doc bites the big one and that frozen version of Deadpool? It looks like it’s going to be EVIL DOPPELGANGER time next issue! Yee-haw! Sorry. I, too, begin developing extra voices in my head after reading too much Deadpool. Anyway, Deadpool is always hysterical to read and sees him in the most over-the-top, off-the-wall situations in comics. With everyone else saving the world, Deadpool can barely even save himself most of the time, relying on his healing factor even more than Wolverine does, and it is always entertaining. Again, this issue wraps up a story arc and sets up the next nicely so it would be a solid point to jump in at and the laughs you’ll get from it makes this an easy choice this week.

3) Image – Last of the Greats #1: Earth is under attack and after not heeding the warnings from beings of tremendous power, they must now go to the last one and beg for his help against an invading alien force. Simple in it’s description, but so deep in its writing and art, that this is the most pleasant shock I’ve had in a while from an indie comic. I actually had a chance to speak to the author of this book, Joshua Hale Fialkov and we both agreed that the thing that should first draw people in is the cover, especially this alternate version you see to the left. Beautiful in its simplicity while harking back to a classic in the Watchmen with the smiley face with a drop of blood on it, Last of the Greats could become something that could rival Spawn for Image’s top monthly comic in my opinion because this first issue was just that damn good. It was dark in a way you rarely see in comics and in just the first issue had enough twists and turns that it made your jaw drop and that’s saying something considering these are characters we have no history with. I’m thrilled to hear this is a monthly and that the next three issues are ready for print (again via Fialkov) because I think this is going to be something really special and cannot wait to pick up issue #2.

4) DC – Swamp Thing #2: I admit that my first experiences with Swamp Thing growing up was the movies and later a short-lived cartoon. I never read the comics and so I had a very limited knowledge of the character until later in life and thought that its return at the end of the Brightest Day was one of the worst things DC had done in recent history. But maybe it is that poor rebirth penned by Geoff Johns and my cheesy childhood memories that had limited my expectations for this comic and led to my pleasant surprise that it has been pretty good. We learn more of the history of the Swamp Thing and it almost sounded a bit like the history of Spawn to be honest, but revolving around plant life. Still, Alec Holland having to face this global threat, unknown forces working against him, and the tremendous pressure for him to take back up the mantle of Swamp Thing, makes him a surprisingly deep character only two issues in to this new series. Whether you’re like me and don’t have the history with Swamp Thing or read everything Len Wein and Alan Moore wrote for the character, I think you’d be pleased with how this is going and should definitely pick this up.

5) DC – Penguin: Pain and Prejudice #1 (of 5): With Batman: Arkham City right around the corner and since The Penguin is a main villain in the game, I particularly enjoyed this comic because it gives rare insight into the character of the Penguin himself if you are unfamiliar with Oswald Chesterfield Cobblepot’s rough upbringing. The ruthlessness the Penguin portrays as we see his psychological profile through the brilliant art of the book is really something Batman fans old and new will enjoy and it is nice to see this classic villain is another character mainly untouched by DC’s universal re-launch. It’s also a good comic because it is clearly a set-up for a much larger story as no Penguin story would be complete without interference from the Dark Knight. What new scheme is the Penguin working on or what is he covering up that will draw the Caped Crusader’s interest? I think this is an easy pick-up for all the Batman fans out there as true Batman fans know how underrated the Penguin can be at times as a villain and this arc looks like it might help put the Penguin back into the spotlight for a time. Proof positive to never underestimate even the runts in a litter as rotten as that of the Cobblepots.

One hell of a paradox

Trying to capitalize on their success with last year’s Spider-Man: Shattered Dimensions, Beenox brings us now Spider-Man: Edge of Time. A new villain in the year 2099, Walker Sloan, is at the forefront of time-travel and finally cracking the fourth dimension. Working for Alchemax, Sloan uses the corporation’s mass resources for his own purposes though and constructs a time machine that propels him back into the 1970s. With over 100 years of future knowledge, Sloan pilfers many of the late 20th century’s great ideas years ahead of their conception in order to re-write history and the Alchemax company into his own image. Now, Spider-Men from two ages must work together across space and time in order to put things back the way they once were and close up the wormhole that Sloan has opened up with his time hopping.

There are a lot of good things that Beenox has done with the Spider-Man franchise to date and some of these things continue in Edge of Time. Unfortunately, they get away from two things that I feel are critical to any Spider-Man game dating back to Spider-Man for the N64/PS1: lots of web-slinging and lots of villains. With the entire game taking place inside a single building, you do a decent amount of wall-crawling, but there is not as much room as you’d like to swing and something that has been a staple I feel of all the great Spidey games of the past 10 years has been a fair amount of web-slinging. This lack of web-slinging makes Edge of Time feel more like a generic brawler whose heroes happen to occasionally walk on walls than a genuine Spider-Man game.

Also, Spidey’s Rogues Gallery is one of the most diverse in comics and is only trumped probably by Batman over at DC. So to see Beenox go from over a dozen classic villains in Shattered Dimensions to only a handful of low appeal ones in Edge of Time really felt like a punch to the gut that knocked the wind out of this game. Mind you, without giving anything away, fans of that old-school Spider-Man from the N64/PS1 will likely draw parallels to a new villain who appears in Edge of Time, but besides that fleeting moment of recognition, none of the villains featured in this game got me as excited as those from Shattered Dimensions.

Still, there is a lot of good in this game and fans of Spider-Man will likely walk away pleased with the overall experience. The story, written by original Spider-Man 2099 creator Peter David, is one of the more compelling Spidey tales I’ve seen in a while and has so many twists and turns that you’ll find yourself willingly falling further down the wormhole just to find out what is going to happen next.

Another brilliant aspect of the game is how fresh each chapter feels compared to most other brawlers out there. Bouncing back and forth between Amazing Spider-Man and Spider-Man 2099 feels like a new experience each time as they level up because their fighting styles and special powers are so different from one another.

We also see a huge upgrade with the return of the free-falling levels with Spider-Man 2099 that were introduced in Shattered Dimensions. Although you won’t be fighting any villains this time in elevator shafts and various other vertical corridors, you’ll be dodging a lot more obstacles and a new targeting reticule has been introduced that lets you know exactly where you’ll land on your current path, which makes dodging all those obstacles that much easier. No villains though may make it feel like a mini-game for some, but for me it was one of the most fun mini-games then that I’ve played in a while and are the levels I would replay the most in both Shattered Dimensions and here again in Edge of Time.

Throw in hysterical mid-level dialogue between the two Spider-Men because of a psychic link they have through the wormhole and the relationship between the two becomes a fast growing bond that is enjoyable for the player on a lot of levels. The dialogue is also very strong because Spider-Man 2099 is played by Spider-Man: The Animated Series star and Spider-Man Noir in Shattered Dimensions, Christopher Daniel Barnes, and Amazing Spider-Man is played by Spectacular Spider-Man star and Ultimate Spider-Man in Shattered Dimensions, Josh Keaton, which only makes it feel all the more authentic for diehard Spidey fans.

All in all, Spider-Man: Edge of Time is a good game with a couple of flaws that keep it from being elite. The game play would have been perfect if Beenox could have shoehorned in some web-slinging and some more villains, but everything else is up there with some of the better Spider-Man games of the past in terms of combat and plot. The game may also be a little short in the grand scheme of things, clocking in at just under 10 hours for me, but with a bevy of collectibles and costumes to unlock, there is enough reason to come back to this a couple more times if you’re a diehard Spidey fan and is worth checking out at least once for the more casual fan.

SUMMARY: A lack of web-slinging and villains knocks this worthy Spider-Man tale down a couple of pegs in terms of a game, but should appease many Spidey fans out there overall.

  • THE GOOD: Great plot, great action
  • THE BAD: Not enough villains or web-slinging
  • THE UGLY: My head exploding after trying to understand time-travel as explained by Spider-Man 2099

SCORE: 7.5

A new child of the atom

I think it’s every geek’s dream to develop superpowers in some way. And so like moths to flame we are drawn to games where we can not only play as our favorite heroes but can craft our own personal character in the universes we have come to enjoy through various forms of media. So as a diehard X-Men fan, I was particularly stoked about the release of ­­X-Men Destiny.

Based in the X-Men universe, this is an original story line inspired by, but having no direct tie-in to, the ongoing monthly comics from Marvel. You play as one of three new mutants attending a peace rally in San Francisco as the relationship between human and mutant grows more strained by the day. After an apparent attack on the crowd by Magneto causes panic to spread amongst the crowd, your powers manifest as you attempt to defend yourself. As you learn about your newfound abilities, you’ll uncover a conspiracy that will shake the mutant world to its very core, all the while you make and break alliances with both the X-Men and the Brotherhood of Evil Mutants.

The anticipation I had for this game’s release was soon replaced by disappointment. The best way I could describe how X-Men Destiny was that it felt incomplete. The game is riddled with glitches, has an inconsistent checkpoint save system that sometimes places saves right on top of one another or places them at opposite ends of levels and makes you replay the whole thing over if you die, and the plot, quite simply, is just too damn short for a proper X-Men game, no matter how well written it may be. I beat the entire thing, on the hardest difficulty, in less than eight hours.

I was also displeased with the three character stories and power choices we were forced into. Instead of letting the player truly craft a character they could relate to, you are forced into one of three outlandish protagonists and follow their story as it unfolds. Since many action/adventure games actually do this, it’s not the concept that bothers me, its the fact that the game tries to sell itself as an RPG that gives you a lot of choice and this is simply not the case. And to make matters worse, the few choices you are given are so spread out throughout the game that you never reach your full potential until the very final level of the game. And again, this goes back to the length of the game. Just when you seem to start hitting your stride with whatever powers you were pigeonholed into, it ends.

Mind you, there are some positives to X-Men Destiny. The plot, written by X-Men: Legacy writer Mike Carey, is worthy of the X-Men universe and features cameos or the chance to fight alongside many of your favorite characters while taking on classic X-Men threats. Whether you choose to be good and trade quips with Iceman against the Purifiers or be bad and burn stuff to the ground with Pyro in a U-Men bunker, when the game has you working with your favorite characters on the missions, you actually feel, albeit briefly most of the time, like an X-Man.

The audio was also very good as the music helped set a mood worthy of an action game and the voice acting was superb. Nolan North, better known as Deadpool in most other X-Media, came on to do Cyclops and surprised me as the stoic and steadfast leader of the X-Men. Include other voice over royalty like Phil LaMarr as Gambit and Forge, Yuri Lowenthal as Nightcrawler, Jason Marsden as Iceman, Fred Tatasciore as Juggernaut, and Steve Blum returning to reprise Wolverine and the voice over work in this game is as good as any other cast of X-characters represented in animation or other games.

Still, as good as it felt to fight alongside some of my favorite comic book heroes in this game, there are just too many shortcomings to make X-Men Destiny as special as many of the characters it features. My recommendation is that the game is worth a rental, but is only worthy of purchase by the most diehard of X-Men fans who will play through it several times, despite the glitches, and try to collect the several dozen collectibles featured in the game.

SUMMARY: Short, glitch-riddled, and lacking the choices of a true RPG, X-Men Destiny falls short of the high expectations of most X-Men fans and should only be checked out by the most forgiving of souls.

  • THE GOOD: Fighting alongside many of your favorite heroes from the comics
  • THE BAD: A surprising lack of choice given to the player for an RPG
  • THE UGLY: A lack of polish shows up often considering how short the game is

SCORE: 6.0