Tag Archive: video games


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.

Stop reading my mind, Ed Boon!

I am, admittedly, a creature of habit. I spend 6.8 percent of my day thinking of friends and loved ones, 9.4 percent of my day thinking about what I’m going to eat for lunch and dinner, and the remaining 83.8 percent of my day thinking about comic-book “What Ifs?” Would Bane be able to go toe-to-toe with Solomon Grundy? Could Green Arrow ever stand up to Superman? Could Shazam, Earth’s Mightiest Mortal, strike down Ares? Could Nightwing surpass his teacher and beat down Batman? Now, NetherRealm Studios has provided me with an outlet for my musings that’s so perfect, so tailor-made for geeks like me, that there’s only one possible explanation: Ed Boon is psychic.

Potential clairvoyance aside, Injustice: Gods Among Us looks to answer many of those questions that I ponder daily by taking 24 of the DC Universe’s most infamous heroes and villains and pitting them against each other in a 2.5D fighter. Building off the foundation of NetherRealm’s last outing, the 2011 Mortal Kombat reboot, Injustice offers a bevy of modes that provide more depth than most other fighters in both its single player and multiplayer menus.

Being the massive comic-book fan that I am, I was initially drawn to the single-player story mode. We open with the revelation that the Joker has committed the unthinkable—he’s detonated a nuke in Metropolis, annihilating the entire populace, including everyone that Superman knows and loves. We then follow the fallout from this horrendous incident as Superman is pushed past a line he never knew existed.

The story unfolds across nearly 50 fights and a handful of minigames—ranging from button-prompt challenges and “Test Your Might”-style button-mashing marathons—through a dozen chapters, each marked by the player taking the helm of a new hero or villain. These are linked together then by gorgeous cutscenes that set the stage for a conflict of the most epic proportions, all as Injustice’s story hits notes reminiscent of some of DC’s most thrilling comic arcs from days gone by. And it even finds an interesting way to explain how the likes of the Joker and Batman can so easily go against Superman and Green Lantern.

But the story mode barely even scratches the surface of the depth this game offers. If you’re more an old-school arcade ladder fan, then Battles mode offers you plenty of options. Not only is there a classic mode where you get a short cutscene tailored to each character after you best 10 different enemies, but there are dozens of stipulations you can select from to add to your challenge. Want to face off against the whole roster? How about doing it with a single lifebar? Or maybe you want a series of mirror matches? These are just a few of the plethora of other challenges available in Battles mode and that’ll keep this disc warm in your system for hours.

But wait! There’s even more! Continuing to build off that Mortal Kombat foundation I mentioned earlier, Injustice also includes S.T.A.R. Labs, a spandexed twist on Mortal Kombat‘s popular Challenge Tower mode that provides each individual character with 10 unique missions that offer a variety of gameplay situations that deviate from the standard fighter formula—all while still providing a fun and interesting set of challenge parameters.

And if that weren’t enough, you’ve got the local and online multiplayer, with the online offering not only your standard ranked 1-on-1 scenarios, but also King of the Hill, where you can enter a queue in a room of fighters and watch other matches take place, or Survivor, where your lifebar and character selection carries over in each match.

Now, I know what you’re saying. If you’re a fighting-game fan like me, you know that a game could have a story from the likes of Marv Wolfman or Frank Miller and have 100 modes that are as deep and well thought out as the ones I’ve described in Injustice, but if it doesn’t handle well, it’s all for naught. The gameplay itself has to be there, the combos have to flow smoothly, and the fighting can’t get dull or boring.

This happens to be where Injustice shines like the Brightest Day.

The thing that surprised me the most was the removal of the traditional rounds we see in most other fighters. Taking a page out of the comics Injustice is inspired by, most monumental bouts between superhero and villain heavyweights will just continue non-stop. In order to embody this idea, Injustice gives every fighter two lifebars, with only a small pause in the action signifying someone has lost their first life bar and a new “round” is then starting. I admit, I was skeptical of this gimmick, but after only a few fights, it became a natural part of the conflict for me. The old premise of rounds was almost completely wiped from my memory as new strategies formed to take advantage of this inventive new wrinkle.

After putting several more matches in, I didn’t see, but I felt the combos flowing like Aquaman riding the surf, as it was easier than ever to pull off some ridiculously long hit combinations, especially with quicker characters like Harley Quinn or Nightwing. As anyone who’s been pinned against an invisible arena walls until the match is over knows, though, this isn’t necessarily a good thing. To balance this, there are a couple of new ways to counter or interrupt these combos and give you a chance to deliver your own punishing pounding.

The power meter system, another Mortal Kombat element, returns to allow players to pump up their special attacks. A full meter allows for the amazing, over-the-top specials that decimate opponents when they hit, but it also acts as a currency for moves called Clashes. A Clash is when a player decides to initiate a forced confrontation with his opponent and gambles some of his special meter. Depending on how much you gamble and who initiates the Clash, you can instantly cause huge damage to your opponent or heal a large chunk of your lifebar. These Clashes, when used properly, can very easily turn a match if not careful. Several times, my opponent and I were down to less than half of our last lifebars when one of us hit a Clash, regained a third of our health, and were able to ride this late boost to victory.

The most ingenious additions to the gameplay, though, are the interactive environments. Across 15 different levels—most with multiple transitions to different sections of the world—you can interact with the background and drop surprisingly powerful attacks on your opponents that take advantage of your particular character’s natural abilities. Get backed into a corner as Bane? A quick tap of the right bumper will have him pick up a car and smash it over your opponent. Should you be playing as the Flash, though, you’ll simply jump off the car to then get behind your opponent and put them in the corner. Laser cannons, chandeliers, statues, robots, jet engines, and anything else you come across can be used to turn the tide of battle and I still haven’t found them all after literally pouring nearly 30 hours into the game.

When all is said and done, Injustice: Gods Among Us isn’t just another fighting game. It’s the ultimate in fan service and an unmistakable labor of love. This is the kind of game DC fans have been dreaming of seeing their heroes in for a long time. On top of the stellar gameplay and cornucopia of modes, there’s a treasure trove full of unlockables, amazing graphics, and superb audio, with a voice cast pulled from the annals of DC Animation’s greats—even if not all of them are in their traditional roles (i.e., Phil LaMarr as Aquaman). And the only knocks against this entire experience are minor. The load times are obnoxiously long and frequent between each battle, but even that can be forgiven when you see what you can do in the levels and how smooth every single fight is once it starts. A few character move sets have shades of Mortal Kombat leak through like Batman/Scorpion, Raven/Ermac, and Killer Frost/Sub-Zero, but everyone else seems truly and wholly original. And I wish the mirror match clones were more easily discernible as they look exactly the same as you do. I’m really nitpicking there, though. I can’t stress enough how polished this game is in nearly every facet. This is a satisfying, must-have gaming experience on every level.

Developer: NetherRealm Studios • Publisher: Warner Bros. Int. Ent. • ESRB: T – Teen • Release Date: 04.16.13
9.5
One of the best all-around fighting experiences you’re likely to find—and fans of both DC Comics and Mortal Kombat-style fighters will be blown away by this high-quality brawler of epic proportions.
The Good A story worthy of the comics, near-flawless mechanics, and enough collectibles to make this one of the deepest fighters you’ll ever see.
The Bad Obnoxiously long and frequent load times.
The Ugly Solomon Grundy takes the cake here.
Injustice: Gods Among Us is available on Xbox 360, PS3, and Wii U. Primary version reviewed was for Xbox 360.

Pussycats Galore

I’ll admit, I’ve always been a little slow to hop on the Behemoth bandwagon. I didn’t play Alien Hominid until it hit XBLA in 2007, and I didn’t get into Castle Crashers until 2011. Although I was late to the party, I loved both of those games, so when I heard that BattleBlock Theater, The Behemoth’s long-awaited next title, had finally been given a release date, I made sure I was ready and waiting for it to drop.

BattleBlock Theater begins as you and a bunch of your best friends—including your bestest friend in the whole wide world, Hatty Hattington—pile into a boat and sail off to parts unknown looking for adventure. After you sail and have some carefree fun for several days, a massive storm hits and sends your ship spiraling off course and into a long-forgotten island. When you come around, your character—customizable in regards to color and head shape—realizes that Hatty’s gone missing.

As you begin to explore the island, you discover a dilapidated theater and enter, hoping to find Hatty. But as soon as you set foot inside, you realize this is no ordinary theater. In fact, it’s been taken over by hundreds of massive cats with an affinity for fine technological devices and wreaking mayhem and murder upon unsuspecting travelers that stumble across their nefarious dungeon of doom. For reasons unknown, Hatty has become the man in charge, now sporting a possessed top hat instead of the friendly smile that once adorned his face. Hmm. I’m going to go out on a limb and guess it has something to do with the possessed hat.

You and your friends must travel through eight worlds full of buzzsaws, laser beams, spears, spikes, and kitties who have a knack for making things blow up, all in the hopes of bringing Hatty back to his senses and escaping from this macabre deathtrap. As you traverse each of the game’s nearly 100 levels, you’re required to collect three jewels to unlock the exit, but you can also nab surplus gems to spend on character unlocks, as well as yarn to bribe the death-kittens into giving you better, more powerful weapons.

Those of you who are familiar with The Behemoth’s work will immediately recognize their trademark cartoon art style and quirky sense of humor. Many of BattleBlock’s laughs come courtesy of the game’s narrator, who spews canned, campy one-liners that help give each level the feel of a never-ending game-show parody.

When you dig past the hundreds of collectible heads for your characters, the bells and whistles of the presentation, and the strong pedigree the game has to live up to, you’ve got a deliciously punishing, fun platformer. In fact, I was often reminded of Super Meat Boy—both with regard to difficulty and the tightness with which you can control your character. And that challenge only gets worse on Insane mode, which features remixed versions of levels packed with even more traps vying to send you to an untimely death.

Unlike some of those more diabolical platformers, though, BattleBlock Theater shines brightest when playing with a friend. I really ought to dedicate this review to my girlfriend, whose willingness to lie down on a bed of spikes to offer me a makeshift platform helped make this review possible. I think this game is the only situation where it’s socially acceptable to look a loved one in the eye and say, “Go kill yourself.” While I still had a lot of fun playing alone, it was solving the more co-op oriented puzzles together that kept smiles plastered on our faces for the nearly eight-hour campaign.

A couple of downsides to playing cooperatively do pop up, however—namely the camera and spawning system. If one player gets too far ahead, the camera pulls way back, making it difficult for either player to see what’s happening onscreen. And when one character dies, where they respawn seems to be completely random. Sometimes they’ll appear right next to their teammate; other times they’ll be rocketed back several checkpoints, forcing them to deal with that lovely camera issue again. Aside from these minor gripes, though, there’s nary a fault to be found.

But the story is only the beginning of BattleBlock’s inescapable charm. There’s also a level editor, where you can craft your own gauntlets to test your friends’ skills and indulge your inner kitty. Want to set up a stroll in the park? How about a punishing series of pitfalls accompanied by lasers dealing death from above? The choice is yours.

Then there’s the biggest surprise of BattleBlock Theater: its versus options. With nearly a dozen game modes spread between 2-on-2 competitions and 4-on-4 contests that pit human players against a team of bots, BattleBlock offers enough variety to keep things fresh for many long hours after you’ve finished up the story. From King of the Hill to Capture the Flag, BattleBlock’s take on some classic versus modes, along with a few original to the game, had me and the other EGM editors rolling on the floor laughing. (Props to Intern Chris for taking home the most MVP awards, even if Associate Editor Josh Harmon and I routinely wiped the floor with him and News Editor Eric L. Patterson.) Things can definitely get a bit chaotic—in fact, they almost always do—but you’ll likely be having too much fun to care.

All in all, this is The Behemoth’s best game to date, and fans should take solace in knowing the incredibly long wait between titles was well worth it. And if you’re a newcomer who feels like it’s finally time to jump on the Behemoth bandwagon, I can’t think of a better game to start with.

Developer: The Behemoth • Publisher: Microsoft Game Studios • ESRB: T – Teen • Release Date: 04.03.13
9.0
Between taking in the hysterical story, trying your hand at level creation, or just blowing up some buddies in versus mode, most every gamer will find something to love about BattleBlock Theater. Whether played alone or with friends, The Behemoth’s latest is an absolute blast that’s well worth the price of admission.
The Good Between its story and versus modes and its level editor, this is one of the deepest downloadable games out there.
The Bad The camera and spawning system in story co-op.
The Ugly You ever seen an entire island run by cats? Trust me. You don’t want to.
BattleBlock Theater is an Xbox 360 (XBLA) exclusive.

At GDC last week, we had the opportunity to sit down with representatives from Wargaming.net as they unveiled the latest addition to their ever-growing universe in World of Tanks: Blitz.

This new iOS/Android platform title looks to bring the action of the main PC game into mobile formats, while placing an emphasis on faster, more accessible play. Part of this mobile movement included scaling back from the main game’s 15-on-15 battles to a more manageable 7-on-7 format, as well as taking full advantage of the devices’ touch screens for movement, aiming, and firing.

The game will feature US, German, and USSR medium and heavy tanks, as well tank destroyers.

We were also told that Wargaming.net would like to link Blitz accounts with those that are currently on World of Tanks when it is released (no hard date as of yet). Linking accounts will possibly provide rewards—such as in game currency—for players who perform well on both World of Tanks and World of Tanks: Blitz. Solid details on whether the folks at Wargaming.net plan on following through with this idea will hopefully emerge closer to the game’s launch.

In our meeting, we also learned that the console project that recently acquired Day 1 Studios has undertaken for Wargaming.net is still progressing, but no other details were available at the time.

What do you folks think of World of Tanks going mobile? Do you think you’ll sign up for a mobile account? What about the links between both games? Let us know what you think with comments below! 

Rise and shine

WARNING: This review contains spoilers in regards to Dead Space 3. If you haven’t finished Dead Space 3, you shouldn’t read this DLC review.

After destroying the Marker signal at the end of Dead Space 3, Isaac Clarke and Sgt. John Carver’s fates were unknown. All we knew was that, somehow, they’d survived after Isaac’s voice came across the radio calling out for Ellie conveniently after she rocketed off into slip space. Dead Space 3: Awakened is downloadable content intended to explain just what happened after the Necromoon fell from the sky and crashed back into Tau Volantis—and how Isaac’s still kicking around on that iceball.

The primary problem with Awakened is that it fails to explain anything, is full of loopholes, and asks players to suspend belief far too many times. The story begins with Isaac waking up in an ice cavern on Tau Volantis. When he and Carver realize they’re not dead, they try to figure out how they survived riding a moon into a planet like a cowboy straddling a bull at the rodeo. Isaac’s answer? Aliens. Something on Tau Volantis didn’t want them to die. Even Carver recoils at the idea and calls Isaac crazy, speaking for everyone who’ll play this mess of a tale.

Once our heroes come to their senses a bit, they realize that many of Danik’s men who were stationed on the planet at the end of Dead Space 3 are still around. So, Isaac and John decide if they can steal one of Danik’s ships, they can get back to Earth, and if they need spare parts, they can grab some from the ghost flotilla still orbiting Tau Volantis. Of course, at this point, I’m still trying to figure out how anything survived on the planet so perfectly AFTER A MOON DROPPED FROM ORBIT ONTO EVERYTHING. The ship graveyard, the men still stationed on the planet, all the ships—they should all have been wiped out. Maybe because the moon was made of flesh, it cushioned the blow? Maybe because Isaac is crazy, he’s still just floating in space on life support, and it’s all a dream? I don’t know the answer, because Awakened asks you to just take everything at face value with no explanation whatsoever.

The technical reason why nothing was destroyed is a lot more depressing than poor storytelling—it’s just plain laziness. Instead of creating new levels, the three chapters of Awakened simply reuse sites that Isaac and John have already visited, culminating back on the Terra Nova. At least the locations look a little different at certain points, especially the Terra Nova itself. Danik’s men who survived (but shouldn’t have) have a rift form in their ranks, which leads to some forming their own cultlike church aboard the Terra Nova and deforming their bodies to look like Necromorphs, even though they’re not quite dead—and causing Clarke and Carver all kinds of trouble.

Beyond the story, Awakened‘s other major flaw is that it’s short, even for DLC. If it takes you more than 90 minutes to beat this, hang up your headset because you have to admit you’re just not that good at games. Heck, the end credits are nearly as long as Awakened itself. For $10 (800 Microsoft Points), there’s just not enough value here for that inflated price tag.

Now, my review has been resoundingly negative thus far, but I’d be remiss if I failed to mention some aspects of Awakened that I thoroughly enjoyed once I ignored the flawed logic the story beat me over the head with. Unlike in Dead Space 3, there’s actually a lot of tension here. The hallucinations that plagued Isaac in the first two games return in full force; you’ll be walking along, when suddenly, the screen will flash red and enemies will appear out of nowhere, making the action far less predictable than in the main game.

The red tint may signify that the enemies are only hallucinations—but to Isaac, they’re all too real, so you have to fight them as you would actual enemies, consuming ammo and losing health along the way. Of course, if they’re not real in the physical plane, they shouldn’t drop ammo, health, and items! But the idea that Isaac’s mind is being torn through like wet toilet paper is a theme that the main game sorely lacked, and it’s a welcome addition.

For its faults, Dead Space 3 was certainly a polished experience, and that’s also the case with Awakened. The non-story-related banter between Clarke and Carver is witty and entertaining, and the idea of a crazed space cult onboard a dead ship gives the game an old-school Dead Space feel that most fans of the series have missed—and will appreciate seeing again. I loved the boss battles, new enemies, and the general feeling of not knowing what was around every corner. If Visceral could’ve somehow combined the gameplay found here with the story of Dead Space 3, I think a vast majority of fans would’ve been a lot more satisfied with the final product.

Developer: Visceral Games • Publisher: Electronic Arts • ESRB: M – Mature • Release Date: 03.12.2013
6.5 Dead Space 3 would have been well served to include some of the thrilling gameplay featured here, but Awakened‘s convoluted narrative has far too many absurd plot holes—and is far too short—to be worth anything to anyone but the most die-hard Dead Space fans.
The Good Provides the kind of psychological horror we expected from the main game.
The Bad Very short; backtracking through old levels; too many plot holes.
The Ugly Trying to play with a solid grip on science and logic.
Dead Space 3: Awakened is available on PS3 (PSN), Xbox 360 (XBLA), and PC. Primary version reviewed was for XBLA.

Walking the Plank

WARNING: Due to the nature of this preview, there will be spoilers regarding previous Assassin’s Creedgames, especially Assassin’s Creed III. Consider yourselves warned.

The present day setting of Assassin’s Creed always served as a means to explain what we were experiencing in the past. This was done, of course, with Desmond hopping into some form of the Animus to relive his ancestor’s lives to find pieces of the puzzle that would prevent the end of days. But with Desmond’s ultimate sacrifice at the end ofAssassin’s Creed III to save the world, the catalyst to trigger these memories we so enjoyed as gamers is now gone. And yet, the Templar-Assassin War still rages on behind the scenes.

So, before we get into the juicy story and gameplay bits of Edward Kenway and his pirating ways in Assassin’s Creed IV: Black Flag (since it’s been leaked all over the internet anyway), we first wanted to look a bit at the new Animus user that would facilitate us experiencing early 18th century Caribbean life. You. That’s right, the player themselves are being directly inserted into the action. Looking to bring the players closer to the story, the unintentional barrier created by Desmond as a character is now completely removed by the narrative of previous games. Players will have a more personal say over their characters as they become one with the story to help immerse them in the Assassin’s Creed universe. And Game Director Ashraf Ismail was kind enough to explain to us how this works with the Assassin’s Creed canon.

“The Animus technology has progressed forward, so that it allows anybody to go into the ancestry of someone else as long as the DNA is in storage somewhere. And the way this is presented to the player is through Abstergo Entertainment. Abstergo Entertainment is a subdivision of Absertgo Industries, who are the present day Templars. So this is a company that does research on historical figures and historical events for entertainment purposes—or so they say. This is the façade. There’s obviously a darker, deeper intent behind all of this. And then you are hired as a research analyst. You’re told to use the Animus to research the life of this great pirate, Edward Kenway. You’re not told why, but as you progress through the story you will find out that Edward had a major impact on the Assassin-Templar conflict. The Templars of the present day need information about what Edward did in the past. And this is why you’re doing all of this.”

Abstergo Entertainment was introduced in the last game’s multiplayer under a similar premise. Therefore, it’s not a stretch to see this branch of the Templars expanded into another game. Just how the player will play through these modern day scenes, whether it’ll be a first-person experience like Desmond’s memories from Revelations, or something like a character customization suite that allows the game to maintain it’s more traditional third-person perspective, is yet to be seen, but something along these lines to help with the idea of being one with this new character was hinted at in our talks with Ashraf.

Because of this, we know now how we get into the world of Edward Kenway, but we should really look a bit more closely at the man himself. After all, it’s through his eyes most of the game really takes place. Edward’s backstory was explained with him being a charming and charismatic man of British decent who grew up very poor. This poverty led him to becoming very reckless and selfish. Upon adulthood, his only real career option was to join the British navy and once accepted, he was stationed in the West Indies (what we call the Caribbean today). The lure of gold, glory, and fame, however, leads him to quickly going AWOL from the navy and turning pirate. It is while being a pirate that Edward runs across the Assassin’s Order and becomes enamored with their struggle. And here is where we pick up with Edward, torn between the selfish pirate life he has cultivated for himself and the new selflessness of the Assassins and somehow, if he is to survive, he must strike a balance between them.

Edward is not just notable for his own exploits, however. He is also the father of Haytham and grandfather to Connor, two integral characters to Assassin’s Creed III. So even though the guys at Ubisoft weren’t looking to do another full trilogy like they did with Ezio, their focus on the Kenway bloodline was something they knew they wanted to do from the very beginning.

“Really early on, in conception and before this game really was started, the brand was headed toward telling the Kenway story. The Kenway saga. This is something that’s important—that we always try to surprise fans with the hero, with the setting. So at some point it was decided that we’re going to do the Ezio trilogy, and then we didn’t want people to just naturally assume that we’re going to do a trilogy with every hero going forward. So we decided for the next round we’re going to surprise people with the Kenway saga. So that’s what we’re telling now. We’re telling Edward’s side of this saga,” said Ashraf.

Like many Assassin’s Creed games though, the main protagonist can sometimes be lost against the backdrop of the recreated historical landscapes. Whether it was Connor in the American Revolution, Ezio in Renaissance Italy, or Altair in Crusades Era Middle East, the time period plays just as big a role in any game as whoever wields the hidden blade. And it looks like it won’t be any different with Black Flag.

The heart of Assasssin’s Creed IV: Black Flag takes place in the year 1715 in the Caribbean, as previously mentioned. Edward is captain of his own ship, the Jackdaw, and he has developed a reputation so that the likes of many other historical figures of the time, like Calico Jack and Blackbeard himself, know to beware of Edward as he is supposedly more ruthless or single minded than anyone else even these famed pirates have ever met.

And this untamed swathe of the globe is the perfect paradise for someone who finds himself clearly on the wrong side of the law as often as Edward does. Because of this, he will travel frequently on the Jackdaw to different islands to let things cool down when he kicks the hornet’s nest one too many times. Ashraf went into great detail about these unique locations Edward will travel to.

“Our map is centered with Cuba and Havana being one of the major cities. We have Nassau in the Bahamas, Kingston in Jamaica, and we’re bordered by Haiti and Yucatán. This is our game world, and it has 50 unique locations. So this is really the most different and freshest AC game that we’ve ever built. This is the most drastically different world. So three major cities, the first being Havana, is a Spanish-colonized city, which has a European flavor to it. For us, we really referenced Venice from ACII, because we love the rooftop running from ACII, and this city is inspired by that. Kingston, this is a British-colonized city, it’s a very dangerous, very threatening environment. It’s probably the most different AC city that we’ve ever had, because it merges natural environments with the city itself. The city actually had a lot of foliage and trees in it. It’s the first time we’ve had a city that’s dense in mixing houses and buildings plus trees and tree navigation stuff. And finally we have Nassau, which is a pirate haven. And this is a city that goes through a transformation in the game. It begins as the pirate haven, but then becomes besieged by the British. So the player really feels a different mood and atmosphere, and the gameplay actually changes as well here. So those are the three major cities, but we’ll also have tons of other locations, like hidden fisherman villages, plantations, tucked away coves where smugglers hide their goods and you can go in and steal it, really dense and claustrophobic jungles to do an opposite of the really open seas, we have naval forts, Mayan ruins, coconut islands— which are the picturesque image people have of the Caribbean—and a new location, a new setting for Assassin’s Creed, is the underwater.”

All these different locations will offer up many new and interesting gameplay challenges we’ve yet to see from the franchise. Just to accommodate the unique landscape of the Caribbean Sea, Ashraf told us to expect about a 60/40 balance between gameplay on land and at seas. And although Edward’s blonde locks may give him a passing resemblance to Aquaman, how exactly he is to navigate or survive in the underwater segments actually in game is still unclear. But no doubt there is a creative solution waiting for us once we experience those segments beyond Edward suddenly growing gills.

With the sea taking up such a large chunk of the game, it’s no surprise to find out that there has been a lot of focus on what you can now do with your ship. Taking a cue from the Far Cry 3 team, a new dynamic encounter system is being incorporated into the sailing portion of the game so that the Jackdaw never knows just when it may come across enemy British, French, or Spanish vessels patrolling a particular expanse of water. There are also several new mechanics now that will not only allow you to engage these ships, but whether or not you wish to board them and try to plunder their holdings or sink them outright.

And how you go about bringing a ship down or capturing it is completely up to you once you’re in the boarding process. You can have Edward lead the charge with sword in hand, use the Jackdaw’s swivel cannons to continue to wreak havoc on the deck, or even jump off the Jackdaw, swim around to the blind side of the enemy vessel, and clamber up the side to attack the enemy crew from behind. How you choose to do it is up to you. Just be careful, as too many failed encounters could lead to your own crew deciding to abandon ship…permanently.

There is a lot more to your sea faring adventures beyond just random encounters though. You can get goods from more than just enemy ships, as the Jackdaw is also outfitted with harpoons if you feel like going hunting for whale blubber or shark meat. There is also a random storm generator meaning Mother Nature is a foe Edward will have to spit in the face of as well. And a tool called the Spyglass will be to critical to scouting out naval blockades or unexplored islands before Edward actually attempts to interact with them, telling him what he might find there as well as what kind of an enemy force to expect.

Some of the new land gameplay elements we know about focus more on Edward’s signature weapons. Much like how Connor had the tomahawk, Edward wields a weapon unique to his character in dual cutlasses. These large swords make Edward even more of an intimidating persona as he strikes with them as easily as most men would with smaller blades. This isn’t to say he doesn’t also wield the traditional hidden blade, but depending on how much of a pirate you wish Edward to be, his swords are a staple that Assassin’s Creed fans should have a lot of fun wielding.

Another pirate weapon that Edward wields are throwaway pistols. Able to carry up to four at once, Edward can fire these pre-loaded pistols to keep his free flow combos going from a distance and it expands his range in the heat of combat, or allows him to take careful aim through a new third-person shooting system to surprise unsuspecting foes.

The most intriguing aspect of the weapons though may be the new upgrade system that allows you to strengthen whatever you wield. Pistols, blades, and even the Jackdaw itself, can be upgraded to make Edward an even more legendary scourge of the sea, and makes pillaging even more important as you look for key components to improve your items.

Much like the previous Assassin’s Creed games, Black Flag looks to be an adventure that brings its own special twist to an interesting period in world history. All while providing the high level of polish we’ve come to expect in game design and gameplay from the folks over at Ubisoft. If you are a fan of Assassin’s Creed, this latest chapter looks to continue the trend of one-upmanship from the franchise, while finally giving gamers the pirate game we’ve always dreamed of come October 29, 2013, for both current and next-gen consoles. Eye patches optional.

When not playing video games, I like to curl up with a good book. These books just so happen to be full of pictures–and only a few hundred words of dialogue—surrounded by several dozen words of onomatopoeia. Yes, you guessed it: I am an avid comic book reader. So, as I sat down to finally read Thunderbolts #4—I’m catching up after my trip to D.I.C.E. 2013—I couldn’t help but notice a full-page ad talking about everyone’s favorite Merc with a Mouth.

What specifically caught my eye about the ad, though, was the bottom of the page, where it exclaimed that Deadpool’s first solo video game adventure would be hitting this summer. Considering this was the first myself, or anyone else in the office, had heard of any sort of release date for the game, I thought it was news to be shared with the community. Oh, you lucky people you. The word “summer” also came up again with a spattering of new screens released last week over at Marvel.com in regards to the Deadpool game.

The summer is a large period of time, however—lasting from the end of June until the end of September—so although this narrows it down from the ominous “TBD 2013″ of other sites or the bulls*** “December 31, 2013″ listing of retail stores, we still don’t have a super-solid date. If we look back at previous High Moon Studios releases, however, my money would be on June, since the last title game director Sean Miller worked on was Transformers: Dark of the Moon—and that was a June release. Meaning, if he went straight from one project to the next, he’d have a full two-year dev cycle with Deadpool. It could also be August, though, since that was when the last game from High Moon Studios in general was released (last year’s Transformers: Fall of Cybertron). Of course, until we get a more solid date, anything beyond “summer” is all just hyperbole on my part. Thanks for the info comic books!

 

It was a weird year for games in 2012. A lot of highly anticipated triple-A titles got delayed into 2013, and although a lot of great games still came out, there wasn’t a clear-cut winner for me this year like there was with last year’s Batman: Arkham City.

Thus, the deliberations between the voices in my head continued deep into the year, coming right down to the wire. It was neck-and-neck between a handful of titles, but when the chaos finally settled down, a Top 5 list emerged of what are—in my opinion—the best games of the year. These are those games—enjoy!

Ray’s Top 5 Games for 2012

#5: Sleeping Dogs

Publisher: Square Enix
Developer: United Front Games
Platforms: Xbox 360, PS3, PC

Mixing Batman: Arkham City’s hand-to-hand combat with Assassin’s Creed–style free-running, Grand Theft Auto–inspired open-world mechanics and gunplay, and Need for Speed’s driving sequences sounds like the ultimate videogame Frankenstein’s monster. However, unlike Mary Shelley’s rotting, mindless beast, Square Enix created an Adonis of a game with Sleeping Dogs. Although there may be little left to the imagination in terms of gameplay, developer United Front Games wove these aspects seamlessly together with an original, engaging plot—and that made Sleeping Dogs one of my must-play games of the year.

#4: XCOM: Enemy Unknown

Publisher: 2K Games
Developer: Firaxis Games
Platforms: Xbox 360, PS3, PC

It’s never fun to die in games. But in XCOM: Enemy Unknown, you must get comfortable with the concept of making sacrifices if you ever hope to complete it. In fact, the game kills most of your team right away in the tutorial just to help get this initial shock out of your system. After all, if humans were actually fighting a war against a superior foreign invader, losses would be commonplace. But even through all that failure, I still had tons of fun as I worked to save Earth from aliens.

#3: The Walking Dead

Publisher: Telltale Games
Developer: Telltale Games
Platforms: XBLA, PSN, PC, Mac, iOS

It’s not easy to make a comic or TV show into a videogame—especially when your fanbase is as rabid as the zombies they read about or watch. The Walking Dead, however, successfully captures the spirit of Robert Kirkman’s original comic while introducing us to an entirely new slice of life in that crazed, zombie-filled world. The young heroine Clementine is arguably the best new character gaming’s seen in years—especially considering the emotional range she’s forced through—and the story’s branching paths afford dozens of playthroughs. The Walking Dead lets you know that adventure games are back—and in a big way.

#2: Borderlands 2

Publisher: 2K Games
Developer: Gearbox Software
Platforms: Xbox 360, PS3, PC, OS X

I’ll admit that I don’t like to play games with other people. They slow me down—or I kill them too much, and they get frustrated, and it just ends up a mess with thrown controllers, slammed headsets, kids crying to their mommies, or me sleeping on the couch. One game is the exception to this rule, though: Borderlands 2. It’s got so many moments where you just wanna go “DID YOU SEE THAT?!” and you need to share that with someone. And if you do play alone, the game doesn’t suffer for it. Throw in probably the best all-around script of the year, and this should be on everyone’s Top 5 list.

#1: Assassin’s Creed III

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox 360, PS3, Wii U, PC

The new naval battles perfectly balance the addictive gameplay and historical accuracy for which the series is known. The plot has more twists than a Twizzler, keeping you hooked the whole way through. The new Wolf Pack co-op mode helps strengthen an already impressive multiplayer suite. Oh, and did I mention you can now stab people in the face more fluidly than ever before? By the time you get to the fifth entry in any franchise, it’s damn near impossible to continually raise the bar. And yet, Assassin’s Creed has done it so spectacularly that I can’t help but give Assassin’s Creed III my game of the year.

Ray’s Off-Topic Awards for 2012

The People’s Champ Award
Street Fighter X Mega Man
Mega Man X Street Fighter - Header This year marked Mega Man’s 25th anniversary…and yet, we didn’t get an official game. For some reason, Capcom cannot remove their collective heads from their asses long enough to be bothered with a new title starring the Blue Bomber. It was Street Fighter’s anniversary, too, and that got a game (even if it was a piece-of-garbage crossover with Tekken). Well, Capcom may not care about Mega Man anymore, but the fans do, and one devotee in particular—a Singaporean designer named Seow Zong Hui—honored Mega Man with his own Street Fighter–infused take!
The Marlboro Man Award for Most Unhealthily Addictive Casual Game
Marvel: Avengers Alliance
I rarely play casual or browser-based games, but when I heard about one based on the Marvel Universe, I figured I’d give it a shot. Any good comic nerd would! Now, nine months after its release, I find myself breaking the level-70 barrier with my custom-created character—and I’ve compiled a true dream team of superheroes. All while devoting far too much free time (and occasionally money) to this free-to-play Facebook addiction, as I continue my quest to save the universe from the element ISO-8!
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Dust: An Elysian Tail
I gave this award out last year, and I feel compelled to do so again—because it would be an indignity to not mention the stunning visuals of Dust: An Elysian Tail. Its hand-drawn animation left me in awe, and when you compound this breathtaking art style with the fact that it was created entirely by one man—Jazz Jackrabbit veteran Dean Dodrill—you can’t help but admire his extreme talents in crafting this intense labor of love.

Not always lucky there’s a Family Guy

It’s never easy to capture the essence of a licensed product in a videogame. Sure, games like Batman: Arkham City show it can be done, but for every gem, you get South Park: Tenorman’s Revenge, X-Men: Destiny, a half-dozen Simpsons titles (excluding Hit and Run), and the worst of them all, Aquaman: Battle for Atlantis (just beating out the equally awful Superman 64). So, when it came time for Family Guy to take another crack at a video game, six years after their first failure on the last console generation, it was hard not to think “Here we go again.”

Inspired by the Season 8 episode “Road to the Multiverse,” Family Guy: Back to the Multiverse centers around the machinations of an alternate universe incarnation of Bertram, Stewie’s evil half-brother who was destroyed in the main Family Guy universe episode “The Big Bang Theory.” This version of Bertram has built his own multiverse remote control and vowed revenge on Stewie for killing him in any universe. Knowing that their own vast multiverse experience makes them the only ones capable of putting a stop to the plan, the show’s beloved odd couple, Stewie and Brian, embark on a quest across 10 parallel dimensions to stop Bertram from putting together an unstoppable army that will squash the Griffin family once and for all.

As a fan of the show, I admit the premise sounded promising. When you consider that the plot was written by the Fuzzy Door writing staff and that everyone from the cartoon reprised their voice for the game, the story side of Back to the Multiverse didn’t worry me one bit. And it did, indeed, deliver in most instances, as there were many moments during the game’s cutscenes where I found myself laughing out loud as Brian and Stewie found themselves in a Pirate World, an Amish World, a world ruled by handicapped people, and much more.

Unfortunately, when it came to being a fleshed-out game, I found Back to the Multiverse lacking. The third-person shooter gameplay quickly became tedious as wave after wave of cookie-cutter enemies swarmed me in each level, yet still provided almost no challenge. Surprisingly, the handful of platforming obstacles in several levels—along with one very special level with Peter—provided some enjoyable variety to the grind of shooting everything in sight, but these brief departures from the blasting bonanza were too few and far between to save the game from becoming repetitive, dull, and simple.

The game is also extremely short and linear, and in order to try to cram in a couple extra hours of playtime, each level is littered with pointless item collection side quests that reward players with nothing but concept art and multiplayer skins. Somewhere between collecting my 10th wanted poster in the Amish world and my 7th handicap placard in the “Handicapable” level, I was already done with the hoarding.

And speaking of the multiplayer, what were developers Heavy Iron thinking by not making the co-op or versus modes online capable? The multiplayer suite here is impressive, with challenges, Deathmatch and CTF, a horde mode, and campaign co-op. Though far from revolutionary, Multiverse definitely has the potential to stand up to many other titles out there, but since all the modes are restricted to local play, they quickly lose their luster. The multiplayer levels, especially in Team Deathmatch, seem better designed for larger groups of players with their scope and size. With only up to four people locally, everyone is constantly wandering around, desperate for someone to shoot. I appreciate local play as an option, but it just doesn’t work well as the only option, not in this day and age.

In the end, this game is like many of those other licensed products that have come before it. There’s a very solid core here, with the visuals and the humorous writing capturing the animated heart of the show. If the fat from the single player had been cut out so there was only maybe only five or six more polished and varied levels, I could see this being a great downloadable or budget title in the $20-30 price range. For a full $60 though, Family Guy: Back to the Multiverse is far too flawed to be worth it for all but the most passionate (and delusional) of Family Guy fans, as this falls into place with the rest of the long list of other mediocre adapted media property video games out there.

SUMMARY: A solid comedic core cannot save what becomes tedious gameplay as you move through the 10 different dimensions of the Multiverse. Throw in the mind-boggling lack of online multiplayer for a suite that clearly could have benefited from it, and Family Guy: Back to the Multiverse should only appeal to fanatics of the FOX animated sitcom.

  • THE GOOD: Much of the game captures the humor of the show.
  • THE BAD: No online multiplayer, tedious side quests.
  • THE UGLY: Amish women. What? It’s not like they’re going to read this on the Internet or something.

SCORE: 5.5

Family Guy: Back to the Multiverse is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360. 

Crash and burn

Up until yesterday, I had no idea what Crashed Ice was. If you came up to me on the street and asked me, I’d probably say it was some sort of alcoholic beverage. And considering Red Bull puts on the event, I may start experimenting with that one later (I’m thinking some blue grenadine and vodka needs to be in there). But, no, Crashed Ice is actually a winter extreme sport involving skating downhill at breakneck speeds while dressed as a hockey player on a closed track. So, considering my love of hockey and my unfortunate experience playing many Kinect, sports, and Kinect sports games over the past couple of years, I figured “How bad could it be?” Famous last words if there ever were ones.

Released to coincide with the first event of the 2012-2013 World Championship season, Red Bull Crashed Ice Kinect allows your avatar to don pads and blades and try to become the faster skater out there as you avoid various real-life and in-game exclusive obstacles. Featuring avatars based on actual Crashed Ice competitors like Kyle Croxall and Jasper Felder, you and three others race to the finish in each event, just like in the actual sport. Being that the game is Kinect based, you’d expect maybe some leg movement, but instead of moving your legs to gain speed, you just swing your arms back and forth as fast as possible in a motion that is more reminiscent of skiing rather than skating. And, unfortunately, Red Bull Crashed Ice Kinect happens to be yet another prime example of a game that fails primarily because the Kinect sensor can’t pick up your motions a majority of the time if you go too fast, obviously defeating the entire purpose of what a race is supposed to be.

The controls aren’t the only failure of Red Bull Crashed Ice Kinect, however, since it’s not like there’s much strategy to this game. The entire concept is “you go downhill as fast as possible.” The faster you swing your arms, the faster you go (if the sensor picks you up), and so the challenge centers more around your level of aerobic fitness than anything the game actually throws at you. Sure, some sensationalized jumps and a Hulk-like stomp move to help knock your competition down to try to give the game a fun, arcade-like feel. But again the Kinect often fails to pick up the rare moments you need these over-the-top maneuvers to advance through the game.

Of course, it’s not like there’s much of a game here to begin with, either; the game consists of only five events. And given the brevity of these races, you can blow through the entire campaign in less than an hour. Even with online leaderboards and the ability to download ghosts of friends or top racers to go against, the game basically equates to a dollar per track. You spend more time on load menus than actually playing this game. So, with the control problems and lack of depth—and the fact that most people don’t even know what Crashed Ice is—this game could be free instead of $5 (400 Microsoft points) and it still wouldn’t be worth it! After putting in far too much time with this, I can say it’s a game everyone should avoid—and that I need to go comfort myself by experimenting more with my Crashed Ice drink recipe (maybe I should put some Natty Ice in there?).

SUMMARY: Even with its cheap price of only 400 Microsoft points ($5), when you combine the game’s poor recognition of your body movements and a severe lack of content, there just isn’t enough of a game here to warrant any sort of purchase.

  • THE GOOD: Head-to-head racing with ghosts.
  • THE BAD: Everything else.
  • THE UGLY: This may be the only skating we see this year with the NHL labor impasse (I miss you, hockey!).

SCORE: 2.5

Red Bull Crashed Ice Kinect is an XBLA (Xbox 360) exclusive.