Tag Archive: video games


Just driftin’ away

The vehicle combat genre has hit a bit of a dry spell lately so what are fans of racing to the finish line while throwing rockets, bullets, and mines at their friends to do?. Luckily, there seems to be a game coming out that might be able to give them a temporary fix and for a lot less price than a retail game.

SkyDrift is a downloadable plane combat title that pits you against seven other planes as you soar through steep canyons, around frozen glaciers, and over pristine lagoons all over the world. As you win more races, some being your standard get through the finish line first after a couple of laps while others are more objective motivated, like surviving a series of timed cuts that eliminate the farthest behind player, you progress through seven progressively harder series. Along the way you can unlock up to eight different aircraft and four skins for each one to help give you some diversity in your aircraft and play style as the sharp controls help you bob and weave around enemy projectiles or environment hazards.

Unlike some more developed vehicle combat games though, there is really no story behind SkyDrift. It is simply an exercise in you getting behind some crosshairs and trying to blow some friends to kingdom come. So if you’re just looking for a release for your road rage, this might be a solid choice, but if you’re looking for something more in-depth and plot driven with some larger than life characters, then you should really look elsewhere. Also, even with the great weapon variety and solid controls, they can’t make up for the fact that sometimes the flight paths are muddled against generic textures and without a mini-map or compass you’re really kind of hung out to dry once in a while and may crash yourself more than your friends will shoot you down. This can lead to a lot of frustration in those really tight races if you’re still familiarizing yourself with certain courses.

Overall, if you’re looking for a really deep vehicle combat experience, this probably isn’t your best choice, but if you’re just looking to target a bunch of friends casually in your crosshairs before hitting them with a full arsenal of weaponry, then SkyDrift might be worth looking at with its $15 price tag. Especially considering it has nearly three-dozen courses and countless single-player and online versus modes including a Survival mode that clearly focuses more on the combat aspect than the racing one. SkyDrift is a solid, decently polished game that should be enough to stave off some vehicle combat cravings at least for a little while.

SUMMARY: SkyDrift is a fun game that could serve as a decent holdover for vehicle combat fans until something more involved comes along.

  • THE GOOD: Weapon variety and solid controls
  • THE BAD: Lack of a story and motivation through single-player campaign
  • THE UGLY: Unclear flight paths at times leading to bloody stains on canyon walls

SCORE: 6.5

Hack ‘n’ Slash at its most mediocre

If you bought all five games in the Xbox Summer of Arcade this year, then you may already have an idea what Crimson Alliance is all about as this game was the promised bonus for purchasing all those downloadable titles. And after playing through this game, I see why it needed to be thrown in as a bonus.

The game follows the story of a mercenary, an assassin, and a wizard who upon happenstance see their paths cross. And once they do cross, well, their lives are never quite the same. So original, I know. The wizard, who is amnesiac, pleads to the mercenary and assassin to help him on a quest to return to his homeland. Both sensing some easy gold, agree. But once they reach what was supposed to be the glorious harbor city of Byzan, they see that it is smoldering in ruin and has seen the water recede permanently back into the ocean. The mercenary and assassin realize they’ve bitten off more than they can chew, but reluctantly agree to help the wizard get to the root of the problem and maybe jog his memory back up.

The magical powers and fighting in Crimson Alliance are reminiscent of the N64’s Gauntlet Legends, with it’s arcade hack ‘n’ slash feel and the wizard acting as your magic type, the merc as your tank, and the assassin as your long-range/speedster. All while various monsters, mercenaries, and the undead look to take you down across the game’s 11 levels. Each level also has a small horde of collectibles that can power-up your heroes or help reveal more of the game’s back-story. The controls and game play for the most part feel satisfying, even in their repetitive simplicity, and should please any veteran of the arcade who played these ceiling down RPGs in the past. Beyond this though, the game starts to fall flat.

The game tries to tempt you with further replays of the game and particular levels by incorporating a scoring system and awarding you medals and bonus gold depending on how well you do. There are also several challenge arenas where you’ll face off against waves of enemies in the hopes of bonus gold and rare weapons, armor, or shields. Unfortunately, with the generic story, repetitive game play, and the fact it should only take you one play through to find all the items, collectibles, and rack up a decent enough high score, unless you are set on getting platinum, once through should be enough for you.

A possible saving aspect to this abundance of mediocrity would be the game’s options to play with friends either locally or online in co-op, as well as the hint of competition in terms of the scoring system. But again the ball was dropped here as with four slots available and only three classes, it just seems weird to force players into mirror images if you can get a full band of players together and it just comes off as lazy to not have incorporated a fourth character in a type of game that always seems to have plentiful options for people. Another limiting factor here is the fact you have to pay extra to unlock all three characters as playable. If you only buy the game, once you choose your character class, you are locked into it unless you pay extra for the other two. This lack of options is probably the biggest knock against the replay-ability of the game since the experience really would only differ if you changed classes, and forcing players to pay for this option just seems very low end.

When all is said and done, Crimson Alliance is well-polished enough in terms of controls and game play, but is as generic an action/adventure RPG as they come as repetition, multiplayer restrictions, and poor story telling keep this game from being something special. If you got the game as the Summer of Arcade bonus, it was worth it, but I don’t see this as being worth its $15 price tag for all three characters, or $10 for one, and would suggest you look for another downloadable title until this maybe goes on sale.


SUMMARY: Crimson Alliance is well-polished enough in terms of controls and game play, but is as generic an action/adventure RPG as they come in almost every other aspect.

  • THE GOOD: Arcade hack ‘n’ slash action reminiscent of Gauntlet Legends
  • THE BAD:Nothing special to make it stand out above other games of the same genre
  • THE UGLY:Undead zombie priestesses out to consume your soul

SCORE: 6.0

Originally Published: August 30, 2011, on EGMNOW.COM

I had a chance to sit down with Infinity Ward’s Creative Strategist Robert Bowling and talk a bit about the multiplayer strike packages for Call of Duty: Modern Warfare 3. To check out my full interview with Robert, head to EGMNOW.com or check out EGMi on the iPad and look for Issue 251.5. And for new trailers and more videos from me and the rest of the EGM crew, be sure to check out EGMNOW on Youtube! Multiplayer trailer footage provided by Activision.

Originally Published: September 6, 2011, on EGMMAG.com

The Good: The first real “hardcore” game on the Kinect
The Bad: The lack of ever feeling in real danger, fatigue from playing too long
The Ugly: The macabre clockwork zombies you’ll face by the dozens

Rise of Nightmares is being touted as the first “hardcore” game for the Kinect as it focuses more on a single player narrative experience instead of the party or fitness games we’ve seen to date. You play as Josh, an American tourist on vacation in Romania, trying to put his marriage back together with his wife. While taking a train through the countryside, you and your wife get into another argument and she storms off towards the dining car. After some time, you pursue her, but when you finally catch up, the unimaginable is waiting for him. A Frankenstein like-monster has your wife in his arms and as you begin to give chase, the train derails and is flung into a river. When you come to, you and the other survivors come across a mansion in the woods and your instincts say that whatever that thing was, it took your wife here.

Rise of Nightmares may break ground as the first “hardcore” Kinect game, but I feel it is more limited by the technology than empowered by it. If you really want to set the mood and try to give yourself a scare by turning off the lights while playing, you can’t because then the Kinect can’t see you and you can’t progress so whether you like it or not, all the lights in the room have to stay on.

Then comes the combat. There are no guns in the game so you have to get up close and personal with nearly every foe you face. And while it does feel satisfying to punch a zombie out with brass knuckles, bash what’s left of their brains in with a lead pipe, or dismember them with a bloody chainsaw, because of all the movement that is involved with setting yourself up for the kill, the game’s A.I. is beyond simple to prevent frustration with the Kinect controls. In turn, this nullifies the fear factor because you never feel like your character is in any real danger most of the time when the zombies shuffle onto the screen. Many zombies will simply shamble right into the path of whatever weapon you are wielding and the larger challenge comes in keeping your real-life stamina up than in mowing down the constant stream of proverbial cannon fodder.

And this leads us to the fatigue factor. Although the movement and combat controls are simplified and picked up rather well for the most part once you get used to them, like shifting your shoulders to turn around, sticking one leg out to walk, and various quick time inspired events like ducking or climbing, you may become too tired to devote a long amount of time to the game per play session. I played for three hours the first time I put the disc in and didn’t realize till afterward that since movement is only controlled by one leg, that what became my pivot leg’s knee had locked up from putting my weight on it constantly for much of the game as I explored the castle grounds.

Despite what are really just minor annoyances though, the game is actually a solid experience overall. You could write off the “shambling” of the zombies to their uniquely written macabre clockwork origins, even if they aren’t that threatening, and the plot is engaging enough, with just enough cheesy B-horror movie voice acting, to make you want to push on with the story and find out the mysteries lurking in the castle. There are also some very satisfying moments sprinkled in like digging through a fresh cadaver or fishing through a blood filled toilet for items, or luring zombies into some of the mansion’s traps like giant rotating blades or electrified water. It’s just at the end of the day, although different from any other gaming experience I’ve ever had because of the Kinect controls, I can’t help but feel that I would have preferred having a traditional controller in my hand during a lot of it. Still, if you’re looking to get some more use out of your Kinect, this is a fine example of the potential for this device if developers turn themselves away from the cheesy party and exercise games and really focus on giving you a gaming experience.

Score: 7.0

Originally Published: September 6, 2011, on EGMMAG.com

THE BUZZ: Turn 10, the developer for Microsoft’s Forza franchise, has teamed up with 343 Industries to provide a unique experience in Forza 4. A special Halo 4 Warthog Easter egg will be featured in Forza 4’s brand new Autovista mode, which allows gamers to get a detailed look at some of the game’s super cars, and will provide fans of both franchises a chance to get up close and personal with the iconic all-terrain vehicle like never before.

WHAT WE KNOW: Turn 10 head Dan Greenawalt made sure to point out that this was an Easter egg meaning only the most hardcore of Forza 4 drivers would likely have a shot at unlocking the Warthog in the Kinect compatible Autovista mode. And considering you can’t drive the vehicle in the game (it would get smoked off the line as its top speed is only 78 MPH, but I wonder if a Ferrari could out run the bullets from its mini-turret), only the mightiest of mechanics might even be interested in going for it. An extra special addition to the Warthog Easter egg will be Cortana providing never before heard commentary as you explore the inner and outer workings of the vehicle.

WHAT IT MEANS: It’s not unheard of for a company to cross-promote with exclusive franchises, but I think it is actually a plus that the Warthog is not a drivable vehicle because when you cross promote too much, you might turn off the audience that is only interested in the primary franchise, in this case Forza 4, to begin with.

Originally Published: August 30, 2011, on EGMNOW.COM

Publisher: 345 Games
Developer: Backbone Entertainment
Platforms: XBLA, PSN

Release: 08.30.11

Players: Single Player, 2-4-player local and online co-op

ESRB Rating: M – Mature

The Good: Fans of the show will be laughing from the opening cut scene to the end credits
The Bad: Camera angle makes aiming difficult, game play can be repetitive
The Ugly: Huge steaming piles of manbird droppings

Based on Comedy Central’s hit TV show, Ugly Americans: Apocalypsegeddon is an original adventure featuring all your favorite characters from the cartoon. You choose to play as series protagonist Mark Lilly, his girlfriend Callie Maggotbone, bumbling wizard Leonard Powers, or the D.O.I.’s top cop, Frank Grimes. Each character has their own strengths and weaknesses, but the game features an RPG leveling-up system that can help balance them all out or really stress those advantages depending on your play style. After making your character decision, you’ll grab yourself a BSU 2000 (Blow Sh*t Up 2000, Frank’s newest toy that allows you to stick whatever isn’t bolted down into the chamber and fire it as a projectile) and start getting down to the bottom of all the trouble in New York City.

The first thing you’ll immediately notice is the game went with a less traditional side-scrolling view instead of the ceiling down view seen in most other dual joystick arcade style shooters. This was meant to try to give the gamer more of a sense as if they were watching an episode of the TV show, but it is a little difficult to get used to at first, especially in terms of aiming your BSU 2000 at the various manbirds, zombies, and demons you’ll come across. Some items have a spray effect where the aiming difficulty doesn’t seem as obvious, but with a lot of other projectiles, like the boomeranging hammer or arcing crystal ball, misjudging the aim can get tedious fast.

The game does do a lot of things right though, especially in the presentation. If you’re a fan of the show, you’ll love the fact that all the voice actors reprise their roles in the game and there is more than 20 minutes of original animation and dialogue in cut scenes, meaning that the game is just dripping with the humor that makes the show itself great and has enough animation for a stand alone episode by itself. The best part probably comes from being able to play the game with friends locally or online though as it helps to break up the redundancy that is typical of most arcade shooters.

All in all, the question you have to ask yourself is ‘are a fan of the show or not’. If so, the writing and animation will outshine the minor game play annoyances and is definitely worth your $10. If not, you may want to avoid this as knowing the show seems critical to your overall enjoyment of the game.

Score: 7.5

Originally Published: August 30, 2011, on EGMNOW.COM

THE BUZZ: IBM’s working on a new type of “cognitive computer chip” that not only performs preprogrammed functions, but can also learn and recognize elements in its environment and react to them—including play videogames—in a way similar to the human brain.

WHAT WE KNOW: IBM says their research team set up two prototype chips that “successfully demonstrated simple applications like navigation, machine vision, pattern recognition, associative memory, and classification.” One of the highlights came when they pointed out one chip in particular “taught itself how to play Pong,” which served as one of their first tests for cognitive recognition.

EGM’S TAKE: In terms of real-world applications, these chips could provide “smart” traffic signals, water-supply monitoring, or natural-disaster prediction. On a more personal note, imagine these chips in your iPad—or even your videogames—as they learn from your daily interaction. Developers could guarantee that no two gamers would have the same experience, as these smartchips could change a given game to challenge you specifically. Personally, I’d like to be the first to welcome our new computer overlords, as this is how a lot of apocalyptic science-fiction novels start: Computers that can think like humans then start to out-think humans. In all seriousness, I don’t know if it will ever get to that, but the applications for a chip like this are intriguing…if a bit frightening.

Originally Published: August 30, 2011, on EGMNOW.COM

Call of Duty: Modern Warfare 3 creative strategist Robert Bowling faces one of his biggest challenges—revamping the series’ multiplayer offerings.

RC: One of the key aspects that’s made Call of Duty a smash hit is the multiplayer aspect, and you guys have pulled out all the stops in order to expand on this, including a new killstreak system where the player can choose either an Assault, Support, or Specialist path of upgrades. Tell us about the decision to incorporate specialized killstreaks to fit different players’ styles, and how you hope this may level the battlefield for the more objective-based player.

Robert Bowling: Well, the inspiration for all the different strike packages was looking directly at the feedback we’re getting from the 30 million people playing our game. Looking at the player trends that have been happening as we’ve moved from Call of Duty 4, when we first introduced killstreaks to how the dynamic then changed in Modern Warfare 2—and then how we want that dynamic to change even further in Modern Warfare 3. A lot of it’s going back to the more gun-focused gameplay of Call of Duty 4, but with what we’ve learned from the killstreak system is that, inherently, it’s all focused on getting kills. We’ve got millions and millions of players who all play so differently, but they’re not being rewarded, incentive-wise, for being good at the game in other ways—and that was the big driving factor for introducing custom strike packages, because we wanted to open up how you’re rewarded with killstreak rewards. We want to let you be in control in the type of killstreak rewards you have and give you the tools to be a better objective player and a better team player, rather than always trying to be the best team deathmatch player.

And that carries over through more than just the killstreaks. Capturing objectives, capturing a flag, capturing domination points, and blowing up a bomb site should all add to your rewards. So, regardless of what strike package you have, that now gets you one tick closer to unlocking your next killstreak reward. In addition to that, you can now focus your entire killstreak rewards on things that have nothing to do with getting you more kills—and that was the whole mentality behind giving you tools that allow you focus on things other than killing.

RC: Another new multiplayer aspect is the Spec Ops: Survival Mode. Tell us about what you’ve done with your take on what boils down to Horde mode.

RB: Well, Spec Ops: Survival Mode is really taking the traditional wave-based gameplay and putting the Modern Warfare twist on it. So, we’re bringing in all the stuff that people love from multiplayer—matchmaking, progressive ranking, killstreaks, weapon unlocks, weapon attachment systems, gear and equipment from multiplayer—and bringing all that and putting it into a much different arena in a co-op environment against AI enemies. And the benefit of the infinite-wave thing is that we can constantly be throwing different experiences at the player—so, you’re seeing enemies you’re not seeing anywhere else. You’re seeing kamikaze dogs, kamikaze infantry, chemical agents, juggernauts, juggernauts with riot shields, enemy air support—it’s such a different experience, and what I love about it is that it blurs the lines between what’s a competitive multiplayer experience and co-op multiplayer experience, and it makes experiences that were typically only reserved for that super-hardcore-competitive multiplayer guy accessible to the single-player guy. Now you have the opportunity to call in some awesome chopper gun and to be raining death down from above, or maybe you’re just not a competitive multiplayer guy, so you never got to experience that before, but now you can have that in a much different environment.

RC: Moving to the franchise as a whole, we all know that Sledgehammer and Infinity Ward are working jointly on this title. What difficulties have arisen, if any, from having two different development studios working on the same title?

RB: Early on, it’s all about logistics. So, the biggest challenge was, logistically, how do we have two teams work on such a massive experience? And so we sat down and we made the decision to be a very flat organization—to not divide the game and be like, “OK, we’ll take this, and you do that, and you just do your thing, and we’ll do ours.”. That would’ve never worked. So, what we did was focus on playing off each other’s strengths and weaknesses—and everyone has input on everything in the game. So, we’re really working as one giant team rather than dividing things up among each other. So, we’d be more like, “Your guy is really great at this; he should work with our guy on this aspect” on the same level and build up from that organically. From there, logistically, it was about setting up video-conferencing systems, setting up ways to communicate on the fly, as we would with the guy two offices down from me. And then, from a creative standpoint, sitting down and having open, honest conversations about what direction we want to go. I mean, I knew that going into it, we’re a very passionate team with very core design philosophies, and we knew what we wanted Modern Warfare 3 to be. But it was refreshing to have Sledgehammer come in with such a fresh perspective, because they brought in things and directions that we may never have gone in and brought in experiences we’ve never had before.

RC: Speaking of other experiences, do you guys ever look at other shooters out there for inspiration? Do you ever see a perk or a weapon in another game and go, “That’d be really awesome in our game”?

RB: We take inspiration from everywhere, not only in our own genre. I love when we take inspiration from things outside of our genre. Look at what RPGs are doing, and look at what MMOs are doing—specifically in regards to things like progressive rank and XP and how you reward players. We take inspiration from all that stuff, and it’s important that when you do that, you make sure you only take the core mechanic and make it work for the kind of experience that we’re looking to deliver. But, yeah, that happens all the time, and it’s great when you can do that.

RC: Let’s talk about the single-player—at this point, we’ve all seen the E3 2011 footage of the attack on New York City. Call of Duty historically takes place all over the globe, though. What goes into deciding where the games’ missions take place, and what kind of research do you do? In terms of the plot, why New York City now under attack?

RB: Well, a lot of the story and locations are dictated organically by where the story’s going and how the conflict’s escalating. Modern Warfare 3 is a payoff to this growing momentum of conflict that’s been starting since Call of Duty 4. So, in Modern Warfare 2, the state of the world changed when the invasion of the U.S. happened. That was just the beginning. The attack on Washington, D.C. was just the beginning of the turning of that type of war. And it just organically escalated up the eastern seaboard to New York, which is another major city, because the Russian navy ‘s blockaded New York by this time in Modern Warfare 3, because this is a full-on invasion. This is a military invasion by the Russian army—this isn’t some sub-splinter of a group. This is the Russian nation attacking America, and this will be pulling in other major nations and cities into this conflict, as would actually happen if America were attacked.

So, it’s really looking at how the war’s escalating, and what I love about it this time is that we’re leaving these very traditional conflict areas, and for the first ever in Call of Duty, what we started with at the end of MW2 was pulling it into the heart of these major cities, bringing the conflict to these iconic places, rather than nondescript desert town you’d expect wars to be fought in. Now you’re fighting in Paris, London, and these major cities in Germany and Africa. So, it’s really changed organically and the research that goes into that is painstaking. Because you look at like fighting in London, and we ask ourselves, “Where would we fight in London?” We have to figure out where it would not only make sense for the story, but also where it’s going to be very impactful for the player. So, we’re looking at Canary Wharf in London, and then you go into reference and pull each reference you can and look at Google Maps and get the layouts and the buildings. And then you take that—once you get it as authentic as possible—and you put it through a gameplay filter of “OK, this is authentic, but now how do we make it fun?” Because authentic’s great, but fun is king. And that’s when you start looking at player routes and cover points and sight lines and start crafting it for gameplay.

RC: From a technology standpoint, you guys have been working with the IW engine for a while now. Was there anything you were able to add into MW3 that you weren’t able to do before but now can because of the familiarity you have with the tech?

RB: Definitely. The big focus with moving into these new environments and these much bigger cities is that the length and the scale of the levels in the single-player that you’re fighting in now are so much bigger than we’ve ever done before. So, a lot of that on the back end required a lot of tech work—and, thanks to the fact that we’ve been building steppingstones. In Modern Warfare 2, we made a good leap from Call of Duty 4 in terms of just visual graphics with our streaming technology that allowed us to make that leap. And in Modern Warfare 3, we’ve done even more work with that now that we’ve mastered that streaming technology and found other ways that we can enhance what we’re streaming in, when we’re streaming it, and how we can optimize that to get to that scale, to get to that size, and still maintain that super-smooth 60 frames per second with tight controls, which is what sells the Call of Duty franchise. That’s what sells—the tight gunplay. And, at the end of the day, that’s what matters most.

RC: It wouldn’t be a first-person military shooter without plenty of weapons. So, what kinds of new goodies can players look forward to in Modern Warfare 3?

RB: Well, we’ve added a lot of really cool weapons. A ton of weapons overall, especially in multiplayer. There’s stuff that isn’t even out yet, and that’s the great thing of being at the scale that we’re at now, where we’ll actually have weapons manufacturers contact us and be like, “Hey, we have this new prototype that’ll be out in the field in a few years, but we think it would be great for your game,” and we can go look at it, or they’ll bring it to us, nd we’ll check it out. One of my favorites is the XM25 grenade launcher, which is something only Delta operators are using in the field right now. It’s a grenade launcher that “lasers” a target—like, say, someone’s behind a concrete barrier or in a doorway or window or something, and you can laser that barrier, and it’ll calculate the distance, program it into the explosive round, and when you fire it, the round is programmed to explode one meter past that distance. So, you can actually shoot it through the window, and not until after it gets through the window will it explode and take out anyone who’s hiding behind it. That’s something Delta operators are using now, and that’s something we’re going to have in multiplayer and single-player, but we balanced them very differently between the two, because single-player’s all about having fun, while multiplayer’s about having fun but having to be balanced with everything else in the game.

RC: You mentioned Delta operators before. How closely do you work with military personnel in order to give an authentic feel to the game’s combat?

RB: We work very closely when it comes to being authentic in terms of the gear that you’re using and the weapons and they operate and how they look. But, more importantly than anything, is that fun always comes first. So we do want to be as authentic and as real as possible, but we will pull back from that realism in order to be more fun and to make it actually enjoyable to have all that stuff. So we’ll sit with them from a story standpoint and say, “Hey, here’s a scenario we’re cooking up for the story. How would you approach that?” A good example is talking to our active military guys who work with Delta and saying like, “Scenario: Russian sub in a New York harbor. You are responsible for disabling the sub. What would you do?” And then we’d say what we were thinking and our gut reaction to the situation. “Plant a charge here and blow a breach in.” And then they come in and say, “Oh, no—you wouldn’t do that. You’d be afraid of disabling this, and that would force it to come above. And then you could breach it from above without having to be underwater.” And that directly influences the gameplay—like in the E3 trailer, when the SEALs assault the sub.

RC: Call of Duty seems to come across as a “guy’s guy” kind of game. But you have a surprisingly strong female audience as well. What would you attribute that to? And do you ever see Call of Duty including female soldiers as protagonists or allowing players to chose female characters in multiplayer?

RB: I’d attribute it to the fact that we’re extremely accessible to every type of playstyle. We have females in our community that are amazing at the game in every aspect, but then you also notice trends between female gamers and male gamers. Female gamers are typically more focused on teamplay and that support role and not being self-focused or lone-wolfing. They also communicate better in terms of garnering Dom points and capturing objectives. So, I think the fact that we—especially with Modern Warfare 3—cater to different playstyles and reward them has even greater appeal now to all types of audiences.

As for female protagonists, I think anything’s possible in the future. We’ve had some female characters in the past—we had a chopper gunner pilot in Call of Duty 4 who was female. So, I think anything’s possible. We really let the story dictate the characters for us, and so far, we’ve had female roles in there at different points.

RC: Finally, the controversy over violent videogames reemerged after the recent terror attack in Oslo, Norway; the perpetrator of these attacks claimed that he “trained” with Call of Duty. This has led to the franchise being pulled from some store shelves in Norway. How do you guys respond to something like that, and do you see it affecting the series either in the long- or short-term?

RB: We don’t see it affecting us from a creative standpoint, because we’re creating a fictional game with a fictional storyline that takes place completely outside of any real-world scenarios. The universe that our games live in is very unique in that sense. But our focus has always been—and will always be—on making games that are meant for entertainment, that are meant for the right audience, and making sure that we’re following and respecting all the rating guidelines that are out there and making sure that everyone can make an informed decision and that they know what the content of the game is well before purchase. We want to make sure that we’re respecting that, and that we’re open and transparent about that.

Originally Published: August 16, 2011, on EGMNOW.COM

Publisher: Konami
Developer: AQ Interactive
Platforms: PS3

The Good: Extra assassin missions in stunning 1080p HD graphics
The Bad: Still riding around Santa Destroy on your motorcycle
The Ugly: The PS Move controls are just as clunky as the Wii version’s

One of the most original and fun games I’ve played on the current generation of consoles came from one of the most delightfully twisted developer minds around in Suda 51. The first No More Heroes had flaws, but many could be overlooked by the brilliant humor and over the top situations. Include some epic and unforgettable boss battles and the original game was definitely a winner.

Unfortunately, this gaming gem fell through the cracks for many because it was a Wii-exclusive. Until now. No More Heroes: Heroes Paradise is not only a port of that original game to the PS3, but it includes nearly twice as many foes for Travis Touchdown, our sex with an anime girl and pro-wrestling obsessed beam katana wielding (imagine cheap lightsaber) protagonist, to assassinate as he works on becoming the number one assassin in the world.

But with this port also come many of the same problems found in the original game as well as some new ones. Set in the fictional sandbox world of Santa Destroy, Travis still spends too much time on his motorcycle, needlessly driving from objective to objective. And although the new side missions to build up cash are cute, they are really nothing more than unnecessary distractions from the main game of hacking up your foes into tiny little pieces. And if you use the PS Move, the controls to hack up your enemies with your beam katana are just as finicky as the original game for the Wii. There are moments where everything is picked up perfectly and then there are others where you have to repeat the same motion a dozen times. You can also stock up to three “Dark Side” charges now, which allow Travis to go into a blood lust rage and hack his foes apart with much greater ease and take no damage, but I felt the original mechanic of having them activate immediately when earned worked fine and this new method makes the game’s natural difficulty much simpler to overcome.

Despite these control and game flow problems, the script and boss battles are still tremendous and if you haven’t had a chance to play the original No More Heroes then to experience it for the first time in 1080p on the PS3 would be the way to go. But if you’ve already risen to the top of the assassin ranks with the Wii version, the extra bosses aren’t really enough to warrant picking up this port.

Score: 7.5

Originally Published: August 16, 2011, on EGMNOW.COM

New Survey Shows 1 out of 3 American Gamers Buy DLC

THE BUZZ: A new study of online purchasing behavior commissioned by PlaySpan, a Visa company, and undertaken by VGMarket, a research firm specializing in video game content testing, shows that the online marketplace for game add-ons is strong and is only likely to grow stronger in the coming years.

WHAT WE KNOW: The study reveals that 31% of gamers have bought digital content for their gaming needs in the past year and 57% of those people did it on a regular basis of at least once a month. The survey also showed that 72% of gamers said they are likely to spend the same amount of money, if not more, in 2011 than they did in 2010.

WHAT IT MEANS: Surveys like this show a clear movement by the gaming community into the online realm in terms of acquiring content and the industry has taken notice. Considered a drop in the bucket at the time of purchase compared to a full $60 game, you see how these online purchases can add up and may compel more developers to promise DLC for their games in the future. This might also mean less resources being put towards developing new games as it becomes more and more profitable simply to keep adding on to games that already exist. This could also compel developers and publishers to pave the way for more efficient ways of making full games digitally accessible and could be the beginning of the end for discs and retail distribution.