Tag Archive: RPG


Playing with fire

With the popularity of games like Skyrim and TV shows like Game of Thrones, it’s no surprise to see other media creators wanting to strike while the high-fantasy iron is hot. It’s going to take a lot more than just knights clanging swords together or wizards weaving random spells to break through in this suddenly crowded category, however.

The latest property looking for its slice of the high-fantasy pie is the action-RPG Bound by Flame. Here, seven necromantic magicians known as the Ice Lords are trying to conquer the world of Vertiel with their undead army, which has yet to meet defeat in a single battle after 10 years of conflict. All is not lost, though. You play as a mercenary nicknamed “Vulcan” who’s tasked with protecting the Red Scribes, an order of magicians performing one last desperate act to possibly sway the tide of war back in the favor of humanity. When the summoning ceremony is interrupted, the spirit the Scribes call forth possesses Vulcan, bequeathing him with unfathomable power and possibly the last chance to overthrow the Ice Lords.

Bound by Flame is a perfect example of wasted potential. It does things I wish big-budget games with long-lasting pedigrees would do, but it can’t get the very basics of the genre right. This dichotomy caused me to love the game one moment and hate it the very next.

One thing Bound by Flame nails is the crafting and upgrades. RPG players will be familiar with the clutter of screens on the menu they’ll have to sort through, but once they do, they’ll find a simple system that, from the very beginning of the game, allows crafting of traps, health potions, crossbow bolts, and even the ability to make better materials out of existing ones, such as tempered steel out of three pieces of raw steel. Players can even craft and customize specific parts of their weapons. Adding a new hilt to a sword could up its critical-hit chance, while a new pommel could increase its total damage output. The system is completely straightforward, and as long as you have the parts, you can pause at any time to instantly make your desired item.

Another aspect that I thoroughly enjoyed—and was quite shocked by—was the shades of gray each choice the game introduced. Many titles, including Mass Effect, Fable, and inFAMOUS, have a moral system of some sort, and Bound by Flame is no different. In those games, though, I always found myself easily making the “right” choice, the decision that led me to unlocking the “good guy” branch of an upgrade tree or ensuring that all the people of these virtual worlds would love me. Bound by Flame actually had me thinking about these decisions, and for the first time ever, I found myself playing the bad guy on my first playthrough. Never before has the “good” decision been this difficult. No matter what I did, I’d be sacrificing something, and in the end, I typically chose the “worse” moral option. And, like in many of those other games, the world, my character, and the story changed accordingly to follow my choices.

Since Bound by Flame is able to do things like this, however, it only makes the game’s shortcomings even more painful. While the story is rather bland in and of itself, following your typical high-fantasy fare of medieval themes punctuated with wizards and magic and a world in peril, it in no way compares to how boring the game’s world looks. Five of the most generic environments you’ll ever see comprise the entirety of Bound by Flame—it seems as if the world designer was using a color-by-numbers chart instead of real artistic flair when concocting Vertiel.

A bland environment can be overlooked, though, if you’re neck deep in engaging combat. Unfortunately, this is Bound by Flame’s fatal flaw. Even after leveling up and getting better weapons and upgrades, you’ll still spend most of your time having to resort to hit-and-run tactics where you get close to an enemy, slash a few times, and then run away and let your health and magic refill. Then, you just rinse and repeat until your undead foes fall. The worst part of all this? Many enemies, even the weakest skeletons, take dozens of hits, turning each encounter into a marathon that had me just running straight toward my objectives and ignoring every enemy I could by the end of the game.

And what makes matters even worse is your friendly AI. You can take one of the four characters that join your party throughout the game with you when you go adventuring. They’re all worthless, though, except as distractions to split the attention of larger forces up. Whether it’s Sybil the healer, Edwen the dark mage, Randval the warrior, or Rhengar the ranger, each one is no better than fodder for your enemies. You’ll run around in circles, hacking and slashing and hoping you take out the group of enemies by yourself so that you can quicksave again and not have to redo any section of combat. Between your brain-dead AI allies and the tactics you’re forced to resort to, this is easily some of the most horribly balanced combat I’ve ever seen in an RPG.

It feels like Bound by Flame couldn’t get out of its own way. By trying to institute some interesting systems and provide some difficulty when making your decisions, developer Spiders forgot to focus on the basics. Without that foundation, the game simply can’t stand on its own. Even though I don’t regret playing Bound by Flame, I can’t really recommend it, either, unless you so desperately need a fantasy fix that you’d rather power through the problems than risk having missed it. You can’t say I didn’t warn you, though, when you get burned.

Developer: Spiders • Publisher: Focus Home Interactive • ESRB: M – Mature • Release Date: 05.09.14
5.5
For every great thing Bound by Flame does, it messes up critical gameplay components like the combat. There’s this sense that the game can’t get out of its own way, and only die-hard high-fantasy fans that aren’t afraid of getting torched by a budget title should check this one out.
The Good An easy-to-use, streamlined crafting and upgrades system.
The Bad Combat is cumbersome and friendly AI is useless.
The Ugly The world might’ve been designed with a paint-by-numbers program.
Bound by Flame is available on PS4, PS3, Xbox 360, and PC. Primary version reviewed was for PS4. Review code was provided by Focus Home Interactive for the benefit of this review.

Gonna have ourselves a time

Sick and tired of licensing out their beloved series to game developers who constantly failed to capture the essence of the show, South Park creators Matt Stone and Trey Parker eventually decided that the only way to do it right was to do it themselves. Enter The Stick of Truth, a project the comedic masterminds helmed from the get-go. They handled all the writing, personally picked a developer, and even navigated the bankruptcy of their first publisher, THQ, and the transition to Ubisoft—all in the hopes of finally conquering the last realm of media they hadn’t been able to strike gold in.

One big reason The Stick of Truth works so well? Parker and Stone penned a tale that puts players themselves in the middle of the crazy Colorado mountain town. As the New Kid, you’ll begin your adventure with the most innocent of tasks: making some friends. And it’s not long before you stumble upon Cartman, Kenny, and all our favorite foul-mouthed youths. Because you refuse to speak, however, the boys resort to calling you “Douchebag” in lieu of a real name.

The refusal to speak isn’t some cruel joke, though. It’s intentional from a game perspective and helps portray your avatar as somewhat of a blank slate. This allows you to customize your character and have some say in how he’ll look, as well as which one of four classes (Fighter, Thief, Mage, or­—appropriately, for the series—Jew) he’ll represent. I ended up making my particular “Douchebag” a Fighter that looked like Walter White from Breaking Bad for most of the game. The only typically standard customization feature locked in stone? Your character must stay a boy, even if you want to dress him up as a girl. Before you get up in arms, this actually makes sense when you analyze it from a plot perspective, because pre-teen boys (especially Cartman) would never want to play make-believe with girls.

After your class and customization options are set, the boys welcome you into the fold with the official title of “Sir” Douchebag. Being named “Douchebag” and having Cartman tell you that if you choose to be a Jew, you can never be true friends is just the beginning of a near-constant barrage of crude humor that might rub more casual fans the wrong way. But as a huge fan of the show, I laughed throughout. Every story beat helps The Stick of Truth feel like an extra-long episode and makes for a joyous celebration of what’s kept South Park such a cable staple for nearly two decades.

The writing isn’t the only thing that makes the game match the mayhem any fan of the show would expect. Parker and Stone clearly spent copious attention on even the tiniest details—you’ll be amazed at how much the animation and art style resemble an actual episode. So much so, in fact, that I actually felt I was a part of the town as I explored familiar landmarks like City Wok, South Park Elementary, and Stark’s Pond.

The old-school, turn-based combat, meanwhile, took me back to my days playing Super Mario RPG, complete with similar timing-based blocks and attacks. Each character has hysterical special attacks appropriate to them, like Cartman farting on a match to roast the entire field of foes. The New Kid’s comparable flatulence-based abilities, meanwhile, can be used as standalone attacks or to bolster normal moves, providing a bit of nuance to what starts out as a simple, straightforward system. But the more I battled, the more I noticed the lack of balance caused by overpowered status effects. If I didn’t knock enemies out in one hit, they’d often die after their first attack due to all of the freezing, burning, bleeding, and “grossing” (the game’s equivalent of poisoning) I’d stacked.

The New Kid’s farting is at its most interesting outside of battle, however, providing four of the ways you interact with the world. “The Sneaky Squeaker,” for example, can be used to distract enemies, while the “Nagasaki” can break down obstacles blocking your path. I just wish it were easier to switch between the different abilities. I’d have preferred if this mechanic were handled by the D-pad, which is instead used to quickly open up tabs in the cluttered menu screen.

The Stick of Truth offers other ways to feel immersed in the South Park universe beyond how well you can clench your sphincter, though. Some are simple, such as firing your toy bow and arrow to hit far-off switches. Others are more complex, like activating an anal probe to teleport between two points (OK, so even some of your other powers deal with your butt). When you use these abilities in tandem with your farting prowess, the world in The Stick of Truth opens up and shows a lot more depth than you might see on the surface.

The only thing about The Stick of Truth that left me truly disappointed is that it’s easily the shortest RPG I’ve ever played. I was able to finish nearly every sidequest, the main campaign, and max out my abilities in only 10 hours. The story felt like it had a natural ending and didn’t feel rushed at all, but I sure do wish there were more to it. If they left me begging for more, it’s not necessarily a bad thing, though, right?

The Stick of Truth is finally the game Parker and Stone have wanted to represent their beloved comedy series. Not only does it pay tribute to some of the show’s best moments, but it also builds new lore on top of that. As a game—and not just a story—it certainly could be better, but South Park fans will still feel immensely satisfied with the effort.

Developer: Obsidian Entertainment, South Park Digital Studios • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 03.04.14
8.5
Finally, fans of South Park have a game worthy of the TV show. The writing, animation, and little details are all outstanding, and while a few balance issues surface during combat and the main quest is a little short at around 10 hours, those aren’t dealbreakers. No South Park game has captured the sleepy Colorado mountain town quite like this, and show creators Matt Stone and Trey Parker delivered on their promise to create a gaming experience that matches the Comedy Central hit.
The Good The Stick of Truth is a game finally worthy of the South Park name.
The Bad A bit short, a bit easy, and a bit unpolished.
The Ugly The poor odds of getting a sequel.
South Park: The Stick of Truth is available on Xbox 360, PS3, and PC. Primary version reviewed was for the Xbox 360 using a retail code provided by Ubisoft.

Chasing the chicken, for old time’s sake

It’s hard to believe it’s been 10 years since the first Fable. Like many who played it the first time around, Lionhead’s fantasy RPG has always held a special place in my heart. I loved the idea that your interactions with the world around you could affect your character’s quests and their physical appearance (good characters received a “holy glow,” while bad players would sprout demonic horns) gave the sensation that your choices actually carried some weight—a rarity back then.

The combat was deeply satisfying, and finding the balance between Strength (melee), Skill (ranged), and Will (magic) to fit your playstyle delivered an instant gratification you rarely see in RPGs even today. Plus, the game featured a charming story that may not have been all that original (boy’s parents are murdered, boy becomes hero, boy enacts vengeance on those who wronged him…kind of like Batman), but it was still entertaining, especially since it was garnished with some classic British humor.

So, even though it didn’t redefine the genre (no matter what Peter Molyneux may say) and has been surpassed many times over at this point, Fable still remained a personal favorite of mine. It didn’t do anything spectacularly, but everything it did back in 2004, it did well. But I must admit after all this time that my memory may have been looking at things through Briar Rose–colored glasses.

Fable Anniversary builds off the content of the expanded 2005 re-release, Fable: The Lost Chapters on the original Xbox, providing a much-needed facelift by updating every asset with Xbox 360-caliber graphics. Along with this, Achievements have been added, and a brand-new user interface has been integrated into the game, one that not only allows players to save wherever they want, but also makes navigating store and inventory menus far easier. There’s even some interesting loading screens depicting an ever-growing map of Albion as you explore.

Besides the look, however, Fable Anniversary fails to offer anything new to the game. That’s not to say the game doesn’t benefit from the graphical update, but seeing Fable’s roots—especially with Legends on the horizon and Fable II, III, and Journey all in the rear-view mirror—makes Anniversary reek of a cash-in on the admitted nostalgia gamers like myself feel toward older franchises.

I’m here to warn you that time hasn’t been kind to this one. Compared to everything that’s come since then—even within the Fable series itself, let alone other RPGs—these roots seem shockingly bare. The stark realization that things aren’t as good as you may remember could leave a decidedly sour taste in your mouth. It left me quite sad, actually.

In one way, it’s an interesting exercise in seeing how far the industry has come. Now, you can choose to be a female protagonist in many RPGs. You still can’t make that choice in this Fable, nor can you customize your character to any reasonable extent. If the developers were going to take the time to update the entire look of the game, couldn’t they have afforded a few more in-depth customization options?

And would it have killed Lionhead to add a couple of extra missions and lengthen the game a little bit? Couldn’t they offer players an experience a little different from the one we had back in 2005? My Xbox 360 still plays Fable: The Lost Chapters (remember when systems had backward compatibility?), so there’s really very little incentive for me to go out and buy a whole new game—even with a $39.99 budget price—unless I’m an Achievement hunter or an OCD collector.

Anniversary lacks many of the features we’ve come to expect in modern RPGs, and the passage of time has dulled the punch of those few that the game did tout. The only value now lies in showing players who came to the franchise late the beginnings of this ongoing tale. It still works from a technical point of view, but only the combat remains rewarding—the one element not ravaged by time over these past 10 years.

What hurts Anniversary most of all, though, is coming to the realization that when Fable first came out, it was very good, even if it really didn’t break new ground. Now, it’s borderline irrelevant, since so little work has been done on this re-release to make the experience stand with contemporary RPGs. It was depressing to trudge through an Albion that looked so very different to me, not only due to the new graphics, but because of my sweet memories being shattered and replaced by a harsher reality. The tagline for Fable used to be “For every choice, a consequence.” Well, the consequence of Fable Anniversary is one disappointed reviewer—and the newfound understanding that, sometimes, it’s better to just leave your memories in the past.

Developer: Lionhead Studios • Publisher: Microsoft Studios • ESRB: M – Mature • Release Date: 02.04.14
6.0
Fable still has some charming elements that have stood the test of time and survive in Fable Anniversary. But most of the game shows its age, so if you played Fable or Fable: The Lost Chapters the first time around, there’s little here to bring you back for more.
The Good Friendlier user interface and a graphical facelift; combat system holds up.
The Bad Everything else is starting to show its age.
The Ugly How entertaining I thought the fart feature once was.
Fable Anniversary is a Xbox 360 exclusive. 

Shota Kageyama, composer for Pokémon X andand the man responsible for the music in Pokémon games since HeartGold and SoulSilver, has decided to step away from Game Freak, he announced on Twitter.

On New Year’s Day, Kageyama tweeted that after being with Game Freak for over six and a half years he was planning to pursue personal ventures and leaving to form a new band called Spica Musica.

Besides Pokémon, Kageyama has contributed music to Super Smash Bros. Brawl and Atlus’s Luminous Arc. He also scored the recent Pocket Monsters: The Origin anime special.

Kageyama added that he still plans on working in game music even though he’s going independent. According to the composer, his Game Freak colleagues were supportive of the decision and he would not say this was a farewell to everyone there, since he thinks it’d be great if they could work together again in the future.

According to a preview from Playstation Official Magazine, Dragon Age: Inquisition will introduce a new metagame system to the series revolving around castle keeps.

Keeps serve as focal points in each of Orlais’ many varied regions. Each one the player captures unlocks new quests for their character.

With players serving as the Inquisitor, keeps also allow you to assign varying amounts of Inquisition agents to maintain it and its surrounding region once in your control. The more agents you assign to a keep, the more you can put it to work for your hero.

For example, you can have agents build a mine to bring in more cash.  Or you can make your agents rebuild a colossus to improve keep morale incase it finds itself in conflict with invading forces at some point. This leads me to believe that keep defense will also play some role in this new metagame.

The OPM preview also draws a parallel to Assassin’s Creed in some ways with this new feature, and I have to agree as it sounds a lot like the Kenway Fleet or Brotherhood building aspects from the more recent games. Either way, it looks to add some much needed gameplay depth and variety to this third chapter in Bioware’s epic medieval fantasy.

Dragon Age: Inquisition is slated for a Q3 2014 release on Xbox One, PS4, Xbox 360, PS3, and PC.

It wants to be the very best

I still vividly remember the Pokémon phenomenon first reaching American shores in 1998 in the form of Red and Blue—and how it absolutely took over much of the free time my middle-school friends and I had. We traded, we battled, and we went to events set up at malls in the middle of nowhere. We downright obsessed for a couple of years.

Then Gold and Silver came out in 2000, but we’d gotten a little older. And while we’d grown out of the arguments that would ensue if someone evolved their Eevee before consulting the group, the game was still enjoyable and exciting to play on its own.

But then more time passed, and the excitement and anticipation that came with each subsequent game continued to lessen. Had I simply outgrown something that dominated my early teen years? Or had the game become stagnant and the formula worn thin?

I can tell you now that it was the latter, because a lot of those great memories I had as a kid returned during the 25-plus hours I put into Pokémon X and Y.

Now, this isn’t because I’m in some quarter-life crisis and I’m feeling nostalgic or something. It’s because Pokémon X and Y succeed in adding just enough new elements to make this classic game feel fresh, while leaving its RPG core perfectly intact.

As usual in the series, you’ll start out as a trainer—this time in the brand-new Kalos region—and just like in previous Pokémon games, you set out on a quest to explore the world around you, develop special relationships with the Pokémon you carry, and collect eight Gym Badges in the hopes of proving yourself as the best trainer around. At the very start, you get to choose from one of three new Pokémon: Froakie, a Water type that looks like a frog, Fennekin, a Fire type that looks like a fox, and Chespin, a Grass type that looks like a…um, well, er…a grassy mole thing.

After this, it’s business as usual for Pokémon old-timers. Go out and level up your Pokémon of choice and collect others to set up a balanced team. Players who’ve been with the series from the beginning will be pleasantly surprised that, right from the get-go, you’ll bump into just as many Generation I Pokémon as the new Generation VI ones on your journey. For example, by the time I’d reached the first gym, I had both a Pidgey and a Fletchling in my party. In previous entries, you’d often see a lot more of the new-generation Pokémon so that the game had a chance to show them off; the balance is much better here.

While on the subject of Generation I—and all previous generations, for that matter—Pokémon X and Y does the best job of any game in the series to establish a bit of continuity in the Pokémon world. In every town I went, there were people who spoke of family in the Unova region or had traveled to Kalos on vacation from Sinnoh. Trading for a Farfetch’d and fishing for Magikarp brought me back to my Game Boy days—and there are a lot of nice little nods to the games that came before X and Y that series veterans will particularly enjoy.

But enough living in the past. By the time you get to that first gym, you’ll notice some subtle changes in X and Y that really change how you play a Pokémon game. The most obvious? The visuals. The lowered camera and 3D effect may seem like minor things, but after playing for a while, you realize just how much more immersive the game feels thanks to this slight tweak. Plus, the new roller skates allow for full 360-degree movement and break that traditional grid-based system of the past, which helps your character actually feel and behave like a human would.

And speaking of avatars, that’s another addition you’ll notice very early on: the customization. I didn’t think I’d get into it as much as I did, but making my trainer look like I wanted took up a decent chunk of my time—and my hard-earned money. By the time I was done with the game, I’d bought a half dozen new outfits and gotten a couple of haircuts along the way before settling on a particular look.

Another new element that’s immediately evident comes from leveling up your Pokémon. In previous games, it was a grind to try to level up a weaker Pokémon. You’d have to have the weaker Pokémon at the head of your party, go into a battle or random encounter, and then immediately switch out to a stronger Pokémon and have them split the experience points. Or, later on, you’d have to waste the “Hold Item” spot for one of your Pokémon in your party to carry around an Experience Share.

Pokémon X and Y streamlines the process immensely. First, if you switch Pokémon out—as long as they don’t faint—every Pokémon that participates in the battle gets full XP. And now you don’t need to have a Pokémon hold the Experience Share. Simply carrying it in your items bag will grant all Pokémon who don’t appear in a conflict half the experience points earned in a battle, making it so much easier to get a new Pokémon up to the level of the party without having to sacrifice time.

Admittedly, some purists may find problems with this. Personally, the less grinding I have to do in an RPG, the better. But if you want the “authentic” Pokémon experience, I suppose you could always sell your Experience Share at a Pokémon Center.

For all the love I’m showering on this game, I don’t feel that all the new features in Pokémon X and Y are for the best. Easily the most glaring problem is the highly touted Mega Evolution feature. The idea here is that certain Pokémon who reach their final stage of evolution—or don’t evolve at all—can take on a new form, mid-battle, to change their stats and sometimes even change their Pokémon types. In theory, it’s a fun idea that might add a hint of unpredictability to battles—but in execution, it falls flat in several ways.

The problems start with you having to sacrifice your Hold Item spot if you should happen to have the right rock that causes Mega Evolution. Aesthetically, it’s pretty cool to see familiar Pokémon like Charizard or Mewtwo take on awesome new forms. But aside from the look, the game does a horrible job of informing the player of what the changes actually do. It doesn’t show stat or type changes—and for the Pokémon whose types do change, this can really mess up strategy if your Pokémon knows moves that lose attack bonuses due to the shift. The only way to see if a type change actually occurs is to go into the Pokémon menu and look at the summary of your Pokémon as if you were going to switch them out. And even then, I still didn’t know if I’d gained strength, lost speed, or if anything else with my stats had actually happened. For a strategy-driven game like Pokémon, Mega Evolution throws an unnecessary amount of randomness into the battles.

If you can put Mega Evolutions aside, though, combat is just as fun as ever. New battles with Sky Trainers put your Flying Pokémon to the test, and Horde Battles against wild Pokémon can get intense; your Pokémon will need to withstand multiple attacks in a row if you don’t have an area-of-effect attack like Fire Blast or Surf.

Also, players no longer need to cower in fear at the sight of a Dragon type in battle. The new Fairy type—marking the introduction of many new Pokémon as well retconning several others like Clefairy and Mr. Mime—means that every Pokémon is weak against something, finally giving the game the balance it’s noticeably lacked since the Gold and Silver days.

The real innovation with battling, however, comes through multiplayer. While I wasn’t able to test the full reach of challenging passersby or putting Pokémon out into the ether randomly through Wonder Trade, I was able to get a couple of decent rounds under my belt locally with fellow EGMer Chris Holzworth, who was playing Pokémon Y while I was using X. As soon as he started playing the game on his 3DS, a picture of his avatar appeared on my lower screen. By tapping it and selecting a few options in regards to how the battle would go, I was fighting him in seconds. For competitive Pokémon players, this will make organizing events a breeze compared to years past.

Even if you aren’t competitive, this is still one of the most worthwhile purchases you’re likely to make for your 3DS. Even though I beat the game in 25 hours, if you take your time and explore all the side content—like making PR vids for your trainers, becoming a fanatical Pokémon Daycare user, or face every trainer on the routes—you could easily clock another 10 hours in single-player. This is, by far, the most impressive Pokémon game we’ve gotten in years, and it presents itself beautifully for newcomers and longtime trainers alike. It’s finally fun to try to catch ’em all again.

Developer: Game Freak • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 10.12.13
9.0
The best main Pokémon series entry in years, X and Y sees several new features breathe life into a process that had grown stale and stagnant. Newcomers and longtime trainers alike should be able to find the joy in catching ’em all once again.
The Good New look, new Pokémon, and finally some new life for the series.
The Bad Unclear benefits to Mega Evolutions.
The Ugly Scraping the bottom of the barrel when it comes to inspiration for new Pokémon.
Pokémon X and Y are exclusive to the Nintendo 3DS. Primary version reviewed was Pokémon X.

A new trailer for Pokémon X & Y highlights several new species of Pokémon, shows cover Pokémon Xerneas and Yveltal in action, and introduces key characters we’ll meet on our journey through the Kelos region.

Two Pokémon in particular caught my eye: the new Dark- and Fighting-type Pokémon, Pangoro—who looks like an angry panda—and the new Fairy-type Pokémon, Swirlix, which looks like cotton candy. In the trailer (embedded below), Swirlix can be seen using a move called Draining Kiss, a new move that’s basically the Fairy equivalent of Absorb for Grass types.

Meanwhile, Xerneas, officially revealed as a Fairy-type, uses a new move exclusive to its arsenal: Geomancy, which generates rainbow-colored light from the ground to damage enemies.

Not to be outdone, Yveltal uses its own exclusive move, Oblivion Wing, which sees the Dark- and Flying-type Pokémon take to the sky to blast a heat ray at its opponents. Kinda reminds me of Superman.

Some of the key human characters players will meet were also revealed, including Professor Augustine Sycamore—the man who will likely give us our first Pokémon—and Team Flare, the red-obsessed bad guys who surely wish to steal Pokémon for their own nefarious schemes.

Players will have the chance to come face to face with these new characters when Pokémon X & Y becomes available worldwide on October 12, 2013, for the Nintendo 3DS.

Check the full trailer out for yourselves:

Dying to disappoint

The first Dead Island turned a lot of heads by blending open-world and RPG elements with survival horror. It lacked the polish to make a truly significant impact, but this solid core led many to believe that the inevitable follow-up would only improve on the strong foundation laid by the first game and deliver an experience that could be enjoyed by zombie slayers everywhere.

Man, were we ever wrong.

Dead Island: Riptide opens with the four heroes from the first game—along with terrorist hacker Charon and Yerema, patient zero of the Banoi outbreak—landing on a military ship in their commandeered helicopter. The soldiers on the ship immediately take everyone into custody, as a mysterious figure named Serpo wishes to experiment on the immune for undisclosed reasons. Yerema freaks when grabbed by the soldiers because of her bad experiences with male authority figures and bites one of her assailants, thus spreading the infection onto the ship.

Following a short cutscene where our heroes awaken from a drug-induced stupor and exchange pleasantries with new playable protagonist John Morgan, we take control of the characters for the first time and discover the ship has now gone to hell. After a brief tutorial segment, the carrier crashes onto the nearby island of Palanai, and a very familiar scene is laid out before us: a tropical haven torn asunder by the zombie outbreak.

And while this paradox of hell in paradise is still an interesting concept, the punch it had with the first game will be lost on returning players, as they’ve seen this before. In fact, as you continue to play through the game, you’ll realize in many instances how very few differences there are in terms of story pacing and location from the first Dead Island to Riptide. The result is usually a less than satisfying sense of déjà vu.

Even the things that were being hyped as major additions were simply meant to fool us into thinking there was something new to be found in Riptide. The “improved gunplay” we were promised has been instituted by removing most of the required gunplay from the game and putting an even stronger emphasis on your melee weapons. Using a boat to get from point A to B is available in only one section of the game—and ended up making for a more frustrating experience, as all that water consistently causes framerate drops and horrendous screen-tearing. At the least the themes of water and flooding are consistent throughout the game—even if you can avoid it in most areas.

And the new quest types we were promised? They’re there, but they’re every bit as much of a grind as the fetch quests that dominated the first game. There are still plenty of fetch quests here, too—so many that almost you almost want to willingly dive into the waiting, diseased maw of some flailing zombie just to end it all.

The first new objective type involves the relatively straightforward task of saving a survivor who’s stuck on high ground, surrounded by zombies below. The second type is the highly touted siege quests. The survivor quests were fun the first couple of times, but when you realize there are literally dozens of survivors scattered about the world—too stupid to help themselves or realize that the zombies can’t climb—a part of you wants to leave these pitiful NPCs to their fate. By contrast, the siege quests are actually a lot of fun and require some complex thinking and strategy, but given that they only occur a handful of times through the entire game, I can’t help but wonder why Techland stressed something so relatively insignificant.

And that’s the kicker, really. If you played the first Dead Island, it’s hard not to notice how little has changed between the games. Even the glitches from the first game have returned, imparting the sense that Riptide needed at least another six months of polishing before ever reaching the hands of consumers. There are the little things, like radios that magically and inexplicably rotate 90 degrees when you turn them on, and big things, like times when the audio drops out completely, breaks whatever quest you’re on, and forces you to quit out and restart from your last checkpoint. The zombie respawn timer is also far too fast. In many instances I would see zombies I just wiped out literally start respawning not 15 seconds later. Polygon by polygon, they would fade back into existence right in front of me, and I’d have to run or deal with them all over again. It’s always nice when a developer uses an in-house engine, as it usually gives them mastery over that which they are trying to create, but it comes off that the Chrome engine still can’t give the smooth experience most gamers demand from a game nowadays, especially one with so much hype.

And the shortcomings aren’t just technical. The story this time around has even more plot holes, and does nothing to further develop any of the characters. Not to mention that Charon and Yerema—two of the most important characters from the first Dead Island—completely disappear once you leave the ship from the game’s opening cinematic/tutorial mission. Characters don’t ask about them, collectibles don’t explain their absence (if you can even look past the all the typos in the various collectibles’ scripts), and when you meet the bad guys again later in the game, it never comes up that two people you arrived with are just gone. Their existence is ignored in order to help further a plot that maddeningly undoes much of the first game’s. All this leads up to one of the most pitiful and poorly developed end bosses I’ve seen in a while, one that pales in comparison to the Ryder White fight from the end of Dead Island.

As much as I may be bashing Riptide, though, some of the good from the first game was able to make it over into this sequel, and there are a couple of nice new features as well. Being able to import your original character is a great touch; it was nice playing with Sam B and already having my skill trees largely filled out. Since the level cap has been raised to 70, you’re also able to further flesh your imported character, as well as try out new abilities, like the Charge maneuver. If Riptide is your first experience with the Dead Island franchise, however, there’s nothing to fear. You’ll automatically start at level 15 with a new character, so you can fill out your tree a decent amount and jump right into co-op without having to worry about other players having to carry you.

The co-op is also a critical returning feature, as many of the missions have been specifically tailored to take advantage of group play—specifically those where you have to carry weapons or supplies to a vehicle while other players cover your rear. The addictive nature of bashing zombies in the face with some trusted cohorts, especially with the weird assortment of weapons you can craft at benches, is as enjoyable as ever in Riptide.

Also, the new enemy types, like the Wrestler, the Butcher, and the Screamer—along with the addition of 13 boss zombies scattered throughout the world—provide some nice monster variety that was noticeably absent from the first game. If as much effort was put into the rest of the game as was put into creating the new zombie monstrosities, I suspect my review would have a dramatically different tone.

Still, as much as I hated the glitches and lack of story development, there were times I couldn’t put Riptide down for hours upon hours. The sheer fun of the co-op zombie-slaughtering gameplay was strong enough to carry the burden. The fact that the rest of the game can’t live up to this promising foundation is nothing short of heartbreaking. It’s a reboot of a game that only came out two years ago. It’s a nightmarish expansion pack with only a handful of new gameplay elements and two new bugs for every one that’s been fixed. If this is your first experience with the franchise, then you might be able to look past some of the more glaring flaws, but if you played the first Dead Island, Riptide is a difficult game to recommend.

Developer: Techland • Publisher: Deep Silver • ESRB: M – Mature • Release Date: 04.23.13
6.0
Newcomers to the franchise will likely be more forgiving of many flaws, much like many of us were with the first Dead Island, considering the fun zombie-bashing core and unique dichotomy of an apocalypse in paradise has remained intact. Veterans of the first Dead Island, on the other hand, will feel cheated, as they’ll recognize the cheap carbon copy that Riptide actually is. Combine this with glitches galore and a plot with more holes in it than the sinking ship the game starts off on, and it’s hard to recommend Riptide to all but the most naïve of zombie enthusiasts.
The Good Enjoyable zombie hacking and co-op remains intact.
The Bad Frequent screen-tearing and quest-breaking glitches; tons of plot holes.
The Ugly The fact that I’d actually hoped this would be better than the first game.
Dead Island: Riptide is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

Fire in the sky

While the strategy-RPG might be considered mostly niche in terms of audience, a few franchises have permanently ingrained themselves  into the hardcore-gaming community. And fewer still represent this better than Fire Emblem. After its first several chapters were Japan exclusives, Fire Emblem crossed the ocean a decade ago and hasn’t looked back since, as we’ve seen one title in the series on every Nintendo system since the Game Boy Advance/GameCube era. So, if Fire Emblem were to continue this streak, it was only a matter of time before it graced the 3DS’s dual screens. And thus, we have Fire Emblem: Awakening, featuring the same core tactical turn-based strategy gameplay we’ve come to love.

Now, before we even get into the story, we need to talk about something that’s never been seen in a Fire Emblem on this side of the Pacific before: In Awakening, you’re allowed to customize your character. Sure, it’s not as detailed as something you might get in an open-world game, but you still get to name your character, choose their gender, hair, and facial features, and develop an immediate bond with them.

Of course, this also means it’s unlikely that we’ll see much of this particular roster of characters again beyond maybe a Smash Bros. appearance down the line, because your interactions with each and every one of them—especially for your created character—are critical. This leads to another feature never before seen in North America: the marriage/bonding system. By fighting alongside characters in battle, you develop trust; later on, if set to fight side by side again, the characters will get bonuses to certain stats like Critical Hit or Attack Avoidance. And if that trust builds up high enough, and if the characters are of the opposite sex, they can get married and have children—who later can fight for your cause!

A brand-new tactic—never before seen in any other Fire Emblem—can help with this bonding. By sacrificing a turn (strategy fans know how much of a risk this can be), two characters can team up and occupy one square. In the past, certain mounted characters could help move another character; now, though, that second character can also fight should the main character be attacked—and, thus, can also level up. This is a great mechanism to help evenly level up your forces—and advance your battlefield position.

And speaking of leveling up, each character has a new Skills feature that allows them to equip five unique skills—earning a new one every 5 to 10 levels. These skills can help in combat, increase stats, or give a variety of other bonuses depending on the terrain and scenario. Some are simple, like a plus-2 to defense, while others are more elaborate—like giving you a plus-10 to hit if your enemy’s wielding a particular weapon type.

All these combat adjustments and additions are all well and good, but the heart and soul of an RPG is the story. And though Awakening gets off to a slow start, the story’s just as immersive as any previous title —and you’ll soon find yourself as attached to these new characters.

Awakening begins with your character face-down in the mud and unconscious—but soon found by Chrom, Prince of Ylisse (the continent you find yourself on). Immediately, the cheesy RPG stereotypes start flying; not only does your character have amnesia, but you’re also immediately welcomed with open arms into Chrom’s band of merry men (and women) who fight to keep Ylisse safe from outside forces. And not only that, but you’re immediately made chief tactician, too! How convenient. And so begins the heroic, swashbuckling adventures of Ray the Tactician! Er, or…whoever you should actually choose to be. Like I said, it’s a slow start to the story, but you’re soon caught up in a conflict that’ll span two continents as you try to quell a threat millennia in the making.

A slow start to an RPG story is a more than forgivable offense, as it’s rare that they start off with a bang. That’s not to say there are no unforgivable flaws, though, with Fire Emblem: Awakening. If you choose to play the game with the traditional “permadeath” feature on, you may find your forces dwindling faster than you’d like. This isn’t uncommon in a Fire Emblem game, and there is an option to turn off permadeath via Casual mode. Still, I would’ve loved an easier way to restart battles where I lost characters, instead of having to restart the game over and over. I suppose you could say I should’ve just turned permadeath off, but that wouldn’t be getting the full Fire Emblem experience—and I still like the idea of being punished for letting one of my characters die. But restarting the whole game repeatedly became a chore, and I stopped caring about certain characters (I’m looking at you, Frederick!) after a while.

The biggest letdown, however, is easily the graphics. The animation style for the story cutscenes is fantastic; it exudes a level of detail rarely seen on any console, never mind a handheld. The problem comes from the sprites used on the battle grid that fail to take advantage of the system’s 3D. In fact, much of the game avoids using the 3D feature, which makes me wonder why they even bothered with it. And the few times 3D models are used—mostly during battle sequences—they look blocky and appear to have no feet. I questioned Eric L. Patterson, our news editor, to see if he wasn’t seeing what I wasn’t seeing; he agreed that all the models looked like Rob Liefeld designed them as they pranced around the battlefield on their tiptoes.

At the end of the day, though, these are minor complaints. Fire Emblem: Awakening stands near the pinnacle of the series, as it blends rarely seen elements and a few new twists of its own into the tried-and-true combat and storytelling. Awakening is one of the few must-have’ 3DS titles.  

SUMMARY: Aside for some minor annoyances, this is probably the best Fire Emblem to come to the States yet. Strategy fans everywhere should rejoice.

  • THE GOOD: As pure a strategy experience as you’ll get anywhere.
  • THE BAD: No simple way to restart battles.
  • THE UGLY: The 3D character models look like they were designed by Rob Liefeld.

SCORE: 9.0

Fire Emblem: Awakening is a Nintendo 3DS exclusive.

Flimsy Paper

The Paper Mario franchise is that rare video game spin-off that succeeded and then stuck around. Part of this is because it presented a unique way for us to look at one of gaming’s most cherished protagonists. Playing on the physics of Mario, Luigi, Princess Peach, Bowser, and the rest of your expected Mario cast of characters being cardboard cut-outs of themselves added different and entertaining game play that has allowed this to flourish. But could this series’ first portable title stand strong and continue the franchise’s trend of great RPG games, or would it be lost in the wind?

Paper Mario: Sticker Star starts off like most every other Mario adventure. The Mushroom Kingdom is throwing a party, this time to celebrate the annual “Sticker Fest” where the magical “Sticker Comet” will come and grant the wishes of everyone who truly believes in its power. Bowser hears about this, crashes the party, and runs right into the Sticker Comet, shattering it into six separate pieces that enhance the abilities of all those who come into contact with them. It’s then up to Mario to once again set off and put the comet back together, all the while fighting Bowser’s army of classic baddies, from the Boomerang Bros. to Spikes.

The great thing about Sticker Star is right off the bat you can tell it maintains all the charm and personality of those that came before it. From the physical humor that plays off the 2D nature of the characters to the music and bright colors of the Mushroom Kingdom, Sticker Star doesn’t lag behind its console predecessors in any way. It really feels like a Paper Mario game. In fact, the 3D-effect only enhances the visuals further, as more depth-of-field tricks can be performed with hidden passageways or items.

These hidden passageways don’t just lead to coin filled treasure rooms, however. In reference to some classic Super Mario Bros. titles, the overworld map is broken into stages and worlds based on themes (desert, forest, water, etc.). Many of these stages, reminding me of Super Mario World, have multiple exits that will open up alternate paths to Mario’s end goal of one of the Sticker Comet fragments. This leads to Paper Mario: Sticker Star having the largest and most sprawling world the series has seen thus far.

There are some flaws with Paper Mario: Sticker Star, though, and the most glaring resides with the new combat system. Scrapping a more traditional, XP-driven system, Sticker Star relies on the item the game is named after: stickers. You must go around the world and collect as many stickers as possible in order to fill up your sticker book. Then when you enter combat, you must spend these stickers, which only have one use each, to perform vintage Mario maneuvers like jumping and swinging a hammer.

Instead of feeling innovative or entertaining, this mechanic instead made me feel like I was in my very own episode of A&E’s Hoarders, as I’d fill my sticker book to the brim and then refuse to ever use them. In fact, since there are no rewards for defeating enemies, I actually started to avoid combat altogether for fear of running out of stickers once the really difficult, scripted battles rolled around. Even the extremely powerful real-world sticker items made me fear combat, as they also took up more space in my sticker book. I ended up becoming so obsessed with organizing and maintaining my inventory of stickers that by the time I reached the first major boss, I had stopped having fun with Sticker Star.

Another irritating aspect of Sticker Star is the constant need to backtrack. Now, I understand this is a common mechanic in many RPGs, but I don’t understand how designers would think having to retreat to your central base (in this case a small town in the Mushroom Kingdom called Decalsburg) all the time or having to re-visit stages you’ve beaten several times over is fun. And Sticker Star is by far one of the worst culprits of this we’ve seen in some time, as you often have to retread the same ground literally dozens of times.

If you can overcome these two major hurdles, there’s a solid concept for a Paper Mario game buried at the core of Sticker Star. Unfortunately, the new sticker-driven combat forcibly removes a lot of the fun from what would otherwise be a stellar portable title, and since so much of the game is progressed through the combat, the experience suffers tremendously as a whole, making this a recommendation for only the most diehard of Paper Mario fans.

SUMMARY:  The plot and adventure are both more than worthy of the Paper Mario name, and the game is set in a massive, beautifully designed world for gamers to explore. Still, these aspects can’t hide the fact that the sticker fighting system is flawed and removes a lot of the fun from the RPG combat.

  • THE GOOD: Massive new world, branching paths, and references to many previous Mario games.
  • THE BAD: New combat system is nowhere near as effective as what we’ve become accustomed to from previous games in the series.
  • THE UGLY: I still miss Mallow and Geno from Super Mario RPG.

SCORE: 6.5

Paper Mario: Sticker Star is a Nintendo 3DS exclusive.