Tag Archive: video games


Revolutionary Ravens

Originally Published: September 13, 2009, on 1050ESPN.com (now ESPNNewYork.com), Examiner.com, and Lundberg.me

I always love to see a game company take a risk and try new things, especially in a recession when you see most developers avoid risks and just develop more proven franchises in the hopes of maximizing profits.

Of course, they are called risks for a reason. Sometimes people may not be receptive to the idea or the execution isn’t as tight as it needs to be and sometimes the idea sounds great until you actually see it implemented. I think Raven Squad for the Xbox 360 and PC falls into that latter category.

The setting is the jungles of Brazil a couple of years from now and you play as a group of six mercenaries who are broken into two groups of three for assault and infiltrating purposes.

You are on what is advertised as a standard mission to take down some local drug runners. It is only later you find out you have been dropped into the middle of a Brazilian Civil War. Now, you have to try and navigate the lush Amazon Rainforest as you dodge bullets and maybe restore a little peace along the way, as you and your squad mates try to find an escape route that doesn’t involve your heads on stakes.

The plot may not be the most original, but when executed properly, everyone loves mercenary first-person shooters. The twist with Raven Squad is that it is also a real-time strategy game.

What? A FPS and RTS all in one game? I know, I did a double take myself when I heard that since I can’t remember it being tried on this scale before.

The good news is that the transition between these modes is flawless and makes for interesting strategy development as you control one of your three man squads from the bird’s eye view of a RTS and move your other squad along the ground from the eyes of Paladin, the squad’s leader.

The problem with the RTS mode is that you can see the entire layout of the land and therefore make your FPS strategy according to that. Since you see where all the enemies are, there is almost no point to the FPS mode since it is so much easier to take out your enemies from RTS view while the enemy A.I. stays in a FPS state the entire time. This additional mode also consumes so much disk space that the graphics in FPS mode are poor at best and the music and voice acting is abysmal.

The defense for this is that the developers say they were aiming to play off the cheesiness of the 1980s movies this was based off, but I have a hard time buying that because cheesy would be a compliment to the poor acting performances given in this game.

Another poor aspect of the game is that there is a nice co-op mode with each person being able handle one of the three man groups, but there is no versus mode where this game needed a 12 player total team vs. team versus mode to really make it worth more than a once playthrough.

So an unoriginal plot mixed with bad peripherals, no versus mode, and an interesting concept usually isn’t enough to garner a buy for a game, but if you were as curious as I was when I heard they were mixing RTS and FPS elements, Raven Squad would probably be a very solid rental for you.

Ratings are based on a scale of 1 to 10 with 10 being the highest.

Graphics: 6.0: The graphics are sub-par for a FPS, but pretty solid for an RTS. Since this combines many of both, but the cut scenes look very poor, I can only give a below average score.

Audio: 4.0: The worst voice acting I have ever heard, hands down. The music is alright and the SFX work, but the voice acting is a constant reminder of nails on a chalkboard.

Plot/Plot Development: 7.5: It is hard sometimes to look at the plot objectively since the dialogue drives most of it and the dialogue isn’t bad, just the people delivering it. So when I finally look at the actual plot, I don’t feel bad about giving it an average score. Nothing original about it, but it makes sense and flows well.

Gameplay: 7.0: A few obvious glitches are annoying, but not enough to take away from the overall experience. The smooth transition from RTS to FPS mode and back are nice, but the execution, especially in FPS mode, is average at best.

Replay Value: 4.0: Aside from a co-op multiplayer mode, there really isn’t a lot to bring you back for this game. A versus mode would have been fantastic and no collectibles to speak of really means this game doesn’t offer a lot to bring you back for.

Overall (not an average): 6.0: Like I said at the beginning of the article, I love it when game developers take risks on games with different ideas. Unfortunately not all of them pan out the way they were originally imagined. The concept of a RTS/FPS game is great, but once executed, you see that the game is just too simple as you can use it to basically cheat as the A.I. operates in a FPS mode the entire way through. When you can see the enemy and they can’t see you, it is very easy to win.

Raven Squad is available now for Xbox 360 and PC.

-Ray Carsillo

No Escape, No Asylum

Originally Published: September 4, 2009, on Lundberg.me, 1050ESPN.com (now ESPNNewYork.com), Examiner.com, and Comicvine.com

After many delays, Batman: Arkham Asylum has finally arrived. Written by long-time Batman comic and cartoon writer, Paul Dini, this original Dark Knight tale might not only go down as the greatest comic book video game to date, but it is my current choice for the 2009 Game of the Year.

The basic premise of the game is that our hero has caught the Joker once again after he broke free to wreak havoc on Gotham. As Batman helps the Arkham guards escort the Joker to his comfy corner cell, the Joker, in a unique haphazard way all his own, breaks free from their grasp and reveals that his true plot was to lure the Dark Knight into his grandest trap yet, an asylum run by the inmates.

Now the Dark Knight must fight his way through some of his most fearsome foes on their home turf along with a few hundred of Joker’s cronies from Blackgate Prison (that just so happened to be transferred to Arkham in time for Joker’s “surprise party”) as he tries to restore order in the most chaotic situation he has ever been immersed in.

Any Batman fan immediately knows the implications when any story arc will weave its way through Arkham Asylum, never mind an entire video game plot. This is where Batman drops off his degenerate villains after he disrupts their “master plans” to destroy, torment, or conquer Gotham, no matter what they might be. So for the Dark Knight to be surrounded by hundreds of these thugs, lowlifes, and insane super-criminals for an extended period of time, does not bode well for the Caped Crusader as his mind will be tortured just as much as his body.

The look for this game is anything but torture for the player though. The first and most striking aspect of this game is how beautiful it looks. From the gothic architecture of the Old World style buildings of Arkham to the movement of Batman’s cape, the graphics for this game are unreal. You could, for a minute, forget you are playing a game and fool yourself into thinking you’re watching one of the movies.

After you examine the looks for a game, the next thing most people notice is how a game sounds. With an orchestral theme worthy of the movies and superb voice acting from many of the same people who voiced the characters from Batman: The Animated Series including Poison Ivy, Killer Croc, Harley Quinn, and, of course, Batman and the Joker and you have the most pleasant audio experience you could hope for from any video game.

So the peripherals for the game are superb. But what about the gameplay? I can say with full confidence that this was the most engrossing and intense game I have played in a long time. From the FLAWLESS fighting mechanic where you can just string together amazing, free-flowing, bone-crunching combos on thugs to truly stepping into the Dark Knight’s boots as you prey on unsuspecting, gun-toting criminals from the shadows and stringing up goons from gargoyles as a sign for others that you are coming for them and no amount of Joker face paint will save them from your righteous vengeance, there is not a more pleasurable gaming experience to be had from any game I’ve played in the recent past.

Not to mention that the more foes you pummel, the more gadgets and combo moves you can purchase with experience points to give yourself an arsenal truly worthy of Gotham’s Guardian. It is a great feeling to take a thug out of a fight permanently by breaking his ankle or dislocating his shoulder with some upgraded counter moves or bringing an armed henchman to his knees from the shadows with a special sonic emitting batarang without him even knowing you were ever there.

The only weak point the game might have is in replay value. Although it is wonderful to explore every nook and cranny of the massive Arkham Island, once through is really enough to get the full story. There are special collectibles that the Riddler leaves in order to try to test your detective skills, but any decent Batman fan should be able to crack the references rather easily on the first time through.

There is an extra challenge mode where you can step into the boots of the Dark Knight (and the purple wingtips of the Joker if you pick up the PS3 version) as you try to either pummel as many thugs as you can while building up a high score or sneaking around and taking out as many thugs as stealthily as you can as you race the clock, but they grow stale quickly so the only drawback would be that this game just doesn’t give you enough to keep bringing you back for much more.

In the end, the game probably offers a solid 15 hours of gameplay even if you solve all of the Riddler’s riddles and the live up to the challenges of the Challenge Mode. The game is a beautifully crafted masterpiece that plays out like an awe-inspiring comic arc. I would’ve liked more villains to fight aside from Croc, Ivy, Bane, Harley, Zsasz, Scarecrow, and Joker considering their referencing almost 40 villains as you progress through the asylum with special emphasis on Mr. Freeze and Clayface’s cells, but I guess that just means we’ll have to have a sequel to this spectacular gaming experience.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 10.0: From little details like battle damage to your batsuit as the game progresses to the way your cape flows as you run across Arkham Island makes Batman: Arkham Asylum the most beautiful game I can remember seeing in a long time.

Audio: 10.0: Bringing back a lot of the original voice talent from Batman: The Animated Series brought back some great memories from my childhood as Mark Hamill and Kevin Conroy are the definition of the Joker and Batman. Along with a musical score worthy of a motion picture and the audio couldn’t help but bring a smile to my face.

Plot/Plot Development: 9.0: Although the plot was superb and the development of things kept you guessing at every turn, I dock a point because I’ve seen the “Batman trapped in Arkham” line before, just to a lesser degree. It has never been flushed out like this, but I had flashbacks at certain points of the game to the Knightfall storyline and a few episodes of the cartoon. It was still spectacular to see it portrayed like this though.

Gameplay: 9.5: Only a couple of minor glitches that I can remember if I accidentally swung around a corner too tightly or was forced into a corner by a crowd of thugs. These can be forgiven though considering how smooth the fighting engine is and there is no greater feeling than swooping down from a gargoyle and stringing up a thug as he screams for help.

Replay Value: 5.0: The Riddler collectibles are easy to find, especially as you go back after unlocking certain devices for your utility belt and the Challenge Mode isn’t very challenging so this is the only aspect I thought the game lacked in. Batman: Arkham Asylum is very much a one and done kind of game.

Overall (not an average): 9.5: Aside from the replay value, this game is spectacular in every aspect. It is my choice for the 2009 Game of the Year as of right now and I can’t stress enough that any video game fan, not just Batman fan, will probably fall in love with the awesomeness of this game. I would’ve liked more villains for a longer game also, but I’m just being picky.

Batman: Arkham Asylum is out now for PS3, Xbox 360, and PC.

-Ray Carsillo

Originally Published: August 25, 2009, on 1050ESPN.com (now ESPNNewYork.com) and Examiner.com

It’s that time of year again. Stacks of fantasy football magazines litter the floor of your living room, emptied Red Bull cans overflowing your trash can, and your thumb is locking up from practicing smashing the truck stick on your game controller.

Football season is practically here and with it comes the annual release of one of the most popular (and profitable) franchises of all-time, MADDEN.

After a down year in 09, EA Sports went back to the drawing board with their even-year team (two teams at EA are constantly working on the Madden franchises, one on even years and the other on odd) and have come out with possibly the best Madden ever.

It’s hard to decide where to even begin in our discussion of improvements so we’ll start with the first thing you see when you pop it in your console. The graphics are back to a standard worthy of the current generation of consoles and for the Madden franchise. The players and playbooks do not look condensed on the field and having full, individual models in the stands again makes the game look gorgeous.

The gameplay is smooth, although it slows down a bit on kickoffs on the Xbox 360. Aside from this minor lag, the game is smooth in every other aspect. This is a surprising point considering the inclusion of this year’s main selling point, the all new PRO-TAK.

PRO-TAK is Madden’s new gang-tackling system to provide the most realistic tackling system to date. Now, your speed running back can be pushed forward for that extra yard by having his offensive linemen come up from behind and help push him through that pesky cornerback or a power running back that would normally run over that lanky safety (Brandon Jacobs) can be slowed down enough for linebackers and defensive ends to catch up and assist with the tackle to prevent the back from getting that critical first down.

The PRO-TAK animations are seamless and it is as close as you’ve ever gotten in a video game to watching real football.

Along with the inclusion of PRO-TAK, there is also an updated playbook that includes the Wildcat formation for certain teams. The four setting difficulty system also returns and has been made the primary difficulty system again over last year’s dreadful Madden IQ. Although Madden IQ can still be used as an option, the game automatically sets itself up with the Pro difficulty and you can adjust up or down from there.

There are only two real downers in this newest Madden experience. The first is that it takes a lot of time to speed through all the replays and get through the game. I understand that the game has a lot to load (especially for Xbox 360) to make it look as smooth as it does, but it almost feels just like real football because it takes so long to get to your next play selection.

This is especially evident when you get to halftime and they try to force you to watch an NFL Network-like halftime show hosted by Fran Charles and Alex Flanagan. Fran actually hosts the show and Alex voice-overs stats around the league, which makes no sense, and not just that the guy is named Fran and the girl is named Alex, but because that they didn’t show the hot chick and showed the dude instead. Incase you didn’t get the memo; most people who play Madden are guys. Tangent aside, trying to fast-forward through the halftime show is like trying to drive a Corvette ZR-1 through five feet of mud.

The other downside is the return of Cris Collinsworth and Tom Hammond as the color commentary and play-by-play announcers. Collinsworth isn’t really that bad with his color although he tries a little too hard to have his own oxymoronic sayings in pitiful attempts to sound like John Madden used to (“When the offense runs a play and it isn’t a negative, it’s a positive”). The real downer, once again, is Tom Hammond who is just dry and dull to the point where you want to stick your head in the sand while you play.

These minor complaints aside, this might be the best Madden in half a decade and is the first one truly worthy of the current console generation. PRO-TAK is a brilliant addition and the gameplay is back to the high level we were used to from years past. The only other major complaint is that I’m deeply saddened by the absence of John Madden in his game. Aside from an opening credit montage that he voices and his image occasionally popping up in different menus, John Madden has almost completely removed himself from his own game. It will be interesting to see where the franchise goes now with its founder looking to step back from the helm.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 10.0: The visuals are flawless. I couldn’t find a single glitch. It is a visual gem.

Audio: 6.0: A great selection of music on the menus as always from EA Sports. They know just what tunes would get you pumped up for football season. The audio gets a low number, though, due to how bad Tom Hammond does the play-by-play and how Cris Collinsworth’s impersonation of John Madden is shameful. They still can’t get Al Michaels to come back?

Plot/Plot Development: N/A: It’s a sports sim…

Gameplay: 9.0: Long load times are the only real downside to the gameplay for Madden 10. PRO-TAK is the football gaming revolution we have been waiting for and hopefully it will last a lot longer than QB Vision did.

Replay Value: 9.0: After a while the typical gameplay glitches will start to arise if you are an elite Madden gamer, but if not you’ll have fun pushing the A.I. to its limits. Add in online capabilities and Madden 10 is more than enough of a fix for any addicted football fan.

Overall (not an average): 9.0: After last year’s version was barely average, the even-year team came out with a winner to pull the Madden franchise out of its short rut. The new PRO-TAK system brings the game to an entirely new level and the looks of the game have been brought back up to snuff. Everything else we love about Madden is still there combined with these improvements and positive additions makes this the best Madden in probably half a decade and the first to be worthy of the Madden franchise in at least three years.

-Ray Carsillo

Originally Published: August 18, 2009, on 1050ESPN.com (now ESPNNewYork.com) and Examiner.com

I want to continue our exploration of games being featured on Xbox Live’s Summer of Arcade and in doing so we look at an exclusive downloadable game.

Shadow Complex is a product from Chair Entertainment and Epic Games (the same team that produced Gears of War) and the best way to describe the gameplay is a mix between Bionic Commando and Metroid.

A 2.5D side-scrolling shooter, Shadow Complex is the story of how a couple of hikers in the woods stumble upon an anarchist plot to overthrow the U.S. government, starting with San Francisco. The hero of our story, Jason, must rescue his girlfriend from the clutches of this unknown organization after she is captured during their hike and, in the process, defend truth, justice, and the American way by taking down the entirety of the underground complex.

The story progresses extremely quickly, but this is understandable considering downloadable games are typically far shorter than disc-based games for the sake of hard drive space and download times. Unfortunately, it seems to only skim the top of a much larger plot and keeps you in the dark even after the game ends (maybe that’s why they call it Shadow Complex?). Of course, the end credits do reveal that the game is a compliment to an actual novel and that the game is set in the universe of Orson Scott Card’s Empire series. Nice to see Epic Games encouraging us to read more by making us go out and get a book to figure out the larger plot to their game. A maximum of 10 hours worth of gameplay if you go through the training mode and set it to the highest difficulty, if you just blow through the story mode and gather a decent amount of collectibles, you can get complete it all in 4-5 hours.

The gameplay is smooth for the most part, but the 2.5D aspect with enemies coming out of corridors that you yourself cannot enter makes it difficult to know who or what you’re aiming at most of the time. A variety of special weapons and upgrades, including a prototype suit of armor with a grappling hook and speed boost, make dispatching the enemies in new and creative ways a constant thrill, though. There are also several methods to solve each problem. If you can’t find the jump boost, you can make a bridge out of the foam shot. If you lack the grappling hook, you might be able to run up a curved wall with the speed boost. This non-linear play is a nice change considering how linear side-scollers traditionally are and this harks back to Bionic Commando and Metroid.

It is a pretty game for a side-scroller and the cut scenes are just as good as if it was a regular disc-loading game. Unfortunately, it doesn’t sound nearly as good as it looks. A lack of overall music is a disappointment and the few times it comes in it actually shocks you out of the illusion of the game because it is so rare. Add in cheesy, over-the-top voice acting and you might as well just wear earmuffs while playing.

A few minor details bothered me in Shadow Complex, most notably the aiming dynamics, but in terms of story, action, and item collection it deserves to be in the same class as Bionic Commando and Metroid, two of the all-time great side-scrollers. If you’re looking for a cheap game to kill a few hours with some quality old-school gameplay, Shadow Complex is a great pick up as Xbox wraps up it’s summer arcade push.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 8.0: Considering it is a downloadable game, the graphics are really good. During the game itself, the graphics are flawless and very pretty. I only take a couple of points off because the cut scenes, which Epic usually makes so beautiful, weren’t as smooth as I suspected in a few instances.

Audio: 4.0: The little bit of music the game offers jolts you out of the experience instead of enhancing it and the cheesy voice acting makes the listening experience a very poor one. Good use of SFX for the guns and explosions keeps this score out of the basement.

Plot/Plot Development: 7.0: Certain parts of the plot were a little too convenient and others were sloppy and left you guessing at plot points. The fact that you might need to read a novel to understand all the loose strands of plot keeps this from being a classic story. I would prefer a stand-alone tale over a compliment to another story.

Gameplay: 9.0: Solid action, combined with flawless, glitchless play that allows you several methods to solve problems in the game makes this a truly enjoyable experience. Four levels of difficulty and a pretty thorough training mode could provide up to 10 hours of gameplay, which is great for a downloadable game. The only downside to the game was trying to aim at enemies in the background where your character could not go.

Replay Value: 8.0: With four difficulty levels and hundreds of collectibles, there is plenty to bring you back to Shadow Complex as you try to find every nuance to the massive underground bunker.

Overall (not an average): 8.0: A good game made great considering it is downloadable software. I would love to see a fleshed out, more polished version of Shadow Complex with even more levels and collectibles and a less vague story. Until then, this is not an elite level game (its close), just a great value for your buck.

Shadow Complex is available for download exclusively on Xbox Live on Wednesday, August 19th, 2009, for 1200 Microsoft points ($15 American dollars).

-Ray Carsillo

Originally Published: August 14, 2009, on Examiner.com and 1050ESPN.com (now ESPNNewYork.com)

Some of my fondest memories from my childhood are my dad and me or with a few friends heading down to the local arcade. Some of my earliest video game memories were formed here and we even had my 6th birthday at the Electric Circuit (that was the name of the arcade). I would feed endless quarters into classic games like X-Men, Spider-Man, The Simpsons, Tekken, and House of the Dead. As we got older though, places like Electric Circuit started to disappear as games evolved and became oriented more towards the home living room, making places like arcades unnecessary. Once my friends and I got our driver’s licenses, we would have to drive farther and farther to try to find decent arcade hangouts until it got to the point that it just wasn’t worth searching anymore. So, in many places, like the local video store being forced out by services like On Demand and Netflix, the arcade is almost extinct and only lives on in many of our memories.

With similar dreams of childhoods lost, Microsoft saw the perfect opportunity to conjure up some nostalgia when they created the Xbox Live Arcade, where you can download, for a small fee, an endless array of games that have been digitally converted. Every console has a system like this in place, but I focus on Xbox’s Arcade because, in what is becoming an annual summer push for old-school games, two of my old arcade favorites have been re-released.

Teenage Mutant Ninja Turtles: Turtles in Time and Marvel vs. Capcom 2 were actually sequels to already smash-hit arcade games, but brought brand new wonders to their respective franchises. Turtles in Time incorporated new characters from the, at that time, recently released film TMNT 2: Secret of the Ooze. MvC2 nearly doubled the roster of fighters from the first game and added a third member to their revolutionary roulette system that allowed you to switch between active and benched fighters in the middle of combat effortlessly.

After downloading both these games for small fees (Turtles in Time cost 800 Microsoft points, roughly $10 dollars, and Marvel vs. Capcom 2 was 1200 Microsoft points, roughly $15 dollars) Amazingly, not only do the games maintain their original greatness, but the tweaks and additions given by Microsoft make these classics well worth the download.

In honor of the Turtles’ 25th anniversary, Turtles in Time: Re-Shelled Edition has completely revamped and upgraded graphics and the gameplay now includes a full 360 degree attack arc. The difficulty has been amped up a little as well with four different levels and the classic survival mode has been included from when the game was originally ported to the SNES almost 20 years ago. The game also includes up to four player co-op like the original and you can find extra players over Xbox Live if you don’t have enough controllers (or friends willing to play an 18-year old game with you in the middle of the night). Add in that the voice actors from the current TMNT cartoon have voiced-over what was originally text during the few cinemas from the game and Turtles in Time: Re-Shelled Edition will make you feel like a kid again while still appreciating just how far gaming technology has come.

The only downside to the experience was that the game is only a port of the original arcade game and the extra level that was in the SNES version that allowed the inclusion of Bebop and Rocksteady was not included in this version. Also, none of the classic Turtles music was included and this saddened me a little as a hardcore fan. Still, for only $10, this download was well worth it.

Marvel vs. Capcom 2 doesn’t have any major upgrades in the visual department and the gameplay is largely the same as the arcade version. The only real upgrades were the addition of a training mode to really refine your 100-hit combos and the ability to play opponents over Xbox Live with your stats tracked on Marvel vs. Capcom 2′s official website. Unfortunately, there are a lot of glitches with the game at this time, but I’m sure Capcom’s tech-heads are hard at work trying to smooth these out to ensure everyone gets their classic arcade button-mashing fix in.

Hopefully, these two arcade classics making their way to home consoles will open the floodgates for more classic games like The Avengers, Virtua Cop, Time Crisis, or Fatal Fury to make their ways back into our hearts and minds. At the very least, these games give us a chance to reminisce and appreciate just how far gaming has come over the past couple of decades and remind us that true classics can stand the test of time (even if sometimes they need a little extra work for that to happen).

Both Turtles in Time: Re-Shelled Edition and Marvel vs. Capcom 2 are available now on Xbox Live.

-Ray Carsillo

Originally Published: August 11, 2009, on 1050ESPN.com (now ESPNNewYork.com), Examiner.com, and Collider.com

Although we are still in the midst of summer, the summer blockbuster season is coming to an end and with it, my series of double reviews (to my editor’s relief). Still though, this final one was also one of my most anticipated double-features yet.

G.I. Joe: The Rise of Cobra is another movie inspired by a Hasbro toy line and 80s cartoon series. Many of us were drawn in as small children by the catchy theme song, brightly colored vehicles, and enough lasers to put any pop concert to shame. The PSAs it inspired is still the stuff of spoof nowadays as those of us who grew up on the series can look back now and laugh at the shoddy animation and cheesy dialogue.

So how would it translate to the big screen? Would it be as much of a laugh now as the cartoons are? At least those have the nostalgia of our childhoods to protect them.

I will say this: as an action movie; G.I. Joe: The Rise of Cobra is top notch. Tons of explosions and non-stop fighting keep your attention for the entirety of the 1 hour and 58 minutes (Sienna Miller in hot leather spandex for 90% of the movie doesn’t hurt either).

Everyone cast in the movie gives a great performance and stays true to their characters’ personalities, which will make movie buffs and GI Joe fans alike pleased. Dennis Quaid does a spectacular job as General Hawk and Marlon Wayans is nowhere near being the weak link many suspected him to be in his performance as Ripcord. Ray Park was the perfect casting call for Snake Eyes and everyone else from Zartan to Destro to Scarlett were all top-notch.

The only casting problem I had was Brendan Fraser making a cameo as Sgt. Slaughter. He had three lines in the movie and was visible for no more than five minutes, all of them were frustrating because his presence stole attention away from other characters to see if he could live up to one of the more prolific characters in GI Joe history due to his wrestling origins. Of course, he failed, partially in my opinion because he didn’t give any of his famous one-liners like “At ease, disease!”

Aside from this, there were only two other problems I had with the movie. One was a minor detail, but would have made hardcore fans like myself beam with joy had it been included. The original GI Joe theme song was left out of the movie. It wasn’t even in the end credits. Considering the movie cost $175 million to make, you would think they could spare a little cash for an orchestra version of the classic cartoon theme.

The other detail was a major oversight and is what makes this great action movie only a so-so GI Joe movie. The movie takes a lot of liberties with the original GI Joe story and makes some changes in order to fit in the obligatory love story. Every character in the movie is related somehow. Baroness is Cobra Commander’s sister and is also Duke’s ex-fiancée. Baroness though is not really evil, but under mind control created by Dr. Mindbender who everyone confuses with Cobra Commander early on because they look exactly alike. By the end of the movie, you’re just shaking your head, as everyone had to be related to everyone else by some weak link.

If you take account of the fact that the movie killed off key characters who never die in the cartoons or the comics and you’re left questioning whether this movie deserves a sequel. I will say it does, but it had better have a different writing staff, that’s for sure.

In the end, this was a great action movie that held your attention the whole way through with great performances, but a really poor GI Joe movie. GI Joe fans have to see it to confirm their fears and non-GI Joe fans should see it if they’re tired of all the romantic comedies out there (or are trying to still get the lewd images from Bruno out of their minds).

G.I. Joe: The Rise of Cobra gets a 3 out of 5.

Typically, video games based on summer movies do not do well, but Transformers 2 broke that trend earlier in the summer. I’m happy to say that G.I. Joe: The Rise of Cobra: The Video Game also breaks that trend and easily surpasses the movie.

Taking place immediately after the movie, G.I. Joe: The Rise of Cobra: The Video Game begins with the Baroness being teleported out of GI Joe custody via Cobra’s newest weapon, the MASS device, a teleportation tool to increase troop movement across the globe.

Starting with Duke and Scarlett, you begin by searching for kidnapped teammates Heavy Duty and Ripcord as Breaker, Data Frame, and Dial-Tone try to unravel how the MASS device works back at the PIT (GI Joe’s base of operations) and how GI Joe can remove this military advantage from Cobra’s hands.

This game hit every right cord with this hardcore GI Joe geek. It felt like you were playing updated versions of the old-school NES games that were based on the cartoons. You’re able to play with two Joes at a time while selecting from a roster of 12 possible Joes, all with unique weapons and special abilities. You can switch between the two Joes at any time also as long as they do not get knocked out on the mission and this flexibility can help in creating some interesting strategies. You then march across four general terrains in 20 specific missions as you progress through a classic GI Joe storyline.

Although not the prettiest of games in differentiating the terrains, taking cover to take out HISS tanks or hopping in your own MOBAT tank to destroy Cobra watchtowers was a great feeling.

Add-in the more destruction you caused to Cobra facilities, the more you could fill up your accelerator suit bar, which basically rendered you invincible with tank-like firepower for about 15-20 seconds. The best part of this was during your invincible rampage, almost as classic as Mario’s superstar song, an orchestrated version of the original GI Joe theme played. This alone will endear this game to any and all GI Joe fans.

The only thing this game really lacked in was the gameplay. Even on the hardest difficulty it only took me about 10 hours to complete all 20 missions and unlock all characters. The auto-targeting system was also abysmal. If you storm a room full of Neo-Vipers and turrets, the system would lock onto the 2500 bonus points item in the far corner of the room. It’s not fun trying to avoid a hail of blue lasers and adjust your targeting system at the same time. Not to mention the inability to control the game camera making it easy for enemies to ambush you around blind corners adding an unnecessary level of difficulty.

If you can fight your way through the glitches, you’ll enjoy the storyline and the homage to the old school GI Joe cartoon and games. With tons of collectibles and unlockable characters, the addition of bosses like Firefly, enemies like the B.A.T.s (Battle Android Troopers), and another 20-30 NPC GI Joes that you interact with over the course of the game, this game is easily a must have for any GI Joe fanatic.


Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 7.0: There is nothing special about the visuals. A third-person, arcade-style shooter set in very generic locations, the graphics will not blow you away. They won’t take away from the experience either, though.

Audio: 10.0: Original orchestrations for each level and the inclusion of the original GI Joe theme when you strap on the accelerator suit makes the music a definite strong point for this game. Add-in solid sound effects and just enough overacting from the voice talent (only Cobra Commander from the movie cast was also in the video game, which might be the reason why) to make this a very enjoyable auditory experience.

Plot/Plot Development: 9.0: An original plot more along the lines of the original cartoon and only loosely based on the movie script with Cobra acquiring a super weapon and GI Joe needs to save the day. None of the relationships established in the movie were referenced in the game, which made me very happy, and the introductions of all the characters were perfectly done. The only fault I found with the development was that it all seemed to come together too quickly at the end, like they had ran out of time. Other than that, this was classic GI Joe.


Gameplay: 4.0:
This is where the game stumbles. A horrible camera system that never follows the characters as closely as it should, an even worse targeting system, and only about 10 hours of gameplay on the hardest difficulty keeps this game from being a superior product.

Replay Value: 8.0: A co-op mission mode, at least five collectibles per mission, and 14 unlockable characters will make you want to keep playing G.I. Joe: The Rise of Cobra: The Video Game for a good while. The only disappointment was a lack of a vs. mode, but considering the style of the game, it probably wouldn’t have been very good anyway.

Overall (not an average): 8.0: Any and every GI Joe fan will love this game because it gives you what you want on every level. You have the ability to switch between two Joes at a time on the fly, the original theme, a plot worthy of its namesake, and enough classic collectibles to keep you on the hunt for hours. Glitchy gameplay is really the only thing that keeps this from being an upper echelon game, but considering it is only $50 instead of $60 and hits every fiber of nostalgia in my being, this is a great game.

G.I. Joe: The Rise of Cobra: The Video Game is available now for all systems.

And now you know…and knowing is half the battle (blue lasers and red lasers is the other half).

-Ray Carsillo

Originally Published: August 7, 2009, on Examiner.com and 1050ESPN.com (now ESPNNewYork.com)

Xbox 360 is in the middle of its second annual summer push of original downloadable content. Later in the month we’ll look at some of the new and revamped games being released on Xbox Live’s Arcade, but we can’t forget the great add-ons being released for some of the already established hits for the Xbox 360.

In that vein we look at the latest and greatest map pack for the 11-time platinum Gears of War 2. A total of seven new maps with 13 new achievements which would award 325 more Gamerscore points, the Dark Corners map pack also includes a very special addition to the story mode campaign.

Originally a part of Act IV the new scene, “Road to Ruin”, was a level that took Marcus and Dom along a Locust highway deep in the hive. Of course, this level never made it into the final cut of the game…until now. After a brief intro movie from Lead Game Designer Cliff Blezinski, the level starts off giving you the choice to go in guns blazing or to sneak around in Locust armor to avoid an enemy confrontation. This new level helps to expand on one of the most powerful scenes in video game history (Dom finding his wife a shell of her former self and putting her out of her misery) and adds to the lore of Gears of War by giving you the chance to meet up with an old friend from Gears 1 along the way and that alone is worth picking up the Dark Corners add-on.

One of the greatest aspects of Gears of War, though, is the multiplayer so I am sure that more people will be looking at what they can do with the seven brand new maps. After a week of non-stop multi-player mayhem, I feel I can now paint you an accurate picture as to how great these maps are.

The first map of note at is Allfathers Garden. A COG landmark that honors the long gone founders of the Coalition, this sacred ground is great for all kinds of matches, but provides fast, heart-thumping action best in Warzone, Execution, or Submission game modes because its small size provides for lots of quick confrontations. Add-in a plethora of heavy weapons and you have all the pieces in place for some explosive combat situations.

Next, we look at the Memorial map. Set in a landmark dedicated to the soldiers who have fallen in battle against the Locust, this map is another great Warzone or Execution map, but also does well in Guardian mode because it forces the leader to constantly be on the move due to the most secure areas are also re-spawn points. Nothing worse than settling into a corner of the map to have someone you just picked off appear behind you and cut you to ribbons. This, again, makes quick confrontations a constant, especially when everyone realizes the Boomshot (grenade launcher) in the center of the building is up for grabs…

Similar in tone to the first two maps, Sanctuary is set in a temple whose walls have long since been abandoned after being battered by Locust attacks, the stench of death its only inhabitant now (I would assume considering video games haven’t become THAT realistic yet). Tight, narrow hallways and mostly blind corners makes this an ideal Annex and King of the Hill battleground as you can regroup with your squad mates and easily flank different positions.

Stepping away from the monuments, we head indoors to an abandoned train station for War Machine. Blank terminals line the walls of the once bustling travel hub as sandbags line the rails now instead of train cars to provide extra cover during frequent firefights. Probably the smallest of all the new maps, it is one of the two easiest Horde maps due to being able to easily hunker down in one of the four corners and pick off the unsuspecting Locust as they wander in front of your crosshairs. It also has a plethora of powerful weapons scattered about that makes the scramble in Execution and Warzone modes a joy as you see the indecision as newbies don’t know if they should secure the high ground or pick up a Boomshot.

Keeping up with the travel theme, we head deep into Locust territory in Highway. A complex system of hallways and passages for moving enemy supplies, the screams of chained Brumaks echo in the background as you try to maneuver through this Locust maze. This is the other great map for Horde for the same reason as War Machine. This is a larger map that would make you a little more likely to wander out and search for you prey, but it has some great areas to hunker down with your teammates and pick off Locust. Another great Annex and King of the Hill map due to its maze-like tendencies providing many ways to sneak up on unsuspecting foes.

Even deeper in the Locust stronghold is the Way Station where captured Stranded and COG soldiers sit in limbo between “processing” and death for whatever nefarious purposes the Locust are using them. A great map for Guardian because, much like Memorial, the leader has to be on the move. It does have a couple of areas that a leader could settle into and make a valiant defense if necessary, but otherwise scrambling for the grenades and Torque Bows and taking the fight to your enemies is probably the best way to go here.

The last map is truly unique from any map in this or any other map pack. Nowhere was once considered an oasis, now long abandoned and reclaimed by the desert as you maneuver down the main street and work your way through boarded up stores and hotels. This is a great map for Execution and Warzone as you have plenty of options. You can either take up a defensive position inside the stores or try to go on the offensive and snipe your enemies with heavy weapons on the roof of the hotel. Either way, fast paced action makes this a great, quick way to build up experience if you can decide on a winning strategy.

It goes without mention that this is a must have download for Gearheads. If you haven’t been keeping up with all that is Gears of War though, there is also the All Fronts Collection that has been released along with Dark Corners that includes ALL previous map packs, which makes this a perfect time to get back into the chainsaw swing of things.

All Fronts is now available for 1600 Microsoft points (roughly $20 American dollars) and Dark Corners is available by itself for 1200 Microsoft points (roughly $15 American dollars).

-Ray Carsillo

Originally Published: July 31, 2009, on Examiner.com

It put both Bungie and Xbox on the map back in 2001 and proved to be one of the most prolific first-person shooters in video game history with its second and third installments. Its original characters and compelling plot helped usher gamers into the current age of gaming and set a high bar for all who would follow in its wake. Of course, I speak of the Halo franchise.

Recently, though, Bungie’s Lars Bakken spoke to IGN about Halo: Reach, next year’s FPS that looks back at the beginnings of the Halo story and he mentioned some possibly grave news for the series.

“After Reach that’s it for us. We’re already working on a new IP that we can’t talk about yet, I don’t know when we’ll be talking about it – when we’re ready I suppose,” said Bakken.

Although there is much speculation as to what this new intellectual property could be, the move isn’t all that surprising if you think about it.

With the recent recession affecting the gaming industry just as much as everyone else, it wasn’t a surprise for Bungie and many others to return to the hits. Sequels for popular gaming series are almost always to be sure winners, as long as the games are worthy of the originals, and Bungie has made sure not to disappoint with the Halo series since it has developed one of the strongest followings in games today.

Halo: Reach will mark nearly a decade of dedication to this single franchise, though, and with the market beginning to show signs of bouncing back, and the sure numbers that Halo 3: ODST, coming out this fall, and Halo: Reach, coming out next fall, will provide for Bungie, 2011 looks like a great time to start taking a few chances again.

Also, don’t forget that the recent real-time strategy game Halo Wars showed us that another publisher, in this case Ensemble Studios, could take the franchise and change it around and still be successful with it.

These factors make me confidant that Bungie’s wish to develop this new IP and not be typecast as simply the guys who brought us the Halo series will be a successful one as we wait with baited breath as to what this new IP could potentially be. Until then, I guess Halo 3: ODST and Halo: Reach will just have to do for now.

Originally Published: July 31, 2009, on 1050ESPN.com (now ESPNNewYork.com), Examiner.com, and Lundberg.me

Fallen angels, hellfire-based powers, mind-control, and a lost god are all rolled into the new game for the Xbox 360, Infernal: Hell’s Vengeance. You would think that all these amazing action elements would spell a sure winner, but this port of the 2007 third-person shooter for the PC, Infernal, should have stayed put.

The basic plot has you playing as Ryan Lennox, a renegade angel whose methods were called into question a few times too often by the holiest of causes and is banished to the earthly plane. His amazing talent with a firearm draws the attention of Lucifer, though, and he offers Ryan the chance to serve him in an attempt to maintain the balance between good and evil as heaven has supposedly procured a weapon that would vanquish sin from the Earth for all time. Now an agent of vengeance, Ryan Lennox must fight both an internal and external battle to maintain the eternal balance.

A decent sounding plot aside, this game is abysmal. The glitches in this atrocity are beyond anything I have ever seen on the current generation of consoles. Freezing after dying, while saving, and/or just standing around and you have easily the most frustrating gaming experience that I’ve had in years.

And that is just from the glitches! Never mind that there is no auto-save or quick save feature so when you do actually get into the plot of the game, on those rare occurrences, and forget to save and then die and get flung back two levels…THAT’S FRUSTRATION.

I understand how easy it is for a PC game to be directly ported to the Xbox due to the Microsoft connection, but you have to fix these small, irritating, repetitive errors when you do because console players expect a more streamlined playing experience than those who deal with the PC.

Add in that the graphics haven’t been brought up to speed and do not take advantage of the 360’s capabilities, the music is annoyingly repetitive, and the A.I. tries to overwhelm you more with sheer numbers than any sort of strategy, and you have a horrible gaming experience reminiscent of Goldeneye: Rouge Agent. There is no stealth required in this game and it is more about conserving ammo as you mow down seemingly limitless enemies in each room as the game tries to hold your attention through five sleep inducing levels.

Infernal: Hell’s Vengeance was full of potential considering the abilities to wrap your bullets in hell-fire, teleport, and consume people’s souls for energy. The lack of polish on this game, though, along with a plethora of glitches and a poorly implemented plot leaves me with no choice but to only recommend this game if you find it at the bottom of the $5 bargain bin somewhere.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 5.0: Infernal: Hell’s Vengeance looks exactly like the PC game it was ported from. No upgrades or polish added to visuals that were only on par in 2007 leaves this at a sub-par level now, especially considering the capabilities of the Xbox 360. This game is best described as visually lackluster and dull.

Audio: 4.0: Repetitive, uninspired music really takes away from the already poor experience with this game. On top of this, the voice acting sounds like it was done by a cast of anime voiceover rejects. The SFX are solid and is the only audible saving grace for Infernal: Hell’s Vengeance.

Plot/Plot Development: 7.0: This gets a passing score because the overall plot is actually an awesome idea. Fallen angels trying to maintain the balance between good and evil sounds like it could be full of great action sequences that would keep you entertained for a long while. Due to awful story telling and glitches galore, though, the plot is implemented poorly and knocks this back down.

Gameplay: 1.0: Considering all the glitches, lag, and lack of firing accuracy (that’s a big problem since it is a third-person shooter) and I could not give this anything more than my worst possible score.

Replay Value: 2.0: Aside from the three difficulty levels, there is nothing to bring you back to play this again, especially since you should be able to beat the entire game on the hardest difficulty without much effort, just like I did.

Overall (not an average): 3.0: Horrible glitches, abysmal gameplay, no replay value, and a lackluster attempt on the peripherals leaves this game towards the bottom of the bargain bin at best. This was a pitiful effort on porting over what was once a decent PC game over to the Xbox 360. I expected much more from this effort and am horribly disappointed. I would avoid this game at all costs.

Infernal: Hell’s Vengeance is available now for Xbox 360.

-Ray Carsillo

Originally Published: July 24, 2009, on 1050ESPN.com (now ESPNNewYork.com)

When you look at the surface of Treasure World for the Nintendo DS, there really doesn’t seem to be a lot to the game.

When you turn the game on you’re immediately introduced to a mystical being that travels the cosmos collecting stardust. As his ship travels around the Milky Way, it runs out of fuel and crash-lands in your backyard. He asks for you to help his robot assistant explore your world and collect enough stardust to refuel his ship so he can go back to exploring the universe.

The game is pretty straightforward, but the difference between it and any other game you will play is that the in-game exploration revolves solely around your real-world interactions. As you walk around the real world, like you’re on an actual treasure hunt, the game utilizes the DS’s wi-fi compatibility to latch onto new wi-fi signals. As you collect more signals and, therefore, more stardust and unique items, you get closer and closer to powering your mystical friends’ ship. This is the entire premise of the game; to walk around the real world and attempt to locate more unique signals in order to have the game’s spaceship return to the stars. It’s almost like a real-world treasure hunt (hence the name of the game).

It sounds simple, right? But when you add in that the collectibles can be used to make original musical compositions, the items can be used to help “disguise” your robot friend, and you can trade items with others who own the game, the game gets a new layer of depth that immediately made me think of the Pokémon series’ original catch phrase, “Gotta Catch’em All!”

After finding enough stardust, the mystical being blasts back off to the sky, but leaves his robot friend behind to help you continue to explore their digital universe (and your real one) as you attempt to collect all of the more than 2,600 items available via trade, stardust purchase, and random exploration.

The game isn’t going to blow you away in terms of looks or plot, but solely on the gimmick of the real-world interaction that the game revolves around. It is a solid premise and it will keep you entertained for a good amount of time as you carry your DS around, knowing that with every step you take you could be getting closer and closer to completing your collection. The game also includes a great safety feature in that you can actually close the DS and put it in your pocket as you travel and it will still collect items and signals. This way, you don’t have to worry about walking into lampposts as you try to collect more items.

Another nice feature that really appeals to the social aspects of the game is the ability to go online and trade codes you find for some of the more rare items in the game, as well as the ability to trade with friends via the DS’s already preeminent wi-fi capabilities.

Unfortunately, most people don’t have the means or the opportunity to just randomly explore and try to collect wi-fi signals in order to beat a video game so once you’ve gone through your daily routine for a few days, the game really loses its luster and appeal as you walk by the same wi-fi signals. This is especially difficult if you’re a child, who is the main target audience for the game, and you rely on your parents as your main source of transportation. Even if you’re out riding your bike, you’re going to be hard-pressed to find 2,600 wi-fi signals.

It’s pretty difficult, too, if you live in a more rural area where the wi-fi signals are fewer due to it being a less populated area. I walked around New York City and found half the treasures in the game in a single day of exploration. I don’t think someone in Omaha, Nebraska, would have the same ease in tracking down signals.

Still though, the collection and trade aspects and, as Nintendo has proven with the Wii, real-life interaction gimmicks are big nowadays, so this game is a solid pickup if you’re looking for something to keep your Nintendo DS warm for a while.

Ratings are based on a scale of 1 to 10 with 10 being the highest.

Graphics: 7.0: The visual aspect isn’t going to be the selling point for this game since you can spend most of your time playing the game with the DS closed. When you do look at the screen though, the graphics are average.

Audio: 9.0: An enjoyable, simple melody serves as the theme for the game and with solid SFX, so you can’t complain about the audio. The aspect that boosts this score, though, is that different items also represent different notes and you can compose your own, more varied music as you collect more items, a la old school, Mario Paint style.

Plot/Plot Development: 3.0: A friendly alien ship crash lands in your backyard and you walk around in the real world in order to fill up its fuel tank so it can blast off again. Obviously, plot was not a big consideration when making this game.

Gameplay: 5.0: This was difficult for me to score because there really isn’t a lot of “playing” going on in the game. The game is glitch-less, which is nice, but most of the game really is just you walking around the real world. So, in good conscience, I couldn’t give it a passing score.

Replay Value: 10.0: One of the major selling points is trying to collect all 2,600 treasures, and that reason alone is enough to give this a phenomenal replay score.

Overall (not an average): 7.0: The social aspects required to trade online and/or in person are nice, but not enough to make this a must-have title. What makes the game so interesting is the avatar customization and the gimmick of walking around trying to collect wi-fi signals like you are on a real-world treasure hunt, and considering there are 2,600 treasures to find, if you really want, you can devote a lot of time to this game.

Treasure World is out now for the Nintendo DS.

-Ray Carsillo