Tag Archive: video games


NYCC 2013: Ray Takes on Cosplayers!

It’s been a while since I’ve done a video of any kind, and I felt I needed to shake some rust off my interviewing skills. NYCC 2013 seemed like the perfect place to serve this purpose and so I went around the show floor and chatted up some awesome cosplayers. Enjoy!

Team Edward

Change is never easy. But often, it’s for the best. Assassin’s Creed IV: Black Flag is a prime example, since it brings plenty of changes for Ubisoft’s flagship franchise.

From a hardware perspective, Assassin’s Creed IV comes during a console shift, launching with next-gen while still catering to the old. Black Flag also marks the first game where Desmond Miles is no longer the present-day protagonist. Instead, players take on the first-person perspective of an Abstergo Entertainment employee who must “research” 18th-century buccaneer Edward Kenway for the sake of a Pirates of the Caribbean rip-off movie the company wants to make. At least, that’s what they say—but if you look carefully, you’ll see there’s a lot more lurking beneath the surface.

The biggest change, though, comes in the story of Black Flag and how it’s told. In Edward’s tale, the Assassin-Templar war gets pushed into the background and serves as little more than white noise compared to the battle Edward has within himself. It almost feels like the series is trying to ease you back into this overarching conflict that consumed the last couple of Assassin’s Creed titles, making Black Flag the best time in a while for newcomers to jump into the action. The lack of overall narrative progression might worry longtime fans, but the story also seems to be laying the foundation for future games by introducing a lot of new pieces.

The story pacing also sees a dramatic shift compared to previous titles—and it’s a far cry from the dragged-out exposition of Assassin’s Creed III. From the second you start the game, you’re thrown right into the thick of it, piloting a ragtag ship in the middle of a raging storm. From there, Edward quickly acquires his hidden blades, his ship (the Jackdaw), and a first mate. Soon, he’s pirating and plundering with the best of ’em. Quite literally, in fact. Blackbeard, Calico Jack, Ben Hornigold, and every other infamous Caribbean captain of the early 18th century knows Edward somehow—and when you see them, rum will be drunk and laughs will be had. In fact, I wish the game offered the opportunity to work with each one a bit more, but since the cast is so large, you only scratch the surface of all your pirate brethren, and it becomes more noticeable as you peel back all of Edward’s layers.

But through all these interactions, we see a blending of personalities we haven’t really seen before from a single hero in the series. Edward exudes charm and charisma that’s only dashed by his own brash stubbornness, similar to Altaïr from the original Assassin’s Creed. But Edward’s also an established man right from the get-go, with deep-rooted relationships and a reputation that’s well-known—similar to a much older Ezio from the Assassin’s Creed II trilogy. He may not get his proper Assassin training until later in the game (which made me wonder how he became so quickly accustomed to the hidden blades), but he’s been sailing for several years when we meet him, and his backstory’s only fleshed out through short flashbacks.

Despite the advanced life experience Edward’s acquired by the time we first meet him, he also has enough room to still undergo a dramatic character shift over the course of the game. While Black Flag may take place within the short time period of only a few years, Edward grows as a character through each subsequent Animus sequence until he evolves into someone worthy of upholding the Creed, and he takes on a persona that will be quickly recognized by fans who read the Assassin’s Creed book, Forsaken. It’s simply the most dramatic character shift of a single character in one game in the series since Altaïr.

Speaking of things we haven’t seen since Altaïr, that brings me to the gameplay. Making a huge return in Black Flag is an emphasis on stealth. Infiltration missions are a frequent task for Edward to further his cause, and though getting spotted won’t always lead to a mission restart, it will lead to dozens of guards swarming you—and unless your swashbuckling skills are top-notch, it might as well be an instant fail.

Aside from the infiltration missions, Ubisoft’s made some tweaks to the infamous tailing sequences—mostly in the form of an overhauled Eagle Vision system. Now, besides seeing the group affiliation of everyone in a crowd, you can also tag your targets. This allows you to see them through walls and buildings so you can follow them from a much farther distance than in previous entries. I’m afraid this new vision is way too overpowered, though. X-ray vision and Eagle Vision should not be one and the same, and this is just overkill, making these missions easy to the point they feel like a waste of time. And if you want to go old-school and not use it at all, the layouts of the island paths aren’t really set up for that design, so you’ll fail a lot more than the developers intended—and it can become frustrating.

One change that most fans will be thankful for, however? The new gun mechanics. They’re akin to what you might find in a more traditional third-person shooter, which makes taking aim and pulling off headshots a breeze. Of course, sometimes you need to take into consideration the bobbing of your boat when boarding an enemy ship out in the ocean, since that can easily throw off your shot.

Now that I mention your ship, the biggest gameplay element in Assassin’s Creed IV is being out on the Caribbean Sea. This is easily one of the most addictive and well-put-together game mechanics I’ve had the pleasure of playing in quite some time; it was a blast using my spyglass to look for enemy ships, boarding them, and then having that ship’s crew at my mercy. When the game’s story made me go back on land, I was honestly disappointed, because I never wanted to leave the water.

There’s so much to do out on the open seas that it’s easy to become lost in the search for buried treasure, hunting sharks, laying waste to smuggler coves, and violently seizing military forts—and you forget there’s actually a story tying all this together. If you make a speed run and just do the story, you’re probably only going to get a 15-to-20 hour game. But if you’re a completionist, you should double those numbers.

Another part of what makes sailing in the open world so enjoyable is the attention to detail. Seeing whales jump out of the water for a breath of fresh air, Spanish and English ships suddenly engaging each other several nautical miles in the distance, or a storm randomly coming together overhead and you have to start swerving and taking cover to avoid waterspouts and rogue waves was phenomenal. And everything looked crisper and clearer than you’d think was possible on next gen.

What really makes the pirate life so fitting for an Assassin’s Creed game is the freedom—with sailing virtually wherever you want, plundering whatever you wish, and stabbing whoever you want in the face serving as the perfect metaphor. The game’s story holds your hand just enough so that by the time you’re done with the first quarter of the tale, you’re ready to roam about and do whatever you wish. In regards to upgrading your ship and Edward’s belongings, there’s a bit of a grind when it comes to the Jackdaw, since you need to board other ships to get the necessary materials and loot. By contrast, you can buy all the pelts necessary to craft Edward’s upgrades directly from shops if hunting animals isn’t your thing.

Besides the story, there’s also the meta-game revolving around Kenway’s Fleet, which allows you to take captured ships, slap a black flag on them, and send them on special missions around the Caribbean—think recruiting Assassins in Brotherhood, Revelations, and Assassin’s Creed III. If your ships successfully complete the missions, you get cash. Unfortunately, this segment would’ve been more enjoyable if the ships got stronger the better they did—much like how you can upgrade the Jackdaw here or how assassins would level up in previous games. One unique difference is the ships can get into a battle minigame to help make trade routes safer—and increase the likelihood of a successful voyage.

Kenway’s Fleet also takes full advantage of the Black Flag iOS companion app so that you can actually send ships out and make money in-game and work with friends to clear trade routes without being tethered to a console. It’s a cool idea, but all it really made me want to do was get back to my controller faster so I could go back out on the ocean and get more ships for my fleet.

So, the single-player’s pretty damn expansive, but that doesn’t mean there aren’t any multiplayer additions. The one that will draw everyone’s eye, of course, is the Game Lab. This allows players to fully customize multiplayer matches like never before, drawing from every other mode in the game. Also, Wolfpack has seen an upgrade, with new objectives besides group killing added—including protecting treasure chests or killing multitudes of “infected” soldiers.

In all, this is one of the most complete Assassin’s Creed releases to date. I think longtime fans will appreciate Edward’s story and how tight everything feels, but it might be shocking how little the Assassin-Templar conflict actually moves forward. Think of this as laying the groundwork for the next story arc—almost like a monthly comic book. The pieces are being put in place, and during the process, you’re getting to play the greatest pirate game ever conceived.

Black Flag might not topple Assassin’s Creed II from its perch as the pinnacle of the franchise, but if you love swashbuckling and high-tension adventure on the high seas, this is as good as it gets.

Developer: Ubisoft Montreal  • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.29.13
9.5
Assassin’s Creed IV: Black Flag doesn’t move the franchise forward as a whole—but it doesn’t need to. Instead, this is probably the best pirate simulation in gaming history that successfully lays the groundwork for what’s to come in the series.
The Good The high-seas adventures add a whole new dynamic to the Assassin’s Creed franchise.
The Bad Overpowered Eagle Vision.
The Ugly 18th-century dental plans.
Assassin’s Creed IV: Black Flag is available on Xbox 360, PS3, Wii U, and PC. The game will be available on PC on November 19th, and is a launch title for PS4 and Xbox One. Primary version reviewed was for PS4.

The joke’s on us

Fandom. It’s a weird little concept, but it can add color to so many different elements of our lives. For me, my fandom centers mostly on Batman—and has since I was a little boy watching Adam West in reruns of the campy ’60 TV series. After that, I worshipped Michael Keaton and Jack Nicholson. And now, I still swear up and down that Batman: The Animated Series is one of the greatest cartoons of all time. To this day, I adorn my apartment with Batman paraphernalia.

All of this makes reviewing a game like Batman: Arkham Origins a potentially enjoyable or maddening endeavor, however, because my lifelong obsession has me feel the highs and lows more than a casual observer might. And, at points, Arkham Origins goes very low.

The story is a simple one. The Caped Crusader has been cleaning up the streets of Gotham City for just about two years now, but just as we learned in the movies with Batman Begins, when you introduce an element like Batman into the world, there’s bound to be escalation—an evil to counterbalance the good that he represents. In Arkham Origins, the world’s eight best assassins have come to Gotham to try to collect a $50 million bounty that mob boss Black Mask has put on the Bat’s head. And when you get that many criminal elements converging on a sprawling urban center, “escalation” might not even begin to describe it.

This script is a brilliant breakdown of how everyone in the Arkhamverse reacts to this growing conflict when it first happens—and how Batman finally begins to transition from urban myth into a hero in the limelight. Though the story may start off a bit slow, once it hits its stride around the midway point, the twists and turns are worthy of any Batman story we’ve seen in print or on a TV/movie screen before. Dooma Wendschuh and Corey May—best known for their work on Ubisoft franchises like Assassin’s Creed and Prince of Persia—have proven themselves adept at handling the Dark Knight as much as any comic-book writer. And Christopher Drake (a veteran of several animated Batman films) delivers a chilling soundtrack, highlighted by some truly creepy Christmas-themed music, that sets the tone for a classic Batman adventure.

But there’s a lot more to a game than just the plot and atmosphere. Even though Warner Bros. Montreal took Arkham Asylum and Arkham City developer Rocksteady’s basic framework for much of Arkham Origins, it’s clear they wanted to put their own stamp on the franchise—but in the process, they’ve sullied several cornerstone elements from the first two Arkham games.

The first huge disappointment comes in the form of the boss battles. The game’s already scraping the bottom of the barrel with its many C-list villains, but Warner Bros. Montreal does most of them no favors from escaping that label. For every great boss encounter, there’s a horrible, pointless one that makes you question the character’s presence in the game in the first place. And even though the game touts eight assassins, not all of them are actually woven into the story. Instead, they’re relegated to side-mission status—but some of these conflicts are actually better than the story-related ones. It makes you wonder why Warner Bros. Montreal didn’t just trim the number of assassins down in order to deliver the consistent quality of encounters that players expect.

The biggest mistakes are found in the gameplay, though. The highly touted Detective mode crime reconstructor turns out to be a dud, since there are fewer than a dozen instances that you actually use it—and most of those are during the story. It’s an interesting idea that I would’ve loved to have seen more fully fleshed out, but at least the new Detective mode works.

The same can’t be said for combat, due to two of the new gadgets in Batman’s arsenal. The first, the Remote Claw, throws a tightrope between two points, allowing Batman to cross large gaps not normally traversable by the Batclaw. This gadget can also throw objects in the environment at thugs—or even slam two baddies together by attaching to both of them.

But when you give the Remote Claw its two upgrades via the new XP system, you can spam your attacks to make the stealth-based predator rooms far easier than they should be. At that point, you can use the Remote Claw to actually string up three thugs to gargoyles from a distance, never leaving the room’s opening perch, and whittling down the numbers from a daunting six to eight gun-touting thugs to a much more manageable three to five.

This is also a good time to mention that the AI in these rooms seems to have taken a step back from previous entries. You can easily lure all the henchmen in the room back to a gargoyle with a suspended thug, cut down the strung-up one with a Batarang, swing around the room, and string up a new thug to the same gargoyle. I could do this with an entire room, whereas in previous games, not every foe would go to these same spots over and over—they’d catch on to the trick sooner or later. Instead, now I have a pile of eight bodies in one location, which makes it very easy for the janitor to clean up after Batman leaves all the bad guys huddled together.

The second gadget in question breaks the other key gameplay element: hand-to-hand combat. When you get the Electrocutioner’s Shock Gloves, you can throw out any semblance of strategy. You see, the Shock Gloves are unblockable. So, when you activate them, instead of having to balance your attack against shield foes, armored enemies, and stun-baton thugs and actually strategize how to keep your combos going, you can just whale on them with the Shock Gloves for easy massive combos and no longer worry about performing cape stuns or dodges and attacking from behind. What was previously an intricate fighting system becomes a standard button-masher when using the Shock Gloves.

Of course, these gadgets—like everything in Batman’s arsenal—are wholly optional, so if you want to avoid using them to give yourself a more authentic experience, that’s entirely up to you. But, should you choose to use them, they’re clearly overpowered.

Now, I mentioned the new XP system before, and this is actually an addition that works pretty well. It makes every fight and action Batman takes mean something, since you’re constantly working toward leveling up and unlocking new abilities. It also does a better job breaking down how you get XP than what we’ve seen in previous games.

There’s another addition called The Dark Knight System, however, that’s irritating and locks some useful items behind it. In all, 60 specific tasks fall under being Gotham’s protector, thugs’ worst nightmare, being the best vigilante possible, and working toward becoming the world’s greatest detective. Each branch has 15 items in it, but only by completing each item in order can you unlock the next one, with rewards being given at different levels (like the Sonic Shock Batarang). I just couldn’t help but wonder why I needed to do the tasks in order, considering how hard the later ones are; if you accidentally pulled off task No. 14 while still on task No. 12, you’re out of luck and need to do it again. This is incredibly frustrating, especially because it’s an interesting idea that falls flat in execution.

Speaking of frustrations, glitches abound in Origins. This stuff could be patched at a later date, I suppose, but plenty of technical issues hindered my experience—and even forced me to restart many checkpoints. Thugs would suddenly start to hover 10 feet off the ground, so I’d have to do a dive attack from a higher perch to knock them off whatever invisible box they were standing on.

The controls froze up in several instances, preventing me from hurting any of the bad guys—but, interestingly enough, they couldn’t hurt me, either, which forced a checkpoint restart. Other times, I looked to Batclaw up to a higher point, and I got the RB button prompt to do so—but I instead launched across the room in the opposite direction.

And, of course, Arkham Origins also includes your standard bugs like the camera getting stuck on corners. Finally, there’s my personal favorite, lag and screen tearing in the open world. Not a lot of it, but enough to be a nuisance—and the frequency definitely spikes later in the game as more thugs are on the streets. Sure, it’s not like any of this is foreign to games, but it’s also stuff I didn’t see in the previous games.

Arkham Origins also includes something else we didn’t see in the previous games: versus multiplayer. Heck, I didn’t even know about it until I got the game. This is another example of an interesting idea from Warner Bros. Montreal that’s horribly executed—and completely unnecessary.

Eight players are split into three teams: three players on the Joker’s team, three on Bane’s, and the other two play as Batman and Robin (who doesn’t appear in the story at all). If you play as a Joker or Bane henchman, the game takes on a third-person-shooter viewpoint where you try to kill everyone on the other team. Each team has 25 respawns, and when these are exhausted for one side, the other team wins.

Besides kills, you can also capture three points in the environment. With each capture, the opposing team loses a reinforcement. Batman and Robin’s objective, then, is to perform stealth takedowns—like in the predator rooms—on as many thugs as possible in the hopes of filling up an intimidation meter in order for them to win. If they get shot and die, though, the meter is depleted. Players can also race to become their team’s inspirational boss midway through the match, bringing the Joker or Bane onto the field and giving one team a decided advantage, since most of Bane and the Joker’s powers are one-hit kills. What’s more, you can’t be Batman and Robin two matches in a row, since a randomizer selects who’ll don the cape and cowl after each match.

Just typing that made my head hurt. There’s way too much going on in any of these matches, and the term “clusterf***” came to mind frequently during my playtime. The shooting controls feel way too loose, the maps are far too small for Batman and Robin to ever be truly effective, and their stealth techniques are nearly impossible to pull off throughout an entire match because it’s so hard to predict human nature. Plus, they’re completely negated as long as teams stick together, since Batman and Robin can only take one guy down at a time. The two partner players will often immediately turn their guns on Batman and Robin as soon as something happens, since many of the takedowns also take far too long to complete.

But my biggest complaint about this mode is that Batman is the last character who needs a multiplayer component in his game, and I fear something like this could lead to co-op with Robin, Nightwing, and Batgirl down the line.

The addition of multiplayer shows where this game went wrong: from the get-go. Instead of trying to appeal to the core Batman audience, it feels like WB and DC rushed this game out the door in order to try to maintain the accepted two-year development cycle that’s become a standard for most franchises in order to maintain the widest audience possible.

And by asking Roger Craig Smith and Troy Baker to impersonate former Batman and Joker actors Kevin Conroy and Mark Hamill—instead of having them do their own takes on the characters—I think WB and DC are scared of upsetting an already precarious status quo that sees Marvel thumping them in almost every single media endeavor. Even though Smith and Baker do a stellar job for 90 percent of the game, that other 10 percent—where they sound like they’re struggling to get in the spirit of Conroy and Hamill—shatters the immersion. It’s so jarring, it’s like if I were watching Christopher Walken in Batman Returns, and then suddenly, Jay Mohr is there in his place instead. But the only reason why you’d have them do impersonations in the first place is because you’re scared the casual fanbase won’t be able handle change of any sort. You make a game for the lowest common denominator—the kind of player who needs multiplayer.

But most Batman fans are better than that. It goes back to that fandom thing: The diehards are amazingly in tune with their favorite characters and everything going on with them. To my knowledge, there wasn’t a huge clamoring for multiplayer. And there wasn’t a change in voice actors because WB felt they needed “younger-sounding versions” of these characters—especially because they got everyone else from the previous games to reprise their roles.

This all leads to my main problem with Batman: Arkham Origins: It’s nothing more than a stopgap game to keep Batman fresh in the minds of the casual consumer. With Rocksteady hard at work on whatever they’re doing for next-gen, whether it’s the Batman game we want that picks up right after Arkham City (and hopefully follows Hush) or some other DC-related property (there’s always rumors of them taking a crack at Superman), Warner Bros. felt they had to put something out there. In order to not rock the boat even further, they even figured out a way to work the Joker back in with the idea of a prequel.

At its core, despite the flaws, there’s a decent Batman game here, since it still has the basic mechanics of Arkham Asylum and Arkham City. But the game could’ve been so much more if WB Montreal had really tried to carry the series forward instead of trying to do their own impersonation. And at least then—if this effort had been in the name of wrapping up the series on this console generation with a truly magnificent bang—they could be forgiven a little for all the things they broke when it comes to gameplay. Instead, it feels like they cut corners, slapped a Christmastime coat of paint on Rocksteady’s previous framework, built a second island that looks strikingly similar to the first, and hoped that making a couple of references to the previous games would keep the fanbase satisfied. Because of all this, the game falls short of the lofty expectations established by the first two Arkham games—and my expectations as a lifelong Batman fan.

Developer: Warner Bros. Montreal • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13
6.5
Batman: Arkham Origins is a massive step back from Rocksteady’s Arkham efforts due to countless technical problems, poor gadget balancing, and a needless addition of versus multiplayer.
The Good The story, atmosphere, and music are all worthy of the Arkham series.
The Bad Many of the new elements Warner Bros. Montreal introduces are wholly unnecessary—or ruin Rocksteady’s cornerstone elements.
The Ugly The lack of faith WB and DC has in its fanbase.
Batman: Arkham Origins is available on Xbox 360, PS3, Wii U, and PC. Primary version reviewed was for Xbox 360.

Join the Merry Marvel Marching Society

When LEGO Marvel Super Heroes was first announced, some of us less-open-minded comic-book aficionados had some questions about the idea of Warner Bros. (who owns rival DC) publishing a Marvel product of any kind. Luckily, it seems that developer TT Games has just as many mighty Marvelites on their staff as they do dedicated DCers (just don’t tell the bigwigs upstairs!).

Similar to the LEGO Batman games, TT started by making a LEGO-ized version of New York City, giving fans of the comic-book giant an open world comparable to DC’s Gotham. Sure, they’ve taken some liberties—the X-Mansion’s been moved to the North End and out of Westchester County, for example—but these changes were necessary to make everything fit logically into what’s a truly massive hub made of LEGO bricks. With well over 100 heroes and villains coming together in LEGO Marvel Super Heroes, however, there needs to be a universal threat that ties this hub and these heroes together.

Fortunately, Marvel has exactly that in the form of the world-consuming Galactus. And he hungers for Earth. Again. Only a select few know of his approach, though, and some of Marvel’s most nefarious nemeses like Magneto, Loki, and Dr. Doom look to turn this global threat to their advantage. Marvel’s best and brightest heroes will now try to work together to thwart the master plan of these villains, as well as turn Galactus away.

If you’ve played any of the LEGO titles before—whether they were based directly on a movie or more loosely inspired by a property like this one—then you have an idea of what to expect. For this particular game, the action’s broken into 15 levels across many familiar Marvel Universe locales. As you make progress, you unlock gold bricks for performing certain actions, such as saving Stan Lee (who always finds himself in a perilous situation!) or collecting a certain amount of studs (the LEGO version of coins). As you unlock more bricks and play more of the game, you’ll add more heroes and villains to an ever-expanding cast of characters—who can then, in turn, be used to unlock more bricks. And the cycle continues until you 100-percent the game.

LEGO Marvel Super Heroes features more activities than previous entries when it comes to acquiring bricks, giving the game solid variety and replayability. Some gold bricks require puzzle-solving and swapping of powers, but the game also includes plenty of fetch quests that are rather dull and populate much of the hub world. Escorting mini-figs slowly on foot from one side of the map to the other is not my definition of fun and could grate on completionists.

Speaking of swapping powers, your mini-figures can now wield more abilities than ever before. And not just the super-strength you’d expect from characters like the Hulk or the Thing—you can fire laser blasts with Cyclops, activate Magneto’s mastery of magnetism to move all things made of metal, or use Jean Grey’s telekinesis to move just about everything else in the world around. Mind you, wielding Magneto and Jean Grey’s power classes can take some getting used to, since they’re not as accurate as, say, a blast of flame from the hands of the Human Torch.

Since many characters can flylike Thor and Iron Mangetting around the hub world has also never been easier. The game even includes vehicles (some of which even having character themes, like the Green Goblin’s helicopterthough he really doesn’t need one, since he has his glider, right?) for characters that move around mostly on foot, such as Black Widow or Hawkeye.

So, some of the gameplay has changed to go along with the new IP, but one element remains mostly the same: the writing. TT Games usually does a tremendous job of finding ways to sprinkle in humor that freshens up the experience for older players, but they also inject plenty of slapstick and childish antics to ensure appeal to younger audiences. LEGO Marvel Super Heroes is no exception, and its charm should warm the hearts of even the most jaded of comic-book fans.

Unfortunately, the technical problems that have plagued the LEGO series also return here. The camera remains a problem, especially in the hub world, and it’ll often lead to some unnecessary deaths. The rotating split-screen in co-op is also a distraction and detracts from the co-op experience, since two characters can’t just run off—they need to stay close to each other at all times. In future entries, TT Games either needs to make two static, horizontal split-screens or keep me and my buddy stuck within the same window. I started getting sick from the rotating line that appears when one player decides to run north and the other south.

While on the subject of co-op, the other big problem is that we still don’t have online 4-player co-op. The game includes many instances with four heroes in a group in the story, and I had to needlessly rotate through them all to try to progress. Even at my age, I can imagine having a good time with friends or my younger cousins on the other side of the country if we could do this online. And why limit the 4-player fun to the story? The hub world is easily massive enough to fit four mini-fig heroes in it.

Besides the legacy technical shortcomings, LEGO Marvel Super Heroes is immensely enjoyable. It has enough side content, including bonus missions and challenges, that should keep gamers of all ages entertained for hours. But even if you’re just in it for the story, you should walk away happy. If you love LEGO, Marvel comics, or both, this game won’t disappoint.

Developer: TT Games • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 10.22.2013
9.0
Some technical shortcomings aside, this is a tremendously fun experience that will appeal to LEGO and comic book fans young and old alike.
The Good Same humor and charm we’ve come to expect from all the LEGO games.
The Bad Same camera and technical glitches we’ve come to expect from all the LEGO games.
The Ugly Same wonton destruction of property we’ve come to expect from all the LEGO games.
LEGO Marvel Super Heroes is available on Xbox 360, PS3, PC, Wii U, 3DS, DS, PS Vita, and will be a launch title for PS4 and Xbox One. Primary version reviewed was for Xbox 360.

More convenient than Bat-Shark Repellent

Much of the current Batman buzz may surround the upcoming Batman: Arkham Origins console game, but at New York Comic Con 2013, Warner Bros. wanted to make it clear that they haven’t forgotten about the iOS and Android platforms, either. The mobile incarnation was unveiled at the show—it’s scheduled to be available sometime around its console brethren’s October 25th release date—and I was able to get some solid hands-on time with this free-to-play Bat-brawler.

The mobile version’s being developed by NetherRealm Studios—the folks behind Injustice: Gods Among Us—and fans will quickly see parallels between that game’s mobile tie-in and this experience. Much of the core gameplay still revolves around tapping on your enemies to chain together punches and kicks to take them down in succession, and after dispatching a variety of thugs, you’ll earn a chance to beat down one of the eight assassins after the huge bounty on Batman’s head. The Caped Crusader has a stamina meter, however, and he can only pick so many fights in a row before he needs a break to recharge his batteries.

The concept may sound simple enough, but there’s a far deeper experience here than you might expect if you were to give the game a cursory glance. Sure, you won’t get the dialogue or story that you’d get from a Batman console game, but there’s more than enough action to give Bat-fans their fix on the bus or a plane before getting home to their consoles to continue their proper pursuit of Black Mask.

The overall layout breaks up Gotham City into four sections, and Batman must methodically work his way through them all to clean up the streets. While the game will launch with only four of the eight assassins, Warner Bros. promises that— much like the Injustice mobile tie-in—there’ll be plenty of continued support down the line.

The game also includes an RPG-like element; Batman can level up by earning experience after every battle or by using the in-game currency he earns (which can also be purchased for a fee in the game’s store) to unlock a variety of special moves and new costumes that provide natural buffs. Batsuits like the one worn on Earth-Two will provide more health, while the Batman Beyond suit can provide a nice all-around boost.

The combat’s also deeper in that Batman can pull off six or seven moves in a row—unlike the three or four that players were limited to in Injustice. Plus, the variety of special moves is far larger. You can only bring four moves at a time into battle, though, so you’ll have to switch some in and out on the customization screen as you unlock more.

You can also bring medkits to heal yourself—or maybe the Shock Gauntlets, which then switches the game to a first-person perspective as you try to pound your foe’s face into paste. Or there’s always my personal favorite: throwing dual Batarangs for huge damage and then calling in a swarm of bats to slow the enemy down.

But Batman’s combat isn’t the only element to see an overhaul in this mobile version. His would-be assassins also have special maneuvers that require players to master mini-games in order to block or counter opponents’ signature moves. When I fought Deadshot, for example, I had to quickly tap all the bullets he was firing at me in order to dodge them, Matrix-style.

The user interface is also much clearer now, with all your special moves easily clickable down on the bottom of the screen—and if you wish to use your second hand, a block button is available for faster reactions. Of course, if you find the HUD bothersome or think it clutters up the screen, there’s an option now to turn it off altogether.

Clearly, this isn’t the same experience that you’d get on a console. But if you’re on the go and feel like letting out some pent-up aggression on Bane or Copperhead, this looks to be shaping up as a quality mobile tie-in that’ll be great for killing a little time during your commute.

With only a month left before Call of Duty: Ghosts drops, Activision has released a trailer highlighting a new multiplayer option for players called “Squads.”

Call of Duty: Ghosts’ multiplayer features 10 different loadouts for players to customize and level up via experience points earned in battle. Squads allows you to take all of those loadouts at once and play alongside them in four AI-driven modes: Wargame, Squad vs. Squad, Squad Assault, and Safeguard.

To get the full rundown on each mode in Squads and what it entails, be sure to check out the trailer below.

Aside from being an interesting option in its own right, Squads has the dual purpose of allowing players to learn maps and get some practice under their belt if they feel intimidated by the more hardcore Call of Duty players out there. They can learn against bots that scale to their skill level without having to worry about their K/D ratio getting demolished right out of the gate.

Call of Duty: Ghosts will be available on Xbox 360, PS3, PC, and Wii U worldwide on November 5, and will serve as a launch title for both the PS4 and Xbox One.

It should’ve left its mask on

I’ve been reading and obsessing over DC Comics properties for the better part of my entire life. Whenever a new piece of media is released in conjunction with my favorite superheroes, I must ravenously consume it and add it to my near-encyclopedic lexicon of DC lore. So, with the release of Scribblenauts Unmasked: A DC Comics Adventure, it was only fitting that I’d see what kind of an effect Maxwell’s magical notebook could have on the DC Universe. Unfortunately, this was a crossover that I wish could be erased like so many adjectives describing Maxwell’s adversaries.

Here’s the basic story: Maxwell, much like myself, obsesses over DC comic books and superheroes. While pontificating to his sister, Lily, one day about how great life would be if he could live in the DC Universe, the pair come to the conclusion that if Maxwell were to take a piece of paper from his magical notebookwhich allows anything he writes down to be brought into existencewith the word “Gotham” on it and slap it against Lily’s magic globe (which lets her travel anywhere in the world), they might be able to make Maxwell’s dream come true.

While the experiment works, in a drastic turn of events, Maxwell fails to realize that words are also written on the reverse side of that magical piece of paperincluding “Doppelganger,” who now ruthlessly aids the DCU’s villains in wreaking havoc on Gotham, Atlantis, Metropolis, Themyscira, Central City, and other DCU locales with a magical notebook of his own. In order to correct this grievous error, Maxwell promises Batman, Superman, and the rest of the Justice League to clean up Doppelganger’s mess and bring him down.

Anyone familiar with the Scribblenauts games will instantly recognize the basic mechanics of solving puzzles and progressing by writing down objects that would make sense to the situation—for example, writing “lasso” and then tying the rope to a box that you need to pull off a cliff. Of course, more drastic and ridiculous objects could do the same, and players are encouraged to let their imaginations run wild. The major difference now is that you can draw inspiration from the DC Universe. Instead of asking for a gun, you can ask for Mr. Freeze’s freeze gun or Adam Strange’s laser gun. And if you’re not sure how to spell something, the game also provides you with access to the Batcomputer, with thousands of objects and people specific to the DCU that you can call upon by scrolling through and simply tapping on them. After all, it’s not always easy to remember how to spell “Dkrtzy RRR of Sector 188 from the Green Lantern Corps.”

But for as many well-known superhero elements as you’ll find, the game is a bit of a grind. Several levels are locked off until you solve a certain number of minor problems in order to meet a “Superhero Reputation” quota. To do this, though, you have to constantly replay the same levels, never advancing the story, and saving the same old man again and again or beat up a bunch of B-list supervillains who randomly appear for no good reason. And just summoning an army of Batmen can solve most of these minor problems.

It’s a shame, because when the game does progress, there’s some enjoyment to be had. It’s fun taking on the story-related bosses, whose ranks include many of the DCU’s most infamous evildoers. Sadly, there’s only one such encounter per level. That means the game features a dozen inventive boss fights and around 100 uninspired tasks required to access them all.

Because of that curious decision, the pacing of Scribblenauts Unmasked is akin to that one Family Guy joke where Peter hits his knee, and he holds it because he’s in pain, and it’s funny. But then it doesn’t stop, and it’s not funny anymore. Then it goes on so long that it’s funny again because you can’t believe it’s still going. That’s Scribblenauts Unmasked. It starts off as a ton of fun to pull in all these zany DCU objects and use them againstor withyour favorite characters. Then it becomes a grind, because it’s insanely repetitive to get to the next story beat. Then you get to the final boss, and you laugh because you can’t believe they were able to cram six hours’ worth of “content” into the game and decide to charge you 60 bucks.

Developer: 5th Cell • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 09.24.2013
6.0
While certain elements will appeal to DC Comics fans, there simply isn’t enough substance here to make Scribblenauts Unmasked worth a purchasethe gimmick wears off way too quickly.
The Good The expansive amount of DC Comics material on display.
The Bad Grinding through the story with repetitive missions.
The Ugly You can get virtually the same game $20 cheaper on the 3DS.
Scribblenauts Unmasked: A DC Comics Adventure is available on Wii U, 3DS, and PC. Primary version reviewed was for Wii U.

Going Deep

One of the big surprises of Sony’s February PS4 reveal was when Capcom showed off their new online multiplayer medieval fantasy game, Deep Down. At least, we thought it was a medieval fantasy game—until, during the events leading up to Tokyo Game Show, we learned that we should maybe stop with all the Dark Souls and Dragon’s Dogma comparisons, and instead look more to Assassin’s Creed.

While much of the game’s action will indeed be set in the past, your character is actually part of Ravens, a special team of people living in 2094 New York. These individuals have the ability to travel back in time to explore eras of interest, although nothing (as of yet) has been said as to why these time periods are on the Ravens’ radar, or how the Ravens actually time travel. So, while a medieval setting will surely be included, that’s not to say the American Revolution or the Renaissance are off the table either.

Deep Down wasn’t done showing itself off, however, and at TGS I was lucky enough to actually get my hands on this fascinating new title while at Sony’s booth.

I began by selecting one of two lance-wielding medieval knights, whose only real differences on the surface seemed to be cosmetic (with one wearing silver armor and the other clad in gold). I chose the more traditional silver, and was brought to a character customization screen with three branches of abilities set before me. I admit my lack of understanding Japanese left me a disadvantage here, but I was able to select three abilities from the first tree, and two more abilities from each of the following two trees.

I was then teleported to what I can only assume to be a level specifically designed for the demo, as the lack of complexity left it wanting, with only a few corridors and enemies to speak of. The level’s detail, however, was a fine testament to next-gen hardware, as every stone in the wall seemed to exist on its own and dynamic lighting and dust particles galore gave me the sense that I was indeed exploring a small section of some ancient dungeon.

As I slowly proceeded down the first corridor—avoiding the fire spewing stone turrets placed at regular intervals—I was confronted by a creature that could best be described as a hairless Rodent of Unusual Size from The Princess Bride standing on its hindquarters. Where the look of the game had first wowed me (and actually continued to do so with how grotesque the creature standing in front of me was), the controls knocked me back down a level as they felt clunky and slow in regards to the combat. I could swing my lance wildly directly in front of me, or aim and thrust forward with the triggers, but I felt like I was fighting both methods as much as I was the ROUS (Rodents of Unusual Size).

The magic spells I blindly picked at least helped, as I could perform a strong 360 degree spin with my lance with one, or throw a variety of magical grenades with another. One grenade was made of light, and exploded after a delay; the other seemed to be a spirit scroll, releasing ethereal energy from its enchanted pages after contacting the ground.

As I continued to explore the level, I stumbled across a couple of hidden passageways that served as shortcuts and slayed another half dozen or so ROUSs before reaching the end goal, marked by a teleportation dais. As I approached the dais, however, a motherly voice began coming through the headset, seemingly speaking to my character. Whether this was a memory of the Raven or of someone from the time period, I’m not really sure, but the voice seemed to haunt me as I drew closer to the demo’s end and added a necessary layer of intrigue for the story.

When all was said and done, the demo was probably less than 15 minutes long—but it gave me a decent idea of what I could expect from combat, regular enemies (no dragons like those pictured above quite yet), and magical powers. The story could potentially be a huge selling point once more details emerge about the Ravens and their purpose. I think the game is visually stunning, and the magic is cool, but melee combat definitely needs more work if Deep Down’s going to be a hit.

I really wish I had gotten more than a thrown-together demo level. I’m curious as to why I was allowed to play something that feels so incomplete and yet clearly will have the complexity you’d expect from most RPGs (at least we hope) in the final product. This isn’t to say I’m disappointed, but I feel like the more I learn about Deep Down, the more questions I have. Only time will tell if the answers are worth the wait.

Who is deadliest?

For three seasons, Deadliest Warrior on Spike took some of history’s greatest combatants and threw them into a fictional “What if?” scenario. Torn Banner Studios’ Chivalry: Medieval Warfare is a best-selling PC title best described as a first-person slasher where feudal knights clash in multiplayer combat in order to achieve a variety of objectives.

When the two meet, you get Chivalry: Deadliest Warrior, a Chivalry expansion pack coming this fall via Steam. It might sound simple, but after going hands-on with the game, there’s a lot more going on than you might initially expect.

Sure, the first major aspect is obvious: the six warrior classes. The Knight will be familiar to longtime Chivalry players, but the Ninja, Samurai, Pirate, Viking, and Spartan are new—and each brings their own brand of mayhem to the proceedings. In true Deadliest Warrior fashion, all combatants have a choice of weapons, so a Samurai-versus-Spartan showdown could theoretically play out quite differently each time.

The game also includes projectile weapons—much like the main Chivalry experiencethat fit the needs of each character. For example, a Spartan can throw his spear, while a Pirate can fire his flintlock pistol. The Pirate and Ninja weren’t available in the demo, but I did get a chance to try out the Spartan; tossing his spear felt excellent, especially when it hit and impaled an opponent for a killing blow.

Speaking of weapons, fans of Deadliest Warrior know how heavily these bouts rely on statistics. But don’t these matchups wreak havoc on weapon and armor balancing?

“For us, we’re trying to keep the personality of the weapons,” says lead game designer Steve Piggott. “We’re not going to use the exact stats. If Spartans are using bronze weapons and armor, that would never cut through the steel armored plates of a knight. But we’re not going to represent that in the game, because that would be the least fun thing ever. So, we’re trying to maintain the character and personality of those weapons without losing the fun factor of wielding them. And then, from there, it’s just constant iteration to make sure it’s a fun experience.”

Aside from a variety of authentic weapons, each class also has its own unique arena with different traps or features that could change the way you think of combat. I was able to try out the Samurai’s arena, where I was able to run on the rooftops and get the drop on enemies from above. At one point, a Knight tried dropping down on mebut all that heavy armor didn’t make for a sound strategy, and it was an easy kill for my Viking warrior. I also tried the Spartan’s arena, which has a 300-style pit into which you can kick careless foes. Of course, if you’re like me and mash the kick button near that pit, you also leave yourself open for an easy gutting.

The biggest change, however, comes in the form of multiteam matches, where up to six teams of 10 players clash in a single arena. There’s also Mixed Team Deathmatch, which allows for a hodgepodge of classes on a given team; Faction Battle, where 32 from one class go against 32 from another; a traditional Capture the Flag mode; or 1-on-1 duels akin more to a traditional Deadliest Warrior scenario.

Meanwhile, Deadliest Warrior fans will be thrilled that comprehensive stats will be kept on globally ranked leaderboards to help fan the flames of that eternal debate: “Who is deadliest?” Players can also monitor their personal stats, including kills and their most effective weapons. Honestly, there’s a lot of potential here. I only got a chance to see the 1-on-1 duelswhich were certainly exciting in their own rightbut this is a mode that fans of both the Deadliest Warrior games and TV show will embrace.

But it’s the idea of expanding that into multiple teams and factions versus factions that really got me excited. Who wouldn’t love to see 32 Spartans up against 32 Ninjas? Or see 10 Spartans, 10 Ninjas, 10 Samurai, 10 Vikings, 10 Knights, and 10 Pirates duke it out? The potential for mayhem is awesome, and that’s what will really draw players into this $15 expansion.

Et tu, Sega?

It’s been a while since we’ve done one of these game tie-in book reviews. Quite honestly, it’s not easy to review a book like a game or movie, because there’s a lot less to go on. A book is based solely on its creative merits. There aren’t any graphics to critique, there’s no voice acting to lament, and there aren’t any controls to put through their paces. So, if I tried placing a book review on a similar scale to a game review, I’d fail miserably. It’s not like I can knock off points for things like font choice or the type of paper used at the printer! With that being said, I got my hands on Total War Rome: Destroy Carthage, the first of what’s supposed to be a brand-new series of tie-in novels to the Total War series from Thomas Dunne Books. This one highlights Total War: Rome II, which was just released last week.

Written by renowned archaeological/historical-fiction author David Gibbins (Atlantis, Crusader Gold, The Mask of Troy), Destroy Carthage follows the life of the fictional Fabius Petronius Secundus to see how Rome transitioned between the Second and Third Punic Wars, culminating in the fall of Carthage in 146 B.C. While Fabius may be the main character here, the story is actually about how the very real Scipio Aemilianus Africanus rose to power in Rome and led his army through Carthage. The narrative takes Fabius’ point of view as Scipio’s second-in-command; our protagonist conveniently rides his commanding officer’s coattails, which gives us an interesting look at what one of ancient Rome’s most famous generals would’ve gone through to carry out his lifelong mission of wiping Carthage from the map.

And while Fabius isn’t the only fictional character created to help demonstrate certain factual Roman political, social, and combat traditions, Scipio’s also far from the only real man to make an appearance in the novel. The feared Hasdrubal, leader of Carthage during its fall; Polybius, famed Greek historian and adviser to Scipio; and Roman praetor and censor Marcus Porcius Cato (better known as Cato the Elder) all play major roles in the novel, just as they did in history.

Perhaps the most impressive element of Destroy Carthage is that it finds such a large thread of history that’s so accurately able to parallel the action of the game. While a few sections get into the trenches in rather gruesome detail—including the Battle of Pydna during Scipio’s teenage years and the siege of Carthage itself—the book is, by and large, a political thriller. While we might think of that term describing the modern-day wheelings and dealings in Washington, D.C., politics absolutely played a role in societies from millennia ago; striking this balance of less action and more intrigue helps the book do justice to a game that requires meticulous planning. It also shows Gibbins’ attention to detail—he paints a vivid picture of what ancient Roman life would’ve been like circa the second century B.C.

Unfortunately, this attention to minutiae makes Destroy Carthage a slog at times. Though it’s not surprising given Gibbins’ scholarly background, he takes few historical liberties beyond the handful of fictional characters. Several Latin phrases are liberally thrown around, and with Roman naming traditions being so alien from our own, it’s a bit confusing early on understanding just who everyone is and their role in society. It all comes together eventually, but I found myself looking at the appendix a bit more often than I might like, which broke up the pacing on several occasions. A perfect example is that Scipio Aemilianus is the younger son of Lucius Aemilius Paulus Macedonicus and was adopted by Publius Cornelius Scipio, eldest son of Publius Cornelius Scipio Africanus, changing Scipio’s official name to Publius Cornelius Scipio Aemilianus. By the end of the book, Scipio is Publius Cornelius Scipio Aemilianus Africanus.

Despite all that, I enjoyed Total War Rome: Destroy Carthage. The hardcover price tag of $25.99 is about what you’d expect for a book of this size (352 pages), but if you’re low on cash, a paperback version will likely come sooner or later. If you enjoy immersing yourself in a historical time period and learning a bit about long-extinct cultures—or find yourself obsessed with the corresponding game and need something else to help augment your experience—this is a solid read that’s definitely worth your time.

Author: David Gibbins • Publisher: Thomas Dunne Books • Pages: 352 (hardcover) • Release Date: 09.03.2013
7.5
The hardcover price tag of $25.99 is about what you’d expect for a hardcover book of this size. If you enjoy immersing yourself in a historical time period and learning a bit about long-extinct cultures—or find yourself obsessed with the corresponding game and need something else to help augment your experience—this is a solid read that’s definitely worth your time.
The Good More political thriller than action, this book serves as a solid tie-in to Total War: Rome II.
The Bad Though it’s historically accurate from a linguistic standpoint, the liberal use of Latin throws off the pacing and reading comprehension.
The Ugly The Roman centurion on the cover has a face only a mother could love.