The #1 Videogame Magazine MON га, / А 4 [WWWIUpCOM, А. ТОО НОМАМ THE XBOX 360 SCI-FI TRILOGY We finally played Microsoft's 10-years-in-the-making adventure, and it’s an entirely new breed of epic ALSO INSIDE: * Zelda: 20th anniversary celebration * Why old problems are in our next-gen games * Brain Age: the next big thing for DS * Huxley: massively multiplayer shooting * Next-gen Alone in the Dark...and tons more! 23 ZIFF DAVIS MEDIA o 74470 06960 ^7 © E 2 8 ER: uo 2 29 E 5 o? ЕВ N5 2 во 8 8 А WORLD WITHOUT LIMITS FINAL FANTASY. M 0 א‎ LIN E Chains of Promathia . ` JOIN THE HUNDREDS OF THOUSANDS ALREADY PART OF AN UNPRECEDENTED ONLINE COMMUNITY. EXHILARATING QUESTS AND AN EPIC STORYLINE AWAIT YOU IN THE PREMIERE ONLINE ROLE-PLAYING GAME. EXPLORE. POSSIBILITY. ADVENTURERS FROM ТН! REACHES OF THE GLOB CALLED TO DEFEND TH] AN UNENDING ADVENTURE COMING IN APRIL ШИР Dpef tezien (шш rati I Pm t PM ESRB CONTENT RATING _www.esth.org XBOX 3€ SOFTWARE TEEN Play Online. РС Animated Blood 3 Mild L XB "Y о а ЕМІХ. ₪ АЛ DVD-ROM ПНЕ REAL From the makers o the most realistic motore Featuring over 35 real-life and fantasy riding gear, and over 100 licensed sport bi а that truly capture the fluid movement of man and таб he leathers and open up the throttle. Nothing ction than Tourist Trophy. in this game are trademarks and/or copyrighted terials of their re 5 a registered trademark of Sony Computer Entertainment Americi intended to be or SEEING IS BELIEVING Blood : І) Language 3 . .חסו‎ Suggestive Themes tim i > — EET Violence | SOFTWARE A LU. Lara rot Tomb Rode Legend © 200 Cote D ib Raider logo, Eidos and the all trademarks of SCi Entertainment Group. 0 used under i LOGOS are all trademarks of Ducati 0 eer vene AIDIA logo are registered trademarks of the NVIDIA Corporation. The ten ed." and the "NVIDIA: ЛА Corporation. PlayStation" and the PS: Family logo es 'of Sony Computer Entertainment inc. Microsoft, Xbox, Xbox 360, and the Xbox logos are either registered. “ang icon ва registered trademark of the Ente ‘Association. All other trademarks are the property of their respective owners. Al rights reserved. www. lombRaider.com Winner, Best RPG of ЕЗ - Game Critics Award, GameSpot, IGN, GameSpy, Xbox Evolved, Console Gold, Daily Game, Games Domain “Oblivion is, at this time, the best-looking game I have ever seen in my life.” = Xbox.com “The biggest title for the Xbox 3601, and the one I’m most looking forward to." — GamePro Magazine “One look at Oblivion will Shatter your ане gon what is possible in а video game.” N ₪ "Game Informer The RPG for the Next Generation Visit esrb. ap Ө С. “Bet SOFTWARE З 2 A : RKS information. XBOX Sru a ZeniMax Media company issue 203 · may 2006 14 We get a lot of heartfelt notes froi people, We also get a lot of cra A monthly dose of news, previe features to keep you hummi 20 TRAIN YOUR BRAIN The next big thing in. isn’t necessarily a @ ALONE IN THE DARK Central Park gets littered with next- gen corpses BLU-RAY VS. HD-DVD We get e straight dope on all this W: HITMAN: BLOOD MONEY 47 may be the next target : DEAD RISING mall zombies attack: the game! EW: LOST PLANET: 60 that features snow pirates! IEW: HUXLEY lassively multiplayer shooting a 1 | 60? Where do we sign up? "48 NEW & NOT-QUITE-SO IMPROVED Why current-gen problems are popping up in next-gen games PREVIEW: BIOSHOCK Noone can hear you scream when you're 20,000 leagues under the sea 58 RUMOR MILL TT All rumors and Scuttlebutt guaranteed, not to mention Brangelina This issue's touching denouement 114 SEANBABY’S REST OF THE CRAP 115 CROSSWORD/GRUDGE MATCH 116 EGM RETRO A look back at 20 years of Zelda 116 OLD SCHOOL 119 NEXT MONTH 120 HSU & CHAN 15 it too ambitious? Too simple? Тоо complex? Too highbrow? We've played it.... Find out the truth: about the Xbox 360’s surprising new trilogy 5 ZIFF DAVIS MEDIA EDITORIAL CONTRIBUTORS HEAD HONCHOS. PRODUCTION Robert As ү tive Rita Ki 12 • ELECTRONIC GAMING MONTHLY e www.1UP.com EDITORIAL | like,the PSP. It's a well-designed machine. | don't like many of its games. They're not well designed for the machine. (I suppose that could mean the PSP isn't all that well designed after all.) Metal Gear Ac!d, Lumines, Grand Theft Auto: Liberty City Stories... Many games work just fine on this platform. Splinter Cell Essentials, Me & My Katamari, and almost anything that involves the combination of "looking" and "shooting"? Forget about it. The control issues of not having a second “look-around” analog stick are just overwhelming. You can kind of blame Sony for not designing its portable system to be 3D-proof and for not accommodating the kind of games people are playing these days. But | more blame the publishers and developers who are trying to shoehorn their console-sized games into something that is, most certainly, not a console. Gamemakers must embrace a platform and all of its strengths and weaknesses. The PSP isn't a first-person-shooter machine, so quit making first-person shooters for it (unless you find some ingenious control scheme that gamers can dig). It plays puzzle and strategy titles just fine, so how about some more of those? (OK, | know those aren't blockbuster genres, but still....) Just look at the Nintendo DS. That system may not be as sexy, but, for the most part (not always), its games fit better. That's because developers are more inclined to take advantage of the touch screen, rather than forcing something onto the DS that it was never meant to play. Whoever makes it, the next major portable system should have: a big screen like the PSP's, touch screen functionality like the DS, two analog sticks, two to four shoulder buttons, four face buttons (not counting Start or Select), a microphone, and wireless functionality. Yeah, this monstrosity might look a little bit — ee like the gaming equivalent of The Homer, the everyman's car. ۳4 But hey, at least it'll work for all the games | want to play. is Pm. What's around the corner for the little fellas: the portable gaming machines Monster Hunter Freedom New Super Mario Bros. Mortal Kombat: Unchained pNGN C چچ چک‎ LocoRoco sees Eu —Dan "Shoe" Hsu, Editor-in-Chief "и REVIEW CREW 88 The Outfit 104 Warpath "| 88 Top Spin 2 89 Rumble Roses XX 90 Blazing Angels 104 Daxter 90 Dynasty Warriors 5: 105 Me & My Katamari Empires 106 Capcom Classics Collection Remixed 106 Syphon Filter: Dark Mirror 92 The Godfather 107 Splinter Cell Essentials 94 Driver: Parallel Lines 94 Major League Baseball p 108 Tetris.DS 96 Tomb Raider: Legend 108 Tao's Adventure: Curse Y 98 NBA Ballers: Phenom of the Demon Seal 1 98 Commandos Strike Force 109 Metroid Prime Hunters = 1 100 Kingdom-Hearts. || 110 Reviews Wrap-up % 103 Suikoden V 113 Reviews Archive De Nick Kalisler reserved. ELECTRONIC GAMING MONTHLY • www.1UP.com » 13 Prison advice #1 Here’s my situation: | am in prison in Maine, and | play a minimum of eight hours of games daily, seven days a week, 365 days a year. The PS2 is simply a godsend here. It's the cheapest baby-sitter any Department of Corrections could ever allow inside its walls. Recently, though, | have noticed that my eyes start to tear up after about 10 minutes. The eye doctor here says my eyes are OK, that it's not them. This only happens when | am playing a game, any type of game. When | just watch TV, there’s never a tear. What gives? — Roger W. Smothers, Sr. Have you tried blinking, or better yet, cutting your 57-hour-a-week habit down to a more manageable 20-30 hours? We get paid to play games, and we don’t even put in those kinds of hours. Prison advice #2 lam an inmate in an Ohio prison, which means | don't have access to a computer. I'm writing to find out if there are any good Adult Only (AO)-rated games out yet. Also, are there any gaming magazines that are not afraid to publish the titles of the AO- rated games? —Michael L. Wimer LETTER Online racism I've been hearing a lot of talk about how online play is the future of videogaming, but it's not a future | want to be a part of. Since I've been playing online, I've encountered some of the most ignorant people on earth. Most recently, | was playing Dead or Alive 4 online, and | was kicking someone's butt. But after | beat him twice, he says that I'm a “cheap-ass n***er," and that “n***ers” like me are all the same. This is nothing new. | hear stuff like this online all the time. | filed a complaint, but let me ask the videogame industry: If this is the new generation of gaming, do | or any ethnic people want to be a part of it? Experiencing things like this makes me want to give my 360 away. Online play can never be the next big revolution until this problem is fixed! —Matthew Brown Thanks for reporting back from front lines of the idiocy wars (aka online gaming), Matthew. Look for a game from us in your mailbox. 14 • ELECTRONIC GAMING MONTHLY • www.1UP.com We're not afraid of AO-rated games. You're aware that Katamari Damacy, roughly translated from the Japanese, means "group sex in ball configuration," right? There's also Beatmania (self- explanatory), Gun (hot pistol action), Rub Rabbits! (perhaps the most perverted game ever made), and plenty of other Sexy titles for an incarcerated young man such as yourself. Prison advice #3 Hey guys, thought I'd type a few words down until the sheriff comes in. I'm a correctional officer here at a lovely jail, and | thought | would tell you about why my job's the coolest! Have you seen that TV commercial about people getting paid to play games? That's about how it is here. We play all sorts of games up in here, and | play two-player games with the inmates. As long as | get to come to work and play the latest games and get paid for it, it's the best job around —Jonathon Bouldin Do people in jail do anything but play games these days? What happened to the riots, the makeshift knives, the synthetic drugs made from cleaning products, and the grain alcohol fermented in toilet bowls? Besides, aren’t games supposed to make you act like a criminal? We're totally disenchanted. Run-on rant-a-thon I'm one of the many 11-year-old kids that plays Mature-rated games, and | read ЕСМ every month, and you guys always make fun of us, and we don’t appreciate it, and all the 30-something-year-olds write you about Street Fighter or some other game that took two seconds to make, and you compliment them all the time, and I’ve played those games, and they suck! —Alex M. Well, we think that kids who play M- rated games are making it harder for Letters Prisoner advising, genre debating, cannibal satiating, and videogaming ₪ It took two minutes to make and 10 years to get over. their intended audience to play them, and we make fun of kids like you because you write such bad letters (presumably because you're playing Grand Theft Auto when you should be playing Elmo's Letter Adventure), and Street Fighter is a great game, and it took much longer than two seconds to make, and you suck! (In)complete genre analysis 1 was looking through some old issues of the magazine a little while ago, and I began to notice that sports games, as a whole, tended to score higher than all the other genres. Curious, | decided to do a little number crunching to see if my observation was true or not. | looked through a whole year of issues (June 2004 to June 2005) E Scary Resident Evilthingy says, “But survival-horror games are the bestest!!!” POST OFFICE Rambling and ranting from our message boards, boards.1UPcom (look for Electronic Gaming Monthly's forums) “If life is really an elaborate videogame, what is your game called?” | Linkthelegend2: People Crossing, fewer animals but more idiots Neato_Jinkins2: Filliam Н. Muffman's Splendiforous Zeppelin Adventure Icymatt: The Game You Never Want to Play daniel564: Welcome to My Life (rated M for Mature) lamEthos: The Silent Adventures of That Really Quiet Kid and recorded all the scores given to games in the following genres: sports, role-playing games (RPGs), fighting, racing, shooters, strategy, puzzle, and survival-horror. After tallying up all the scores and determining an average score for each genre, here are the results | was left with: Puzzle: 7.917 Sports: 7.880 RPGs: 7.429 Racing: 7.304 Shooters: 7.061 Strategy: 6.833 Fighting: 6.737 Survival-horror: 6.317 Sure enough, it looked as though sports games had a higher average score than almost all of the other genres, taking a backseat only to puzzle games. To be fair, though, | must point out that only five puzzle games were included in this average [versus] 32 sports games. —Brian Sheehan Interesting analysis. You left out some key genres, though. We suck at math, so we just made these numbers up: > / EGM@ziffdavis.com EGM Letters 101 2nd Street, 8th Floor San Francisco, CA 94105 E-mail: subhelp@egmmag.com Web: http://service.egmmag.com Phone: (800) 779-1174 E-mail: back_issues@ziffdavis.com THE WAIT IS OVER ADVENT JOH TL DREN AVAILABLE FOR THE FIRST TIME ON 2-DISC SPECIAL EDITION DVD AND FOR PSP™ 4.25.06 ee С OSE OUR ТЕЕ DELEON ЕЕ UMD. VIDEO DVD SPECIAL FEATURES * Feature Film including original Japanese • FINAL FANTASY VII: Advent Children Venice language with English subtitles and an Film Festival Footage English dub * Sneak Peek of upcoming FINAL FANTASY VII Reminiscence of FINAL FANTASY VII games Story Digest * FINAL FANTASY VII: Advent Children trailers * The Distance: Making of Featurette e Deleted Scenes Available at Á Special Features Not F моме ‘TRADE GAMES SQUARE ENIX. | И www.square-enix.com w ml ROTE Ee www. SonyPictures.com/FinalFantasyVIl SONY ve ППросвуј [PG i3S|panents STRONGLY салоне \ Crna LOGIC II [FOR SEQUENCES OF INTENSE SCIFI ACTION VIOLENCE] o c EIS "> 1997, 2005 SQUARE ENIX CO., LTD. All Rights Reserved. CHARACTER DESIGN: TETSUYA NOMURA, FINAL FANTASY is a registered trademark of Square Enix Co., Lt. 1. ADVENT CHILDREN is a trademark of Square Enix Co, Ltd, "PSP" and “UMD” are trademarks of Sony Computer Entertainment Inc. Dolby, Pro Logic, and the double-D are trademarks UM) Laboratories. = >is a trademark and "PlayStation" is a registered trademark of Sony Computer Entertainment Inc. All Rights Reserved. 9/2006 Layout and Design Sony Pictures Home Entertainment Inc. All Rights Reserved. Junk-ball rolling: 8.893 Japanese adventures starring effeminate male leads: 8.207 Lawyer simulations: 7.639 Dog-sitting: 6.481 Games featuring some form of "baditude": 5.199 Mario Kart knockoffs: 5.001 Games that inspired Uwe Boll movies: 4.851 Military propaganda and recruitment shooters: 4.521 Crime-sploitation: 3.402 Playing | thought | was a “hardcore gamer," but last week the torch was taken from me. | was in the recreation area playing pool when | saw a guy named Justin whip out his PSP. | watched him play Tony Hawk for about an hour and half, and as he played, he was rocking back and forth faster and faster. Soon, he ran up to me and thrust the PSP into my hands and just said, “HOLD!” | was busy with my game, so | went to put his PSP into its case, and that's when | noticed that there was a small wet spot on his chair. We never asked, but we can only assume that he played until his bladder decided to teach him a lesson. | now bow to Justin's super- hardcoreness. —John Grimes Actually, what you witnessed was a rare public viewing of the species Hardcoreious gamerous secreting a special reproductive fluid, which, via mitochondrial Wi-Fi, alerts other hardcores to his presence. He was probably running off to mate. And also: ewww. Hungry for | NEED MORE GAMES ABOUT CANNIBALISM. NEXT TIME YOU GUYS TALK TO ANY GAME DEVELOPERS, TELL THEM. —Herman Will do, for sure. By the way, in case you were wondering, everyone ак EGM is supertrim and fit, not the kind of deliciously meaty, sedentary people-veal you might find at competing game mags and most gaming fansites. Anyway, we'll pass this along. When Stephen Nobles was your age, he used to sit out in the snow, freezing to death, just to play online games, you whippersnapper. | GAME DESIGN-O-RAMA Got proof that game design is best left to the pros? Send your concept (with art) to EGM@ziffdavis.com, subject: Design-o-rama Bob Ross: The Game ES Орыш шт iGame: Preorder yours today, jackasses. Not It was way too obvious that the “iGame” [in ЕСМ #202] was your April Fool's joke. that is, until | read that Metal Gear Solid 3: Subsistence received Game of the Month honors over Ghost Recon Advanced Warfighter and/or Fight Night Round 3. —Thomas Harrington In ЕСМ #202, you forgot to mention iGame’s biggest benefit: With all the games being scaled down to play on a D-pad for main- stream gamers, the iGame could bridge the gap between mainstream and hardcore. Games like Call of Duty 3 [on the iGame] might persuade mainstream gamers to buy a next-gen console and get into real gaming. рату! Levy Fool I'm really excited for the iGame to come out, and | will not sleep until it does. I'd just like to tell you guys how toadally awesome you are for being the only source for this informa- tion. | say that you are “toadally” awesome because only a word used to emphasize the pure radicalness of Battletoads can describe how awesome you guys are for catching this scoop on April Fool's Day. If it were not for Battletoads, | would have to express my deep feelings for you through ritual sacrifice. —Dave Knapp commitment to gaming | don't have a router at my house, so | miss out on Xbox Live, DS Wi-Fi, etc. Fortunately, my pal hooked me up to his router, so | can play my DS online. Unfortunately, his parents BONUS GALLERY Going the extra mile for love of the game Ms. Pod-Man are never home, so | can't go inside to play. Instead, 1 sit on a hill across from his house and play Mario Kart DS online. Where | live, itis very cold. | sit іп the snow, freezing. Му face stings. My fingers are numb, snow piling down hard each day. It's usually 30 degrees or less, and | can hardly see the screen through the snow, yet I'm having the time of my life! —Stephen Nobles Complete In the letters section of [EGM #200], you referenced Namco's Space Shuttle Complete, which shipped with a $17,999 cockpit! Please, can you give me more info on this product? | have been looking everywhere on the Internet and can’t find info or pictures of it. You also mentioned you were stuck on this game. —Lowride What more can we say about a game that bankrupted families, destroyed friendships, and trained gamers to make precise mechanical repairs to the Hubble Space Telescope? The game's $17,999 controller was built into the chassis of a Dodge Sportsman van. It ran on diesel fuel, had king-size cupholders, and smelled like a Jiffy Lube station. Hell yeah we were stuck...somewhere in the middle of our second semester of quantum physics. ќа. An enterprising geek built this supercute clash of old school and new school, a tiny Ms. Pac-Man arcade cabinet that houses an arcade-emulating iPod Nano. "Yes, it works. This is the prototype version. It stands about 5 inches tall," says Scott Lawrence, the cabinet’s creator. Check out his making-of photos at: ,www.umlautilama.com/gallery/nanomame Finally, the killer-app launch title for Nintendo's 3D-pointer-equipped console can be revealed. Realize your dream of becoming a mediocre landscape painter with the help of Afro-tastic PBS superstar Bob Ross. Learn to paint "happy little trees, happy little clouds, and pretty little mountains," all using Nintendo's freehand-style controller and optional palette attachment. —Peter Kwarts & Bert Zuilhof 16 • ELECTRONIC GAMING MONTHLY • www.1UP.com бе. טנטפ‎ 68 j i 1 » ! | A A) THE MAKERS OF TAG BODY SPRAY ADVISE THAT WEARING NEW WILD CARD AND PLAYING STRIP BLACKJACK CAN LEAD TO SEVERE NUDITY. TO MAKE SURE IT DOESN'T LEAD TO YOUR OWN NUDITY, USE ATTACHED INVINCI-CARD. 2 uw Ae : Introducing new Wild Card from TAG?" - CONSIDER YOURSELF. j v.ConsiderYourselfWarned.com 8 3.5 ounces of Vegas ina can, М Ln ED 1190/09 јаки 10 ESPE 006 Brothers! Summon your every power. Together we shall leave the Vinci war aking machines rusting in the desert sands. Enlist at www.alinarmy.com < / m 3506 00-96 8 1 Summon а recruitment advisor at: gamexstudios: Windows" g © e = = בד‎ 5 ә сс 2 5 = — —— CALL THE RECRUITING OFFICE בי‎ ress star gaming news, previews, new and not-so-improved consoles, and а The latest portable ganling trend in Japan doesn't involve a single elf, plumber, or dragon—but it does - require some other serious nerd tendencies Са ~< 4 BRAIN AGE WILL BE RELEASED FOR DS APRIL 17, WITH THE SECOND GAME IN THE SERIES, BIG BRAIN ACADEMY, HITUNG STORES MAY 30, 20 * ELECTRONIC GAMING MONTHLY ¢ 2 Curious how well your brain is aging? Get cracking on the four puzzles below. Keep in mind, the real game bases your score on how fast you can solve the puzzles, so don’t dillydally! TRAIN YOUR rosswords, brainteasers, word jumbles, and 10 tests may be tried-and-true time-wasting phenomena, but they’re not exactly what comes to mind when you think of upcoming hot trends in high-tech videogaming. Sure, you've got 83 million (or so) middle-aged women playing Text Twist online at this very instant, but when you think about the cutting edge of the medium, daily sudoku doesn't pop to the forefront. That all changes this spring, when Nintendo hits us with its new DS game, Brain Age: Train Your Brain in Minutes a Day. Strain that brain Brain Age takes the basic skills we all learned in grade school—reading, writing, and arithmetic—and turns them into addictive timed puzzles. It calculates — Mond the speed and accuracy with which you solve the puzzles, then calculates your “brain age"—a number that determines whether you’re a spry young whiz kid of 20 or positively geriatric in your 80-year- old dementia. The puzzles involve everything from rapid-fire arithmetic and speed-reading classic literary passages from Gulliver's Travels to sketching out from memory the shape of the African continent. The minigames make extensive use of the DS technology—answers are written on the touch screen, and some puzzles have you speak the correct answer into the microphone, Some activities are easier than they sound, and some are harder—test your own gray cells in our quizzical sidebar (right)—but they all make you feel brainy. And that’s never a bad thing, especially when it’s based on actual science. QUESTION 1: SUDOKU QUESTION 2: SYLLABLE COUNT Шы - || И GE 8 A = - ₪ [=й Watching television rots your brain. | No, really, it's been scientifically proven. Videogames, on the other hand, keep your prefrontal | cortex active. And that's really good for society. By the way, have you been reading this aloud? If you have, that's good, because it's the best way to train your brain! QUESTION 3: ARITHMETIC QUESTION 4: CONNECT MAZE Complete the grid so every vertical line, horizontal line, and 3-by-3 grid contains the numbers 1 through 9 with no overlap. Determine the correct number of syllables in each phrase and fill in the blanks with your answers. This one's pretty straightforward—just do the math and write in the correct answers to each of the following equations. Draw a line from A to 1, then to B, then to 2, and so on until complete. Don't touch any letters or numbers except the ones you're aiming for. JUST A MONTH LATER. THE SECOND TITLE OFFERS MULTIPLAYER BRAIN GAMING FOR U TO EIGHT PLAYERS USING A SINGLE DS CART.... >> ELECTRONIC GAMING MONTHLY • www.1UP.com “ 21 (> press start TRAIN YOUR BRAIN cov: > Weird science Brain Age is the first in a series of three games for the DS that came out last year in Japan and have sold more than 2.5 million copies to date. Based on research by Dr. Ryuta Kawashima, a neuroscientist who has spent decades studying and writing about brain activity, the games are built on the premise that brain functions start to decrease after the age of 20—and that, just as with the rest of your body, exercising your brain keeps it strong. “Have you noticed yourself forgetting things lately? Do you have trouble articulating exactly what you want to say?” Kawashima asks in the game's introductory manual. “These symptoms can be alleviated by training your brain.” The games are supposed to stimulate activity in the prefrontal cortex—"the control tower of your brain,” according to Kawashima. All the activities in Brain Age, whether counting syllables in words or quickly memorizing a series of numbers on the screen, have been specially tested (using MRIs, even!) and designed to train this center of your practical intelligence. Real genius Math equations and MRI scans of brain activity might seem out of step with today’s popular games, but Nintendo isn’t doing Jedi mind tricks. From President Satoru Iwata’s keynote address at last year's Tokyo Game Show ("If we cannot SUDOKU expand the market, all we can do is wait for the industry to slowly die”) to Executive Vice President Reggie Fils-Aime's public promises to market to Oprah Winfrey's audience, the company is clearly looking to bring new gamers into the fold. If its unique sales pattern is any indication, Brain Age is a step in that direction. Unlike most games, which see the bulk of their sales in the first couple weeks after release, Brain Age wasn't crazy out of the gate. "But then word of mouth built" says Nintendo localization writer Alan Averill, who's working on the series. "So five, six, seven months after release, it was selling way more than it was at the beginning—it never works like that." Averill notes that sales increased particularly around Japanese holidays when people go home to visit family, suggesting that gamers were buying it for parents and other relatives who weren't already playing the game. And now, Nintendo looks to get Stateside smarties addicted—a sensible move, considering that the first baby boomers start turning 60 this year (and there are upwards of 75 million more out there, most of whom probably still view games as kid stuff). Nintendo's not the only company doing this, either. Microsoft's Xbox Live Arcade has definite potential to capture a similarly casual market. One way or another, with Brain Age hitting stores this spring, the mind games are about to begin. —Jennifer Tsao SYLLABLE COUNT | Watching television rots your brain, No, really, it's been scientifically proven. ој ьо س‎ E S Videogames, on the other hand, keep your And that's really good for | society. зр س‎ Ву the way, have you been reading this aloud? T 6 1 2 al If you have, that's good, because it's the best way to train your brain! Ao 2 ₪ || | ₪ | о | | i ARITHMETIC 11-8 = 3 9+2=11 1x7 =7 2x0=0 2-2=0 3+3=6 9х4 = 36 4+5 = 9 1х9 = 9 15-9 = 6 4x1=4 1+7=8 4-0=4 10-8=2 449 213 6x9 = 54 9-1 = 8 8+1=9 0х1 =0 12-8 = 4 СОММЕСТ МА2Е A SOURCE DEEP WITHIN NINTENDO OF AMERICA (WHO, QUITE UNDERSTANDABLY, WISHES ТО REMAIN ANONYMOUS) LET SLIP THAT CER- 22 • ELECTRONIC GAMING MONTHLY • www.1UP.com mI | "BETTER THAN Aca 4 DRUG ABUSE!” We certainly want to believe that doing a few math problems can make our memories better and potentially stave off Alzheimer's, but when we saw Dr. Kawashima's floating head reminding us to eat a healthy breakfast before starting our daily brain training, we decided we wanted a second opinion. Dr. J. Wesson Ashford, senior research scientist at the Stanford/VA Alzheimer's Center in Palo Alto, CA, acknowledged that several studies have found links between mental activities such as puzzles and a decreased likelihood of developing dementia. "The problem is that the people who tend to do the crossword puzzles in the first ₪ Dr. Ryuta Kawashima, the neuroscientist whose research is the basis for the Brain Age place may be those who have more education and are less likely to have early signs games, is a well-known figure in Japan who has also written popular brain-training books. of Alzheimer’s disease anyway,” says Ashford. But even without affirming the direct link between sudoku and superpowered brainage, Ashford did have some clear advice. “There’s something to be said for playing these games rather than watching television, where everything’s just flooding in and you don't do anything with it,” he says. “If you're coming home and doing a puzzle rather than drinking a pint of brandy, | would say that the puzzles are tremendously better—and it’s a tremendous amount better than abusing drugs.” First, we’re assuming this didn’t take you forever to complete— slow brains are old brains, and time is of the essence! гым. Quis. Did you read what the good brain doctor = MC. said about abusing drugs? Clearly, you need to train your brain Tu for more than a few minutes а day. ^ + > Congratulations. Your brain age is offi- cially not embarrassing. But keep practicing. You have room for improvement. We'd be impressed at your intense mental acuity... if you weren’t such a cheater! See, we fudged No. 4 to make it physically unsolvable. Try again, smarty pants. ЖА. IG MONTHLY > www.1UP.com “ 28 EGMINTERNATI@NAL Motherly love Cay MOTHER 3 What the heck is this? A fan-made game? Nope, it's far better than that. In fact, despite the Peanuts-style graphics, Mother 3 is one of the most exciting portable role-playing games of the year. But it’s definitely been a bumpy development road: This series is the brainchild of Japanese writer Shigesato Itoi and has been haphaz- ardly published by Nintendo (Mother 2 hit the Super NES in 1995 under the name EarthBound). Itoi started work on the third game for the Nintendo 64, but it got canned in 2000 after multiyear delays. Yet now, much to the delight of the EarthBound maniacs at fansite starmen.net and elsewhere, the project's been resurrected for the Game Boy Advance (Japanese gamers can pick it up in late April) Why should | care? The Mother games are among the most offbeat and self-referential RPGs ever made. EarthBound, for example, stars a bunch of neighborhood kids that bash zom- bies with baseball bats and an alien race called "Mr. Saturn" that speaks in a kindergarten scrawl, and it has you Searching a monkey-infested cave for the "gourmet yogurt machine." It even features a truly spasmodic soundtrack that samples everything from the Beatles to Monty Python's Flying Circus. Itoi is currently teasing Mother 3 оп his Japanese site (1101.com), using a slow stream of screenshots and music samples. Is a U.S. release possible? It'd be a crime if it weren't. Ф v. tal © Mother 25 woods are full ze of surprises...and some creep! BY THE NUMBERS Oh, the profanity! Number of hours freelance writer Josh Smith 34 (imjosh.com) monitored gamers’ swearing habits while playing Halo 2 (XB) online 8 11 Number of times per hour Smith heard someone . drop the F-bomb (the most of any curse word) 7 Percentage of profanity that involved something sexual (usually directed toward someone's mother) Price (in dollars) for a bar of Dove soap, which, after reading Smith’s study, some parents should stick into their online gamers’ mouths >> SHINY (ENTER THE MATRIX) PRESIDENT DAVE PERRY HAS TEMPORARI 24 • ELECTRONIC GAMING MONTHLY • www.1UP.com THE HOT SEAT: FT HIS POSITION TO HELP FIND A BUYER FOR THE STUDIO.... >> ‘BECOME THE ULTIMATE PREDATOR За "DNE | | AS JACK CARVER - ה‎ HUNTED MAN TURNED HUNTER Atso metudes anced IN A PARADISE x. HELL. ИС... rome Eatin Ye] WAGE WAR ACROSS LAND, SEA, AND AIR IN A 4 290 CREATE YOUR OWN MAPS AND SHARE THEM BREATHTAKING TROPICAL WILDERNESS. ONLINE FOR EXPLOSIVE ISLAND WARFARE.” | HUNT AND BE HUNTED BY UNNERVINGLY BRILLIANT Al ENEMIES. 35 > | МАТО тт. cod Available Now wuw-FarcryGame.com Drug Reference Intense Violence P Strong Language J Suggestive Themes 4 UBISOFT Visit www.esrb.org for updated rating information. ~C} lo-Interactive Ox SOFTWARE (с) 2006 10 Interactive A/S. Hitman, Hitman: Blood Money, Eidos and the Eidos logo are trademarks of the SCi Entertainment Group. IO and the IO logo are trademarks of IO Interactive A/S. All rights reserved. "PlayStation" and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or in other countries and are used under license from Microsoft. The rating icon is a registered trademark of the Entertainment Software Association, E: М www.HitmanBloodMoney.com 28 • ELECTRONIC GAMING MONTHLY • www.1UP.com Publisher: Atari Developer: Eden Studios Release Date: Early to mid-2007 Б.а: - D imagine the unreal slither out of his own skir have long, sharp blades emanating { fill the unknowable void of dai = See, ladies: We men до a long way for that super- close shave. | This gameplay perspective looks very Resident Evil 4 (that's a good thing). “| can't say much,” says David Nadal, director of the series’ next-gen reinvention, currently confirmed for the Xbox 360 (and most likely headed to the PS3). “I’ve got [publisher] Atari on my back. We're still keeping mum on the story line, but players will be thrust into a modern-day setting and assuming the role of Edward Carnby.” Carnby, of course, is the paranormal investigator who has been at the center of the Alone in the Dark series since its inception in 1992. The original game first made a name for itself with horror-seeking PC gamers, essentially inventing the atmospheric, puzzles-and-monsters formula that Resident Evil would later use to create a gaming empire. To this day, Alone in the Dark remains hidden in the shadows of its progeny, a fact that irks Nadal. “When I played the first Resident Evil, 1 couldn't help but have the impression that I was playing a remake of Alone,” he says. “But when the object of a game is to scare the living hell out of people, an immersive experience beats an original one. When RE first appeared, its only competition was a port of Alone 2 оп [the original PlayStation], which had graphics that paled in comparison to RE’s new generation of realistic ACCORDING TO NINTEN 30 • ELECTRONIC GAMING MONTHLY • www.1UP.com characters. It was at that moment that Alone lost its leadership." The series only slid further downhill from there, with sequels that, according to Nadal, “merely surfed on the wave of success from the first [game].” The Behind the Music rock-bottom moment came with 2005’s embarrassing movie adaptation, courtesy of notorious film butcher Uwe Boll. How embarrassing? Colin Covert, film critic for the Minneapolis Star Tribune, quipped, “If you took the 100 worst ideas ever conceived for a science-fiction film, rattled them around in a lotto tumbler, and spilled them out onto the screen at random, you could not produce a more asinine hodgepodge than Alone in the Dark” Ouch. But every great Behind the Music story has a post-rehab return to form, and this Alone in the Dark could be just that. Nadal and his crew at Eden Studios are going for a full-on makeover to “break from the established survival- horror genre and propose a new vision.” Central to this new vision will be the game's location, New York City’s famous oasis of green, Central Park. “The park is a place that one might think of as a quiet, peaceful environment where one would feel almost safe,” says Nadal. > MORE THAN ONE MILLION PEOPLE HAVE NOW GONE О Е WITH THEIR DS HANDHELD: What; Dark: Beast Lurks Within ой? jo —— 5 — — e| -— —— — Immerse yourself in an epic storyline = Experience an enhanced 3D game engine Hack, slash and morph your way brought to life through dramatic that takes graphics, SFX and'lighting to a through the game with the help of in-game cinematics and voiceovers. stunning new level of quality and detail. the superior combat system. Pre-order now at www.untoldlegends.com Untold Legends" The Warrior's Code™ © 2006 Sony Online Entertainment. SOE and the SOE logo are registered trademarks and Untold Legends and The Warrior's Code are trademarks of Sony Online Entertainment Inc. "PSP" is a trademark and "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately). * Based on data from NPD group. E + — ONLINE‏ م ENTERTAINMENT PlayStation. Portable To really capture that feeling, the team is re-creating the real thing. "We're building every single piece of itin ап = exact replica,” he says. “From satellite photos and altitude data, we’ve been able to reproduce the park with a 50cm precision. From Central Park tree species to the well-known sites, the player will really feel as if he or she is in today's Central Park." Of course, the point of convincing you that you're experiencing something real is to subvert it with the unreal. “One overarching theme of this game is to challenge the feeling of security and make these elements horrific,” says Nadal. It will be interesting to see just how Eden pulls it off, given that players will be free to roam the park as they see fit. “The game's gonna be like the real world in a way that hasn’t been seen, bringing a new sense of freedom of movement,” Nadal says. “The player will be completely immersed in his surroundings and can use everything he has around him to survive.” It’s an interesting twist, but that freedom pretty much eliminates any use of the old spring-loaded haunted-house gags so prevalent in the genre. Perhaps what we think of as “scary” in games isn’t necessarily what ... this Alone in the Dark will be about. — ^| think that true fear is suggested fear, the type that grows in our minds,” says Nadal. “It’s not based on classical surprise effects or gore. Real fear festers in our minds over time.” This accounts for the game's hiring of Lorenzo Carcaterra, screenwriter for the movie Sleepers and the television series Homicide. The game will approximate the flow of a television drama, “festering” over episodic twists and turns, while Carcaterra’s script will focus on the border between life and death, with Edward Carnby investigating “paranormal elements linked to the afterlife,” Nadal says. "We're building the story from converging similarities between religions, cultures, and beliefs, as well as near-death-experience tales lived by those who have brushed against death.” If anything, the series itself has brushed against death. Ме"! be watching to see if Alone in the Dark returns from the grave a zombified shadow of its former greatness, or horror gaming reborn. —Robert Ashley The new Alone in the Dark takes place in a painstakingly re-created model of NYC’s Central Park, in which you can move about at your whim. It sounds great and all, but does that mean you can bludgeon to death those annoying, spandex-wearing rollerblader dudes? “We wanted the player to feel part of the adventure but not forcefully be the center of it,” says Director David Nadal. “There will be other people around living their lives. We'll have some of the ‘typical’ characters you'd find in Central Park, so yes, we'll have those rollerbladers, and yes, you'll be able to realize your fantasy.” It’s about time. ќи >> PUBLISHER VU GAMES HAS OPENED UP A MOBILE GAMES DIVISION. AND YES, A CELL-PHONE VERSION OF LEISURE SUIT LARRY 15 COMING.... >> 32 • ELECTRONIC GAMING MONTHLY • www.1UP.com STORYLINE SPANS THE E SPLINTER CELL'SERIES т ALL-NEW, EXCLUSIVELY pj cum д ESIG| MISSIONS FOR THE Psp" SYSTEM Go deeper th adventure exclusiv Sam Fisher, you are arrested you must re-examine your pa: MATURE 17+ Strong Language de A. ге [ r. AVAILABLE NOW ONIY FOR THE PSP" SYSTEM. . PlayStation. Portable WWW.SPLINTERCELL.COM © 2006 Ubisoft Entertainment. All Rights Reserved. Splinter Cell, Sam Fisher, the Soldier Icon, Ubisoft, Ubi.com, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. "PSP" is a trademark. " and “PlayStation” and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately) u В І вс = T © press start КА אלל DISC JOCKEYING Who will win the format battle between Blu-ray and HD-DVD? And why should gamers care? We pick a side t's as if the consumer-electron- ics industry failed to learn from the great Betamax-versus-VHS wars of the late '70s. Once again, we're about to see a clash of media formats: HD-DVD vs. Blu-ray, two supersize disc types vying for the future of high-defini- tion movie playback and data storage. And you should give a crap because...? Well, for one thing, movie buffs who own HDTVs will find that flicks encoded on Blu-ray and HD-DVD—which will start shipping soon—look amazingly crisp on their fancy boob tubes (you need a high-def TV with HDMI inputs to take full advantage of either format). But the two are also not-so-secret weapons in the next-gen console wars. It all begins with Sony, the primary owner and supporter of Blu-ray. The com- pany plans on getting consumers to wel- come its format by including Blu-ray sup- >> FOR $6, YOU CAN DOWNL 34 • ELECTRONIC GAMING MONTHLY • www.1UP.com port in its upcoming PlayStation 3 system. Microsoft has responded by announcing its support for rival HD-DVD, which is less expensive than Blu-ray technology and will be available sooner. Microsoft has promised an add-on HD-DVD drive for the Xbox 360—although it will be used for movies only and not as a games format (the system uses standard dual-layer DVDs for games). Hollywood movie studios have taken sides, too. Only one major studio (Universal) has not yet announced its support of Blu-ray, while the HD-DVD camp is still missing support from Sony, home video juggernaut Disney, and oth- ers. Whichever side emerges victorious, consumers must take care as to which horse they back, at least early on. There is nothing quite so bad as being stuck with a closet full of eight-track tapes or Betamax movies once the war is over. $1,000 and up for the first Blu-ray players (no price for the PS3 has been announced yet, but analysts expect it to be around $500) 50GB (dual layer) May 2006 FUNCTIONALITY Movie playback, recordable formats, data storage (PC and PS3) $500 and up for HD-DVD play price for the Xbox 360 add- been announced) 30GB (dual layer) March 28, 2006 Movie playback, recordable formats, _ data storage (PC only) Ae Н WILL ITS HARDWARE ALSO PLAY STANDARD DVDS? Up to 1080p (full resolution promised for launch units and the PS3) Up to 1080p (though initial units only support 720p and 1080i) NECESSARY GEAR Blu-ray players will hook to any TV, but to take advantage of the ultra-crisp resolution, you'll need a 1080p-com- patible HDTV with a digital input such as DVI or HDMI. “Old fashion" analog component inputs won't do the job. | HOLLYWOOD STUDIOS SUPPORT Sony (Columbia TriStar and MGM), 20th Century Fox, Disney, Paramount, Warner Bros. Same story. That means the 360 add- on might need its own digital output, since Microsoft won't confirm if the 360's A/V port supports DVI or HDMI. | We bet it doesn't, which essentially makes the add-on a standalone player. Universal, Paramount, Warner Bros. GAME SUPPORT An underdog called the PlayStation 3 and any software developer who wants to take advantage of the great- er storage capacity Blu-ray offers. = [4 ЕЗ WHY IS SONY BACKING 4 Simply put, Sony is counting on sales of its game system to get Blu-ray players in homes. Sony figures people will then buy Blu-ray movies, which will make the company a mint in licensing revenue (hence the reason Sony is willing to take a substantial loss on every PS3 sold). Anew promised add-on for the Xbox 360, but Microsoft says it will be for movie playback only. WHY IS MICROSOFT BACKING HD-DVD? T The last thing Microsoft wants is Sony gaining power through Blu-ray. Yet Microsoft’s initial HD-DVD support is weak; the company has stated that its add-on won't play games. We figure Microsoft is just stalling until wide- spread online distribution of games and movies makes disc size pointless. Blu-ray is faster and more durable (scrape the discs with steel wool and they Still play). More importantly, it has better support, from games to movies to hard- ware, and the PlayStation 3 will serve as a Trojan horse for the format. "Based on the first two PlayStation systems, it's a pretty safe bet that Sony will sell 20 million PS3s [worldwide] in the first couple of years," says Michael Pachter, ana- lyst for Wedbush Morgan Securities. With hardware numbers like that, the PS3 should be able to do for the Blu-ray format what the PS2 did for DVD and the PSP has done for UMD. $h —Marc Camron THREE NEW MULTIPLAYER MAPS FOR SOCOM 3: U.S. NAVY SEALS (PS2) ONTO A STANDARD MEMORY CARD.... s Cl» THE GAMEKILLERS There are people out there whose sole mission in life is to cause you to blow your cool and lose the girl. They are, The Gamekillers. HE BALLADEER For an encore, he's going to do your girl. It doesn't matter that he might sleep on a futon in the back of a van, chicks will always dig а guy who can sing. Whether he's the quintessential frontman for a college indie-alternative band or the scratchy-voiced crooner at the local pub, you've got to be wary of this pseudo rock star and his ripped-up jeans that he only takes off to have sex. Sure, his esoteric lyrics are irritating, but The Axe Dry wearer keeps his cool by etting the tune play out—after she sees he's a quasi- omeless has-been that never was, you'll be the one eft singing her a sweet bedtime lullaby. Keep Your Cool. Axe Dry. Learn more at gamekillers.com ©2006 UNILEVER Ra cie Маяа ахли Ba! on De (€ env En a-‏ ته TAKE THIS JOB: COMMUNITY MANAGER „ = The lo Qr athea Семе. түгү АШ. eo Our monthly look at the jobs you want— with tips from the guys who have them DETAILS Experience: Six years in the industry Notable games: The Lord of the Rings: The Battle for Middle-earth 1 & И (PC), Command and Conquer franchise, EA’s first LOTR game for Xbox 360. Salary range: $50,000 to $70,000 Recommended education: A major in communications or marketing, as well as something of an art background and knowledge of multiple design and Web programs. Or, alternatively: “Jump in and throw yourself to a pack of wolves, see if you can come out alive, and learn to have a thick skull!" Kaufman says. Location of most jobs: West Coast Current level of demand: High This person acts as the voice of a devel- opment studio. He or she must under- stand its audience better than anyone 36 • ELECTRONIC GAMING MONTHLY = www.1UP.com >> NEED MORE STORAGE CAPACITY FOR Yí and offer support for fans. That includes talking daily on message boards, posting the latest news and updates, providing screenshots and videos, and orchestrat- ing events. "It's all about creating and maintaining the connection between the fans and the developer,” Kaufman says. He also organizes summits, inviting top community leaders from around the world to visit the studio for behind-the- scenes looks at current projects. Team leaders stop by Kaufman’s cube in the mornings for community updates, and he sits in with the development teams on several meetings every day. “Face-to-face interaction is key in my role,” he says. He’s constantly interacting with community message boards and fansites, assessing the vibe, maintain- ing the website, compiling feedback for development teams, and keeping the community informed of his team’s plan of action for the week. “I deliver reports assessing all the community feedback and the love—and the occasional bril- liant ideas from our avid fans,” he says. Kaufman worked as a game consultant for a market-research company for several years before arriving at EA Los Angeles. “I had a friend that worked at an EA studio,” he says, “and | was referred for a position in the marketing depart- ment at the then-new EALA studio.” He joined on and was responsible for creat- ing videos and screenshots, among other things. “But the most pivotal moment was when 1 organized a successful community summit at the studio, and the rest is his- tory,” he says. “The studio soon saw that there was a need for a full-time commu- nity manager. | jumped at the chance, and here | am.” + —Evan Shamoon PSP? THIS JULY, SONY WILL RELEASE A 468 MEMORY STICK, BUT IT'LL SET YOU BACK $250. b. | HIS TRADE If you're gonna walk the walk, you'd better talk the talk. “Pwnd, flamed, noob, ROTFL,” Kaufman rattles off. “My English teachers didn’t teach me these words in school.” Part of the job is having an eye for design. “Adobe Premiere, Photoshop, and Final Cut Pro are [the] primary tools for creating trailers and enhanc- ing and updating our websites,” he says. “I also create videos for the fans and take screenshots.” "| wouldn't be in this role without the many dedicated and passionate Lord of the Rings and Command and Conquer fansites,” he says. “They [create] the community's vibe and can also make.me jump out of my chair. It's a priority for me to know all fansites involved with my development studio's games inside and out." Photograph by Kate Romero Graphic cards, games, T-shirts, posters, mugs, autographed props—you name it, and Kaufman gives it away. ќа. Г IN COMMAND. IN CONTROL. ON THE MOVE. ` STRATEGIC MILITARY WARFARE IN THE PALM OF YOUR HAND. VO JA sv M EE o | / VN A | לוה‎ : : + Е 21 j x . x FIELD > Wage War Multiplayer Style, їп Ad Hoc, Turn the Battlefield to Your Advantage in 30 Infrastructure, Hot Swap and Transmission Modes. C 0 М M AN n E R Single-Player Missions. JOIN THE RANKS AT רה‎ | «SONY ONLINE WWW.FIELDCOMMANDERGAME.COM 4 — r3. : ENTERTAIN! Game experience may МЕНТ e PlayStation.Portable change during online play. Violence © 2006 Sony Online Entertainment Inc. SOE and the SOE logo are registered trademarks and Field Commander is a trademark of Sony Online Entertainment Inc. "PSP" is a trademark and "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately). The ratings icon is a registered trademark of the Entertainment Software Association. All rights reserved. PS2/XB What a (Solid) Snake + ; | Rasmus Hojengaard: “On occasion, gels ..... ТУТИ approach. This means our assassin will need Г to pull out some new abilities from his ‘bag " of trícks; ћ as using en 5 as human | shields, tos: istract them, and | knocking ‘em out with hi . | wonder if << LEGENDARY COMIC ARTIST JIM LEE WILL ACT AS EXECUTIVE CREATIVE DIRECTOR ON SONY ONLINE'S UPCOMING MASSIVELY MULTIPLAYER Follow the Boy Scout Motto “Being prepared is key here, so Agent 47’siforever-expand- ing arsenal of ballistic gadgetry—sincludingspisi fistols, tifles, | and submachine guns—wilf become ingféasingly handy as you progress through numerous missions’ Each one of these weapons is now completely customizable,too. Here, he's found a spot to use his upgraded sniper rifle, but don't expéct all.of Blood Money's prime sniping locations to be this, desoláte. Ж | Global Killer | | | | | RH: “Agent 47 will set up:shop in several U.S. cities, | including Los Angeles, Las Vegas, and New Orleans. But | in this screenshot, he’s made his way to a Paris opera | | | house, in which wearing the correct disguise has gotten | him onstage and that much closer to his target. Damn, | | didn’t expect this much blood—1 guess | shouldn't | have used armor-piercing ammo for such a close kill. | | wouldn't be surprised if the audience thinks twice about - going | to the opera after they figure out what happened." | .. We always knew Agent 47 was a backstabher. ans Wocessary. роци“ t have let all those bodyguard see me. | shouldn't Пауе wasted all that ammo for no | reason at all. But sometimes unexpected things happen, and situations can take a turn for the Worst, This Квин... tal. | don't like doing itthis way. But | have a paying cus- _tomer—| have to get the job done. Otherwise, someone else will Come in and do it...and do me afterwards.” #6 1 Ваша. : ONLINE ROLE-PLAYING GAME Ps3 THAT $ BASED ON THE DC COMICS UNIVERSE. | C) press start OVERHEARD Did you catch that? “It’s like eating —Silicon Knights (Eternal Darkness, Too Human) prez Denis Dyack on his visions for how subsequent games in the Too Human trilogy will complement one another “Get behind the wheel of Desert Bus for a first-per- son, | It’s a bus. And it’s an eight-hour drive. In real time.” —Froin the 1995 press release describing a level in Penn & Teller’s Smoke and Mirrors, 4 never- released бода CD game that recently resurfaced as a download for Sega CD emulators ТЕТЛА Se mee | Го шз Sss “If you think that the | fashion industry is filled with divas, no, the worst divas are the guys who got wedgies in high school. | | | | | | than a guy reviewer in a Helmut Lang suit standing in the second row of a show. Those guys | аге easy compared to the | pissy gamers.” — Getting Up's Marc Ecko on gamers “| believe the nature of the [videogame] medium pre- vents it from moving beyond craftsmanship to the stat- ure of art... of those precious hours we have available to make ourselves more cultured, civilized, and empathetic.” —Movie critic Roger Ebert, responding to questions about his claims that videogames are inferior to film and literature | | representations of the graphics in the games themselves.” —A British advertising watchdog group demands that Activision take down its Call of Duty 2 television ads because of their superior—and fake—graphics PENNY ARCADE WWW.PENNY-ARCADE.COM I'M going to get Grandia III. You should get Mark Ecko's Getting Up. We'll share custody. = | Ж You know what? ₪ Pkk* You. You always say E: oP these games? Now and Porever? we'll share custody and "| тена up stuck with Billy Hatcher ог some Can you honestly, clearly, | / and directly assure me that we will assert Co-ownership “That'd be like getting a f***ing star in Super Mario Bros. and just walking at a regular pace instead of running around. When you get that star, —Hip-hop star Kanye West on why he bragged about his numerous Grammy nominations Man, Getting Up 16 God's punishment Por an evil world. Leb ме ор on that Grandia. oy said y | QUOTATION SOURCES FROM ТОР TO BOTTOM, STARTING WITH LEFT COLUMN: ELECTRONIC GAMING MONTHLY, WAXY.ORG, KOTAKU.COM, ROGEREBERT.COM, ADVERTISING STANDARDS AUTHORITY REPORT, PLAYBOY >> THIS FALL, 2K GAMES WILL RELEASE AN ACTION-ADVENTURE TITLE (PS2/XB) BASED ON FOX'S ANIMATED SERIES FAMILY GUY.... >> 40 • ELECTRONIC GAMING MONTHLY • www.1UP.com. DEAD RISING Xbox 360 * Capcom * Summer 2006 Capcom's goofball zombie brawler has соте а long way since its debut last summer—vastly improved visuals, multiple playable characters (that’s Isabela rockin’ the poofy shirt), and open- ended gameplay prove that it's.more than just a silly Resident Evil knock-off. It's truly zany stuff—the game’s Dawn of the Dead-inspired setup (you're trapped in a zombie-infested mall) has you attacking mobs of undead with anything at your disposal—guns, pipes, lightsabers, groceries, and even dismembered body parts. Disnep Y SQUARE СМІХ Й ₪ ue 3 Chaos erupts at Chess King's spring clearance. "E y^ 1 & . | И A. м Pm z= New worlds Think: Starship LOST PLANET: EXTREME CONDITION Xbox 360 * Capcom * Winter 2007 Эў “We want people to understand that this is not just a mech game,” pleads Lost Planet Producer Keiji Inafune. Yes, you do spend much of the game battling from within various giant robots, but you'll lay waste to plenty of giant alien bugs on foot as well. As the subtitle implies, the game’s subzero climate plays a major role. “This wintry world makes a great setting because the 360 creates amazing snow effects and avalanches,” Inafune adds. “Plus, it also creates an excellent atmosphere for survival.” ќа. we А >> EXPECT A SEQUEL TO HIT PSP PUZZLER LUMINES ON BOTH PSP AND PS2 BY YEAR'S END. € y 7. BIA к: Publisher: Webzen Developer: Webzen Release: 2007 200-player firefights? PC and 360 gamers teaming up? Welcome to online role-playing shooter Huxley’s bold new world of warcraft hat's a residential area; you'll T find clubs and bars there. This central part over here is more like a town square where players will gather. And out here in the outskirts we have ruins—the bad part of town.” Producer Kijong Kang swoops the game camera for an aerial tour of the central city in Huxley, a first-of-its-kind mega- multiplayer first-person shooter due for the Xbox 360 in 2007. A lived-in-looking metropolis of dunnish apartment blocks, smog-belching industrial parks, and blazing neon signage, the city will hold thousands of players within its nearly one-square-mile area. “At first it was two-and-a-half square miles,” Kang says, “but we scaled it down because users couldn’t find each other.” Even shrunk down, Huxley is a lot to take in for console gamers, who are used to first-person-shooter multiplayer counts maxing out at 32 players and online worlds that typically don’t require their own mass-transit system to get around. And even for computer gamers used to this sort of supersized online gaming, Huxley—which hits the PC first at the end of this year—still comes as a system shocker. It’s part first-person shooter, part massively multiplayer online (MMO) role-playing game. It will have PC gamers helping out their console brethren. Even the developers at South Korean MMO spe- cialist Webzen need a whiteboard to.chart out the workings of the game's strange. new world. Kang draws two circles on our demo- room board and labels one as the city of the sapiens and the other as the home of alternatives, two of the three races in the game. The PC version packs both cities. He draws a third, separate circle and labels it the capital of the Hybrid Liberation Army. It’s the one city in the Xbox 360 version, and it’s home to the player’s custom-made avatar, who fights for the freedom of the game’s third race, the loping hybrid monsters. He then scrawls lines connecting all the cities, showing how they'll sync up for POand console cooperative and combat missions, before finally drawing separate squares that represent the battlefields outside the cities where all combat will actually take place. The central city itself will hold 5,000 players. They'll mingle, form clans, ml Step 1: Whether playing online in MMO mode or the ‘solo campaign, players will get jobs by chatting with nonplayer characters or via the in-game e-mail system. Your inbox will fill up quickly, 50 you’re never short on assignments. 42 • ELECTRONIC GAMING MONTHLY = www.1UP.com DUTY CALLS: FINDING WORK IN HUXLEY’S MASSIVE WORLD If you want to level up skills, build your bank account, or unravel the mysteries of the shadowy scientist the game’s named after, you'll need to get a job in Huxley. Here are three steps to becoming a working stiff... Us buy and tweak weapons and vehicles. (for which they'll need special driver's licenses), and talk to nonplayer residents. for stuff to do. "There are two types of quests in Huxley," says Kang, *main story quests and side story quests, which link to the main story line. Players will get the quest by locating and speaking with Î, NPCs. They'll also find them by using the in-game e-mail system or other forms of communication.” Once players get a quest, they'll posse up with: others who've accepted the same mission and then head to the quest area—always a location separate from the city. It could be in the wasteland of the outskirts, or maybe in the dungeon- like nether regions. Developer Webzen offers few specifics on mission types yet, but it’s planning quests that support up to 200 participants for full-on 100-оп-100 wars. Some missions will allow far fewer participants. One underground quest, for instance, limits participation to how many players can fit in the elevator to the combat area. Unlike the PC game, the 360 version offers a solo campaign—but even that packs online elements (after all, this is from a Korean developer that makes noth- ing but online games, in a country where people have actually died of exhaustion from not knowing when to log off). You'll play as a hero of the Hybrid Liberation Organization, and you'll go on missions that often require a trip to PC players’ 'y, towns for items and info (see sidebar ‘for a step-by-step guide). Again, Webzen offers few solid details on how the game will entice cooperation. In fact, with well over a year to go until the game's release, the developer is hazy with lots of details. Will Webzen charge a subscription fee? (Likely.) How will Xbox 360 players using joypads compete against PC users wield- ing the superior mouse-and-keyboard combo? (Webzen says it’s working on leveling the playing field.) Will console players even embrace the massively mul- tiplayer online shooter concept? (They'll also have Webzen’s other 360 MMO—All Points Bulletin, à car-combat game from ihe creator of the original Grand Theft Auto—competing for their time.) For now, we'll just have to settle for these first 360 screens and Kang's bird's- eye-view.tour. ќа. —Crispin Boyer ГЕ 2: You got a quest—now you just need to get to:the:mis- sion area. It might be as simple - as taking an elevator ride to. dungeons below town. Groups. of players might share a trans- port to a battle топе, Last one ml Step 3: Missions will vary from army-on-army battles to 4-on-4 frag-and-runs. In this solo-campaign quest, we rendezvous with a real-life PC player who gives us а вресја! | weapon. What's in it for him? “He'll get something special for | completing his mission, too,” ‘says Producer Kijong Kang. y wu E Y. “SQUARE ENIX M The game uses the same graphics engine as , VELIE Ec NE dad pendens. © reside О ОУ 18 Collateral damage: You can blast apart massive sections of the environment, such as this steam pipe structure you just % brought down on a squad of enemies. “We'll mark these destructible areas іп a special way,” says Kang. \ \ \ \ Е 5 "оланан.‏ يه 21" זי PTTL m PlayStation.2 неј Y SQUARE ENIX AMES " “> с jr The story isn't over. ~ SQUARE ENIX. www.kingdomhearts.com Published by Square Enix, Inc. © Disney. Developed by SQUARE ENIX. Tim Burton's The Nightmare Before Christmas © Touchstone Pictures. Characters from FINAL FANTASY video game series: © 1990. 1994, 1997, 1999, 2000, 2001. 2002, 2003, 2005 Square Enix Co., Ltd. All Rights Reserved. SQUARE ENIX and the SQUARE ENIX logo are trademarks of Square Enix Co., Lid. “PlayStation” and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Entertainment Software Association. Mild Blood Use of Alcohol Violence THIS MONTH / le 857.075 - П; Чья, ago ` 40,825,056 BÛ, aus 7 fà. Obl, abo B. пы, bbS \ © This guy thinks he’s better than you at Geometry Wars. Oh wait, he is. Shocker—Geometry Wars king sucks at Robotron eet Scott Smith, 22: account- ing student by day, Geometry Wars: Retro Evolved evil genius the rest of the time, terrorizing the Xbox Live Arcade leaderboard from the No. 1 spot. Smith’s record score (as of this writing) is 33 million—that's more than 10 times the high score of the guy who made the game. Well...that's pretty funny, but um...| mean, it's just so addicting, the game is like crack, you know? | keep coming back to that game more than any other Xbox 360 game or Xbox Live Arcade game. After 1 got the 22 million and first place, | decided to play different games and switch off. 1 only play maybe one game every two or three days. But then again, one game will take an hour and a half or more, because 1 could last until 10 or 15 million. | guess my average score is around 10 or 12 million a game. Google “K4rn4ge” (Smith's gamertag) to find videos of this Geometry Wars freak in action. << WATCH OUT, TIGER—OVER IN JAPAN, SEGA RECENTLY ANNOUNCED THAT IT'S DEVELOPING A GOLF GAME FOR PLAYSTATION 3.... >> 46 e ELECTRONIC GAMING MONTHLY • www.1UP.com Yeah, that part’s easy; it’s just kind of boring after a while. Sometimes...you know the Pacifism achievement, right [don’t shoot anything and don’t die for one minute—Ed.]? | would actually try doing that again, keep dodging. That's a good way to practice skills you'll need later. Also, for more than the first few minutes, lll stand in the middle of the screen and just use one hand to try to kill them instead of moving. That's pretty fun, too. When I first played the game, my friend said, "Why don't you try playing without bombs?" And that was a great idea, because if you use a bomb, you never know what kind of situation you can escape from. So | started playing games trying not to use bombs, not necessarily to get high scores, but later on, | figured out in which situations 1 would need a bomb and in which situations | don't. [Now] usually what | do is try to get a high multiplier and keep playing, and use bombs sparingly if | need to. Sometimes, if I'm really high, if | have a 10X multiplier, | might afford to use a lot of my bombs, even if | have one or none left, as long as | keep my 10X multiplier, which will rack up points really fast. Another thing | want to point out: | go in a counterclockwise motion all the time, as much as | can. | just got used to one way and 1 kept going that way. 1 always try to go in either a circle or a square, although sometimes if there're too many snakes on the sides, you'll see me cut up the middle, and then continue around the circle, like a semicircle. So yeah, that's something | always do. A combination of two, if that's possi- ble. At the maximum difficulty, usually you get stuck with the jack spawns—those are the little tiny blue guys—and with a lot of the magnet guys, the red ships. They come together, and it's really hard to navigate through the jacks while magnets spawn in different areas. 1 actually made a playlist called Geometry Wars Fever [Laughs]. Usually punk or techno, Pennywise, Avenged Sevenfold, Less Than Jake, the Offspring. 1 also have some random techno trance mixes, Oakenfold...fast-paced punk and techno music really get me going. No, definitely not. | didn’t buy the full version. | guess | didn’t give it much time, but | never really played it that much. [Laughs] You mean like the subject? Yeah, Geometry Wars helps you do good on tests...maybe. WHAT'S UP АТ FE Je КЕТТЕН, WHEN YOURE EGM.1UP.COM Our friends at 1UP.com are nice enough to give our content a home in cyberworld. Head online this. month and you'll find video interviews with the Too Human (XB360) developers, plus another big Zelda retrospective. CHEATS.1UP.COM We won't tell anyone you checked here for Big Mutha Truckers cheats. And we promise not to laugh (well, at least not to your face) after you look up those 25 to Life hints. PS3.1UP.COM Head here for the full scoop on the PlayStation 3's November world- wide launch, including details on the console's hard drive and online network. And beginning May 10, visit E3.1UP.com for everything that comes outta the industry's big annual trade show, the Electronic Entertainment Expo. Featured Club: The 1UP Show The EGM editors make frequent appearances on The 1UP Show—a weekly behind-the-scenes look at the videogame biz. Visit The1UPShow-club.1UP.com to chat with others about past epi- sodes and make suggestions. Featured Blog: Mike Cruz We've got fresh meat here at the mag—new Assistant Art Director Mike Cruz. Be sure to drop in and visit him, as he's going to be blogging all about what goes into bringing EGM to life each and every month. We make no guaran- tees that any images posted at EGMcruz.1UP.com will be safe for women who might be pregnant, people with heart conditions, or those with nervous bladders. W LIKE EAGLES. THEY FOUGHT LIKE LIONS. um detailed aircraft, and more, Dawn breaks over the skies of war torn Europe. Bandits at twelve o’clock high! It’s time to take command, lead your squadron of Blazing Angels into combat, and send the enemy fighters down Матеј. 4 We ve 8 4 $ Language Violence © 2006 Ubisoft Entertainment. All Rights Reserved. Blazing Angels, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Microsoft, Xbox, Xbox 360, Xbox Live, the Xbox logos, and the Xbox Live logo are either registered trademarks or trademarks 7 of Microsoft Corporation іп the U.S. and/or other countries. Software platform logo TM and © IEMA 2003. и [=] ו‎ So FT _ SERAPH Ji TOUS | "E CHOPPY ticky glitches, the same old snafus seem here to stay on the newer systems. Will these problems ever go away? SAN FRANCISCO'S WALK OF GAME—GAMING'S ANSWER TO THE HOLLYWOOD WALK OF FAME—JUST WELCOMED LARA CROFT, CIVILIZATION 48 e ELECTRONIC GAMING MONTHLY e www.1UP.com ₪ Mega-shooters like Huxley 7 5 ` There's also the question of how much latency the game can tolerate while still LIMITED ONLINE OPPOSITION Our PC-gamer buddies keep razzing us about how they can host 64-player orgies in online shooters like Battlefield 2. But on the same Internet, our consoles find half that many adversaries—and that's at the most—in our games (unless there's а cooler, faster Internet we don't know about). What, do we have to give up the gamepad for a keyboard and mouse to get some damn company around here? Why it happens—Randy Pitchford, president of Gearbox Software: “It’s really a question of the type of game. Some PC games that support a lot of players don't require as much bandwidth as the action games on consoles. providing a great experience. Another consideration is the amount of bandwidth consumed by other required features. Requiring voice support for all simultaneous users really affects the maximum limit. PC developers cheat a little bit, because they don't have to get technical-certification requirements. So, someone can ship a game that ‘technically’ supports a ton of people knowing that very few actual game experiences will reach maximum support. [In order to get certified on the console side, developers must] prove that everyone can use every feature at the same time online." half of that—or even less. | the Dreamcast run at 60fps дат ‘buttons on the controller, update all subsys- controller is doing, check to see what's collided in ady to draw the next frame. It's a lot to do in 1/30 So if you try to do too much, framerate drops. ‘things are machine-dependent. So if you [tried], le to make a supercomputer chug—honestly!" Nathan Martz: “Framerate is basically hardware divided by features. Even though hardware has improved substantially in the last six years, developer ambitions and gamer expectations have increased | even more rapidly. It's also a question of how to spend valuable pro- ‘grammer and artist time—developers and publishers often have to “| choose between adding a feature and getting the game to run faster. | Features tend to be more marketable than framerate, so most of the time features win out.” > Quake IV’s graphics look next-‏ מ =й gen, but it's one of the roughest-‏ А running games оп the 360.‏ CREATOR SID MEIER, FINAL FANTASY, MASTER OF DOOM JOHN CARMACK, STARCRAFT, AND EVERQUEST TO ITS SIDEWALK SHRINE.... << ELECTRONIC GAMING MONTHLY • www. 1UP.com • 49 © press start ОМЕР? (COND) At least NBA Live 06 оп 360 hides its loads with a virtual gym. Bouncing a game to multiple consoles is an easy way for publishers to make extra dough on development work that’s already been done. But across different generations of hardware? That just sounds like a way to make a quick buck (especially when third-party games on next-gen hard- ware typically cost $10 more). Resident Evil 4 to the PS2 is a good port. Gun to the 360 is а we-can-get-away-with-it-'cause-it's-launch-day port. Why it happens—Nathan Martz: “Many companies are still develop- ing/releasing titles for the older systems but want to have a presence on the new systems, too. It’s much cheaper to port an existing game than it is to make an entirely new one. So, not surprisingly, we're seeing a fair number of ports—most of which don't look as good as a title developed specifically for a next-gen system. Companies are already gearing up on the new platforms, so | expect that we'll see fewer and fewer last-gen ports as time goes on." Опе Gun screen above is from Xbox | Chris Charla: “Bottom line, if the polygonal density or texture resolution is 360, the other from the original Xbox. | PS2-quality, that's what the game is going to look like! The 360 can maybe Which is which? Hell if we know. make edges smoother, but it can't add detail that isn't in the source art." | Perfect Dark Zero's baddies % р bounce worse than they bite, ks = #5 to а funky ragdoll-physics glitch, ` we ne lock up or watching your character get ill gaming ever be bug-free world? most every problem you've ever seen іп a game is out of time. It’s safe to assume that developers y lacked the time to fix them. It's easy to blame big, usually know how much time we have to work mate how long it takes to fix every little problem. more features in the game instead of fixing all the lly bug-free or slightly more buggy with one or two more we'll be able to do much more computationally expen- ill [minimize] characters clipping through walls or getting ng really robust collision detection, like per-limb or even ically—it's just expensive. Hopefully on 360 and PS3, we here. Оп the other hand...we're also going to have way more detailed 0 it could be a wash!” ќа. —Jon Dudlak 8 ELECTRONIC GAMING MONTHLY • 10 | שש‎ 7 ation.e p" чч MIDWAY N PlaySt iolence М ШЙ: XBOX 360 / PREVIEW Developer: Rockstar San Diego | Publisher: Rockstar Release Date: May 2006 The house of Grand Theft Auto has gone soft ne little Hot Coffee scandal 0 and—BOOM!—you're left making...a Ping-Pong game? For its first next-gen offering, highly con- troversial publisher Rockstar is tempo- rarily trading prostitution and carjacking for paddles and nut-hugging shorts in Table Tennis for the Xbox 360. So why the unexpected change- up? Company reps tell us that rather than creating a complex open world a la GTA's, the dev team (which is also 5 = = IS DEVELOPER BIOWARE (JADE EMPIRE) HAS OPENED A STUDIO IN TEXAS THAT WILL WORK אס‎ A MASSIVELY MULTIPLAYER ONLINE RPG.... responsible for the Midnight Club series) wanted to focus and “get one thing perfect.” A lofty goal for sure, but Table Tennis does look solid; we found the controls accessible yet deceivingly deep (you can put all sorts of spin on the ball, for example), And like in any good casual sports title, the action is geared toward multiplayer—the game really shines when two highly skilled players get up and rocket the ball back and forth during lengthy volleys. 52 • ELECTRONIC GAMING MONTHLY • www.1UP.com This one will also bring a little bit of personality to the sport. Each of the characters here has distinct behavior traits; you'll see the Egyptian Somalian perspire a lot (complete with next- gen back sweat) and the ponytailed Frenchman loves to talk trash. And...well, that’s about it for Table Tennis. Which gets us thinking: The game seems fun and all, but аге people really gonna dish out $40 for freakin’ Ping-Pong? WHAT'S PLAYING IN THE COMPUTER Windows Vista To the 12 angry Internet nerds who continue to insist that PC gam- ing is dead: STFU. Windows Vista, the next generation of Microsoft's Windows operating system, arrives in early October—here’s everything you need to know about its gamer- friendly features. Games Explorer Whether you dig on Half-Life 2 or Minesweeper, Vista's Games Explorer provides an all-inclusive gateway to everything PC gaming related. No more searching your desktop or Start menu for the right icon to start your favorite game—it’s all right here. Each game's entry displays the box art, ESRB rating, publisher and developer information, and everything else you need to know at a glance. Parental Controls Videogame-hatin’ Jack Thompson, be damned: Using Vista’s parental con- trols, moms and dads can designate specific hours of playtime for their children, restrict access based on ESRB ratings, and even set up an activ- ity logger to make sure those impres- sionable tykes aren't poking around in places they don’t belong. DirectX 10 Enjoy your PlayStation 3s and Xbox 360s while you can, because the DirectX 10 API should make them look like baby toys in comparison. Microsoft is cleaning up the messy code and stability problems present in previous DX incarnations, and adding support for new geometry shaders and other fancy graphical technology. Translation: incredibly awesome-look- ing PC games. Halo 2 Yep, Halo 2's coming to the PC—but only for Vista. Our only question: Is a PC port of a 2-year-old Xbox game the best showpiece Microsoft can come up with? Good thing we have plenty of other incentives. —Ryan Scott, Computer Gaming World 8 6 8 8 5 3 x = pA на 8 А ₪ E - 4| ו‎ 8 er ai Battle skilled rival aces with their o The Ace Style Gauge adjusts play Challenge your friends or enemies own individual flying styles. í Sg to maximize the challenge. n two-player versus mode. Violence ESRB CONTENT RATING www.esrb.org ACE COMBAT? THE BELKAN WAR & © 2006 NAMCO BANDAI Games Inc. “PlayStation” and the "PS" Family logo are registered tradema ation. All trademarks and copyrights associated with the manufacturers, aircraft, models, trade names, brands and visual images деј ш XBOX 360 Developer: Irrational A | Release Date: 2007 "wf \ Heading 20,000 leagues under IW tf you think this „wait till you meet up with Bioshock's tykes during chowtime. (Hint: That dead old fart looks awfully scrumptous.) L >> THE PASTY SPARTAN IS BACK—SONY CEA RECENTLY REVEALED GOD OF WAR 2: DIVINE RETRIBUTION, WHICH IS DUE EARLY NEXT YEAR. 54 * ELECTRONIC GAMING MONTHLY • www.1UP.com SURPRISINGLY, THIS WON'T ВЕ KRATI о, it's not you. Technically speaking, N and thanks to the corporate miracle of “everything-everywhere-every time,” we inhabit an era so swollen with ricocheting motifs that even the most steroid-pumped movie- comic-game plots, monsters, and themes these days look like clip-art collectives, a museum to 2 our American obsession with speed, guns, and ~ girth. So what does an award-winning developer who’s “been there, done that” do for an encore? “For all its ups and downs as a movie, the - most frightening part in Titanic is when the water takes over,” muses Irrational Games founder and Bioshock Creative Director Ken Levine. He's talking about something Hitchcock, Lynch, Shyamalan—and you—understand instantly, “In a game, | can throw all the rocket-launching demons at you in the world. So what?” Not that Levine’s known for cheap parlor tricks, but OK, we've heard that before, too. Hide, don’t show. (Or show, don’t roar.) But when was the last time a game made you care enough not to kill? “In Bioshock, we're moving away from ‘hey, look at the monsters in the zoo' to real people, just like you," Levine says. "People who've had to make tough choices and must now live with these horrible consequences, people that do more than charge you on sight. How you interact with them casts the entire dynamic of an encounter, and we want that to be vastly more complex than just ‘you shoot, they shoot back.’ Im talking about emergent А.” Levine is, in fact, vamping on a wider-cast industry term: emergent gameplay, a “less pointy, still buzzy” phrase referring to unpredictable and proportionately memorable experiences brought about by player experimentation—in some cases, bugs; in others, the sort of recombinative А.І. behavior that’s at the core of Irrational’s spiritual sequel to the much-venerated, if long-toothed, PC series System Shock. But the immersive first-person bio-horror game Bioshock wants to be more. Firstly, it's not set in space, cyber or otherwise. Instead, think early 1960s, and imagine crashing in the middle of the ocean, surviving, and discovering a light- house—no, not on land, just out in the middle of... nowhere. You swim over, climb to the top, and discover a deep-sea diving sphere. It’s back to the roiling ocean or down (and curiosity only kills cats, right?), ‚50 into the bathysphere and seaward you plumm near the bottom, you suddenly pass a ל‎ Mlliboard advertising a genteel- looking brand of cigarettes. Huh? Moments later, you're bathed in the murky glow of a massive underwater city. Say hello to Rapture, in-the-deep utopia extraordinaire. Fall back half a century to post-WWII capital- ist America, flush with ideologues like Ayn Rand, the concept of “man-worship,” and the contrast of an almost apocalyptic Cold War arms race. Disenchanted with America's “society of looters,” wealthy industrialist Andrew Ryan absconds with a few thousand of the world’s “best and bright- est.” Safely tucked at ocean bottom, Ryan builds Rapture, a “pure capitalistic” dream society full of intellectual and athletic titans...bet you can't guess where this train’s heading! The catalyst to catastrophe in this case evolves from a stem-cell breakthrough that enables radi- cal human genetic “modding” via a substance dubbed “Adam”— initially for the better, but you've no doubt seen The Fly and know all about ways, lies, and madness. Arriving late to the party, you find the lights on (sort of) but no one apparently home (like that’s going to last). Decaying bodies snarl tunnels and clutter magnificent art deco vistas. Aping a tradition the original System Shock pioneered, the story’s told in recordings and videos as you're quickly caught up in the consequences of this genetic war and struggling just to stay alive. Along the way, you encounter a range of Adam- jacked characters, many wearing masks to hide their genetic disfigurations out of shame. And eventually, you'll be forced to make uncomfort- able choices yourself: Will you use Adam to buff up? Compromise your humanity? Kill for it? The advanced A.I. ecology that spawns and sets crea- tures interacting independently promises to hatch psychological situations that should make series like Grand Theft Auto look one-dimensional. “1 love to write game stories,” Levine says, eyes alight. "But, frankly, any game story | write won't be half as interesting as the emergent experience you cre- ate based on the variables we throw out and you set in motion.” —Matt Peckham City of Lost Children — We can’t say why, but something about a featureless diving-suit monster scares the hell out of us in ways no horny demon from hell ever will. Dubbed “Protectors,” these hulks of metal and gun- nery shamble stoically around Rapture searching for “Gatherers”—young children who harvest Adam from dead bodies, ingesting and internally recycling it into a reusable genetic resource. The Gatherers scuttle out of ventilation ducts and hop rides on Protector backs or hold their hands on the way to the bodies. Why? Rapture’s become one messed-up habitat, and a third group of meta- humans called “Aggressors” roam its ocean-infiltrated hallways, attacking other survivors relent- lessly. Without the Protectors, it'd be open season on the Gatherers; though, where the Gatherers take the harvested Adam is one of the game’s many mysteries. And there’s one more thing the Protectors are guarding these frail, battered children from...you. 44. NEXT-GEN DEBUT. RATHER, HE'LL BE GETTING INTO THREESOMES ON THE PLAYSTATION 2 . ELECTRONIC GAMING MONTHLY = www.1UP.com 55 © press start THE SALES CHARTS | 2006 BEST-SELLING GAMES ; { Call of Duty 2 > XB360 • Activision | 2 Maiden nri 06 + PS2 + EA Sports 10 апа тен лшо: ап Апатеа5 • Р92 5 Носк Source: NPD TRSTS Video Gi 0 GAMECUBE I AED = | МУР 06 NCAA Baseball. ж. ‘Super Mario Strikers Fable: The Lost Chapters Mario Kart: Double Dash!! Madden NFL 06 Mario Party 7 Need for Speed: Most Wanted Super Smash Bros. Melee Grand Theft Auto: San Andreas Super Mario Sunshine Halo 2 Lego Star Wars Star Wars Battlefront II Mega Man X Collection Call of Duty 2: Big Red One Shadow the Hedgehog Gun Animal Crossing 25 to Life Madden NFL 06 п Dead or Alive 4 PORTABLES Grand Theft Auto: LCS * PSP XBOX 360 Call of Duty 2 Dead or Alive 4 Madden NFL 06 Perfect Dark Zero Need for Speed: Most Wanted Project Gotham Racing 3 Condemned: Criminal Origins NBA 206 Tiger Woods PGA Tour 06 Quake 4 PS2 Чан 4 Madden NFL 06 MVP 06 NCAA Baseball Need for Speed: Most Wanted Star Wars Battlefront И Grand Theft Auto: San Andreas WWE SmackDown! vs. RAW 2006 Gun 25 to Life NBA Live 06 Call of Duty 2: Big Red One ) RENTALS FOR THE WEEK ENDING 02/12/06 A Y Z 4 Ж. ва 2 vs. Mario Kart DS • DS Animal Crossing: Wild World • DS SOCOM: Fireteam Bravo * PSP Nintendogs: Dachshund > DS j Need for Speed: Most Wanted г PSP Madden NFL 06 > PSP Yu-Gi-Oh! GX Duel Academy • GBA Mario & Luigi: Partners in Time * DS Nintendogs: Chihuahua • DS Arena Football > PS2 Call of Duty 2: Big Red One • PS2 Star Wars Battlefront И > PS2 Gun e PS2 Peter Jackson’s King Kong * PS2 True Crime: New York City * PS2 Need for Speed: Most Wanted * PS2 Arena Football • XB Madden NFL 06 * PS2 Source: Blockbuster Video CAPCOM IS OPENING UP А NEW DEVELOPMENT STUDIO IN LOS ANGELES THAT WILL MAKE GAMES PRIMARILY FOR MOBILE PHONES. ... 56 * ELECTRONIC GAMING MONTHLY • www.1UP.com POWER or THE X-MEN’ IN STORES 5.16.06 (GAME BOY ADVANCE Language @ ымы: | NINTENDODS, | ו‎ ACTIVISION. MARVEL activision.com MARVEL, X-MEN and all related character names and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used with permission. Copyright © 2006 Marvel Characters, Inc. All rights reserved. www.marvel.com. This Interactive game is produced under license from Marvel Characters, Inc. X-Men: The Last Stand Motion Picture and Images from Motion Picture © 2006 Twentieth Century Fox Film Corporation. All rights reserved. Game © 2006 Activision Publishing, Inc. Activision is a registered trademark of Activision Publishing, Inc. All rights 1 2 reserved. Microsoft, Xbox, Xbox 360 and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation їп the U.S. and/or other countries. TM, ®, Game Boy Advance, PlayStation. Violence Nintendo GameCube and Nintendo DS are trademarks of Nintendo. © 2004 Nintendo. All rights reserved. “PlayStation” and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. All rights reserved. PC CD-ROM logo TM and © IEMA 2003. The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks and trade e names are the properties of their respective owners. month doesn’t go by without A hearing the three following questions: 1) When’s Nintendo gonna remake Kid Icarus?, 2) Will Shenmue 3 ever see the light of day?, and 3) How about a Nights sequel? Well, guess what—you won’t find any of those answers here. Now, don’t get all pissy; I’ve got plenty of scuttlebutt that'll surely turn that frown upside down. Check й... —The Q | Finally unlucky — By the time you read this Rumor Mill, Square Enix's hotly anticipated (yet ridiculously delayed) role-playing game Final Fantasy XII will be in the moogle- loving hands of Japanese gamers. But get this: We'll catch a glimpse of the series’ next installment way before FFXII hits our shores. That's right; | hear Square will unveil FFXIII at this May’s big industry trade show, the Electronic Entertainment Expo (known to most folks as simply E3). Expect a brief teaser video and confirmation from the publish- er that the RPG will be a PS3 exclusive. OK, smile 1 don’t know about you folks, but The Q can spend only so much cash on "new and improved" versions of his hand- helds. (But I'd still donate some pints of blood—or other bodily fluids—for that DS Lite. It looks Н-0-Т hot!) Anyway, more upgrades are on the way, as both the DS and the PSP will receive addi- tional redesigns by the end of the year. So what's the latest and greatest fea- ture? It seems Nintendo and Sony will add a camera to their respective por- table systems...and more. THE RUMOR MILL Where we talk the talk and walk the walk Paint us a picture Tall, dark, and a rumormonger extraor- dinaire—l've definitely got a lot going for me. Sadly, that list doesn't include my art skills (I struggle drawing а darn stick figure). But that doesn’t mean I'm not excited about new ver- sions of Mario Paint for the DS and Nintendo Revolution. Details are pretty scarce right now, but word around the underground'is that the next-gen console version will be quite robust, including the option to create 3D images. Nice, very nice indeed. High flyer And speaking of Nintendo's upcoming console, here's another scrumptious piece of gossip: It appears the flight simulator series Pilotwings is currently in development for the Revolution. Imagine holding the system's motion- sensitive, TV-remote-like controller in your hands just like a paper airplane and effortlessly guiding your craft through the friendly skies. If 4 game like Pilotwings can’t get you jazzed about the Revolution...well, then you're dead to me. Next-gen lombax Talk about changing your stripes— Sony’s Ratchet series went from а cute and cuddly platformer to a multiplayer- heavy shooter in just four short years. How will the furball and his metallic mate handle their next-gen debut? Honestly, Im not entirely sure, but well all find out when Ratchet lands on the PlayStation 3 sometime in 2007.1 just hope this franchise keeps up with the funny. > (WHAT'S THE DEAL? 0: Last year, you mentioned T [ren nn не wuss. escape [| eror ו‎ Dions THIS SPRING, ELECTRONIC ARTS WILL RELEASE 2006 FIFA WORLD CUP GERMANY FOR, LIKE, EVERY GAME SYSTEM 58 • ELECTRONIC GAMING MONTHLY • www.1UP.com SATIN ШО Vut OFFICAL кй GAWE ПЕ НИЕ ו ‘Hore: IGH PRINCE и verizonwieless | | gameloft MALA аттетоті лот © 2006 Gameloft. All Rights Reserved. Gameloft, the Gameloft logo, Asphalt: Urban GT, Platinum Solitaire and Midnight Pool are trademarks of Gameloft in the US and/or other countries. All manufacturers, cars, motorbikes, names, brands and associated imagery featured in Asphalt: Urban GT mobile game are trademarks and/or copyrighted materials of their respective owners. © 1989 Jordan Mechner. All Rights Reserved. Based on Prince of Persia® created by Jordan Mechner. Prince of Persia and Prince of Persia The Two Thrones are trademarks of Jordan Mechner used under license by Gameloft. Universal Studios’ King Kong movie © Universal Studios, Licensed by Universal Studios Licensing LLLP. All other trademarks and registered trademarks are property of their respective owners. © 2006 Verizon Wireless. PROJECT KATAMARI Students in Yury Gitman's “Making Toys” class at Parsons School of Design whipped up these remote-con- trolled Katamari Damacy characters, thanks in part to the magic of Velcro. See them in action at yg.typepad.com/makingtoys. One question: How much? TAPE ON A QUARTER Sure, you can order Street Fighter Alpha 3 Max through capcom.com and get that special D-pad that (permanently) grafts on to the PSP's semi-inadequate pad. Or you can stick some tape оп а quarter. It works. Hot tip courtesy of gamevideos.com’s Ryan O'Donnell. m HITS бро GO "au PLATINUM Microsoft’s offering a new “best-of plati- num hits” lineup—16 games at $10 a pop. And they are: * Elder Scrolls Ill: Morrowind * Enter the Matrix * Fuzion Frenzy * Project Gotham Racing 2 * Shrek 2 * Soul Calibur Il * Ghost Recon * Ghost Recon Island Thunder * Rainbow Six 3 • Splinter Cell * Splinter Cell Pandora Tomorrow * Tony Hawk's Underground * Tony Hawk's Pro Skater 4 * True Crime: Streets of L.A. * Counter-Strike 4 | BULLS” GAME ADS BANNED Well, in Britain, at least. After three viewers complained that ads for Call of Duty 2 showed graphics that looked nothing like the actual game, the U.K’s Advertising Standards Authority booted the ads off TV. Too bad the U.S. doesn't have anything even remotely like an Advertising Standards Authority. BRAIN AGE Brain decay starts at 20. Find out how much damage has been done with Nintendo's lat- est not-really-a-game. Training 4 | MORE CLASSICS ON LIVE ARCADE Midway's dusting off Defender, Cyberball, Ultimate Mortal Kombat 3, Paperboy, and Root Beer Tapper for Live Arcade. Be excited! * MechAssault fro wi >> 60 * ELECTRONIC GAMING MONTHLY • www.1UP.com hoodies based on gangs com or your local fancy- pants boutique. Tell them Francoise sent you. our our XBOX 360 GAMES LOOKING NEXT-GEN COME OUT 0 PAY ost Recon: Advance Warfighter, oo uman, ight Night Roun 3, Alone in the Dark...this 360 thing is starting to turn out OK! Rockstar has partnered with a collective of designers called the Retail Mafia to create limited- edition shirts and т The Warriors. Check WW.rockstargames. Experience the f; be destroyed. Wi battlefield to instantly Available Now. MATURE 17+ Violence Blood and Gore Language DESTRUCTION ON DEMAND™ www.thq.com www.theoutfitgame.com ‘CONTENT RATED BY ESRB 6 THO Inc. АН righ trademarks ап or trademarks of оред by Relic Er THO In fosoft Corporation in the U.S. © press start COMING SOON Maybe you should just go outside instead ЧЛ | й кө те ‚ * Okami's шрте hero considers, Fuel DreamCatcher • XB — Feed your thirst for fossil fuels with this madcap racer featuring more than 20 vehicle types. Jaws Unleashed Majesco * PS2 — Get all chummy with the locals as the titular great white him- self. Unless the game gets delayed again. MotoGP '06 THQ * XB360 — Crotch-rockets go next- gen. Not to be confused with the other cycle series called MotoGP (by Namco). Okami Capcom • PS2 — Prepare to venture through mythical ancient Japan as a power- ful wolf-god in this unique action-adventure. From its sophisticated ink-on-rice-paper animated fighters and shreddin’ butt rock visual style to its creative paintbrush-based magic system, Okami embraces innovation. | of Guilty Gear X2 #Reload into your pocket. MLB SlugFest 2006 Midway * PS2/XB — Zany, over-the-top hardball returns with a new create-a- player mode, all for only 20 bones. Over G Fighters Ubisoft * XB360 — Defend freedom and combat evildoers in this arcadey, Ace Combat-esque dogfighting sim. The Da Vinci Code 2K Games * PS2/XB/GC — This book-to- movie-to-game cash-in offers arty puzzles, שש mild action, and a badly coiffed Tom Hanks.‏ = ₪ | Guilty Gear Judgment Majesco “ PSP — Crams all the smoothly TimeShift Atari • XB360 — Just as Timecop shattered your conceptions of the Jean-Claude Van Damme genre, TimeShift injects potent chronological trickery into the first-person shooting genre, allowing you to pause, rewind, and fast-forward time at will. Miss Spider infests your DS. Black and White Creatures Men at Work Monster Hunter Freedom Majesco * 2 VU Games * XB Capcom • PSP Gander Mountain’s Trophy Miss Spider: Harvest Time X-Men 3 Hunter: 2006 Season Hop and Fly Activision * XB360/PS2/XB/GC/ VU Games * PS2 Game Factory • DS DS/GBA/TI-85 >> NEXT YEAR, MIDWAY WILL BRING THE SWEATY, HARDCORE GRAPPLERS OF TNA WRESTLING TO BOTH PLAYSTATION 3 AND XBOX 360.... >> 62 • ELECTRONIC GAMING MONTHLY “ www.1UP.com SOME PEOPLE WILL WANT A PIECE OF YOUR IDENTITY, CHANGING IT TO FIT WHAT THEY THINK YOU SHOULD BE, AND OTHERS WILL WANT A PIECE OF YOUR TIME, WASTING IT WITH STUFF LIKE GETTING DRUNK AND GETTING HIGH AND THEN ANOTHER PIECE AND ANOTHER PIECE AND... IF EVERYONE TAKES A PIECE OF YOU, WHAT'S LEFT OF YOU? OFFICE oF NATIONAL DRUG CONTROL POLICY/PARTNERSHIP FOR A DRUG-FREE AMERICA" abovetheinfluence.com ® э cover story: ~~ too human 19 No prerendered mock-ups here: Every shot in this story showcases legit Too Human graphics and gameplay. 64 * ELECTRONIC GAMING MONTHLY • www.1UP.com For even deeper Тоо Human cover- age, including video interviews and a guided tour of developer Silicon Knights’ studio, head to the “EGM Extras” section of едт.10Рсот. By Shane Bettenhausen t's no secret that the Xbox 360 is going to need a lot more games if it’s going to stand up against the looming competition of Sony's PlayStation 3 and Nintendo's Revolution. Multiplatform fare like Madden and Splinter Cell won't he enough—the console will assuredly need some killer exclusives. And that burden falls squarely upon the shoulders "Microsoft, a first-party publisher that, ‘when compared to Sony CEA or Nintendo, hasn't really built a diverse stable of "popular brands. Sure, Halo stands as - an unstoppable juggernaut, and upstart Series such as Fable and Forza will see anticipated sequels on the 360, but the majority of Microsoft's first-party Xbox 1 offerings are best left dead and forgot- ten. (Masochists, feel free to conjure up memories of Sneakers, Tao Feng, Fuzion Frenzy, Whacked!, Azurik, and—most distressingly—two Blinx games.) Thankfully, the guys in charge now appear to have learned from past mistakes. This time around, rather than haphazardly dabbling in random genres, Microsoft has enlisted top-tier developers to create original, big-budget titles. Too Human is one of these dream projects, a ready-made blockbuster forged with carefully calculated mass appeal. Conceived as an epic from the ground up by maverick developer Silicon Knights, Too Human's grandiosity can't be contained by a single game, as this fall’s debut chapter is but the first in a trilogy of planned releases. And there's more to this story than just a big-budget action game— Too Human has been in the works at Silicon Knights for over a decade, and if the words of its outspoken creator are to be believed...it just might change the world. The history of humanity Too Human hides a wealth of drama, intensity, and gravitas beneath its evoca- tive, enigmatic title. We're not just talk- ing about its complex mythology of gods, men, and monsters: While most new next-gen franchises start with a clean slate, this game arrives under a weighty burden of history. And although Silicon Knights President Denis Dyack seems reticent on the subject of Too Humar's abnormally long gestation, that decade of development may secretly give this game the edge it needs to succeed. Too Human began its bizarre journey over 10 years ago, when Dyack and his crew at Silicon Knights were working on the cult classic Blood Omen: Legacy of Kain (PS1). While toiling away on that gothic action-RPG, Dyack was waxing philosophical on some heavy issues. “We wanted Too Human to be a really cool game that’s fun to play, but at the same time, a game that makes some statements about technology, to help people to understand the effects of technology on society, what the differ- ences are between man and machine, and what defines a human soul, beyond even what was done in Blade Runner,” Microsoft and developer Silicon Knights are forging an ambitious adventure trilogy—will Too Human change videogaming forever? “We've created something that was utterly impossible before." -rouman srr sens nac says Dyack. “So we created the concept called Too Human, where you're playing this game and you're constantly being told that you’re too human, that you need to cybernetically upgrade yourself in order to combat the growing machine forces.” The team managed to get both PS1 and GameCube versions up and run- ning (scope the sidebar on page 75 for details on these highly different takes on the concept), but a cavalcade of other projects continually relegated Human to {һе back burner for several years. Fast-forward to 2004. After creating GameCube hits Eternal Darkness and Metal Gear Solid: The Twin Snakes, Silicon Knights amicably parted ways with Nintendo and dove headfirst into reimagining Too Human as a next-gen property. “Nintendo has publicly said that it wants to make smaller, simpler games,” Dyack explains. “Тоо Human is. not a smaller, simpler game—Microsoft better understands the kind of games that we want to make." Returning to the project, Dyack and co. realized that their vision for the game had changed radically since they last tackled the material. “Since working with (Mario creator) Shigeru Miyamoto at Nintendo, our understanding of gameplay evolved dramatically,” Dyack says. “And when we worked with Metal Gear mastermind Hideo Kojima, our understanding of spectacle and drama really developed as well.” The new Too Human would need instantly accessible gameplay, gripping cinemas, and stellar production values if it was going to be the triple-A hit Microsoft wanted. Most importantly, though, it would need more than one game to get its point across. “Back in the early days, we would have probably just gone and made one huge, gargantuan game,” explains Dyack. “But looking at now, | personally think that 25 hours is pushing the limits of how long a game should be.” Galvanized by the promise of new technology, Too Human became something far greater than its former iterations hinted at. ^We're actu- ally happy that we waited,” Dyack adds. “The Xbox 360 is the perfect machine for the game, and we've created something that was utterly impossible before." Too simple? So now that the developer has had over a decade to carefully craft its dream project, what exactly is Too Human? Put simply, it’s an action game. You control Baldur, a beefy, bald warrior who wields both > ELECTRONIC GAMING MONTHLY • www.1UP.com • 65 traditional weaponry and firearms against deadly mechanical foes. Combat pro- vides the core of Too Humar's gameplay. “Puzzles and platforming tend to be frus- trating, so we didn’t go in that direction,” says Dyack. “What’s crucial is that the one thing you do the most in the game—in our case, fighting—has to be fun.” The crew at Silicon Knights sought to make a revolutionary gameplay system that was both incredibly simple and surprisingly deep. “Just because people want instant engagement doesn't mean that they want something dumbed-down or stupid,” explains Too Human Designer Henry Sterchi. So while the game seems initially simplistic (check the next page to get a grip on the unique controls), this pared-down setup masks startling depth. ^We were lucky enough to go through the Shigeru Miyamoto school of game design," says Dyack. "And if he were to pick up the controller with Too Human today, | think he'd be really happy because he could play it so easily." The button-free melee combat feels easy and instinctive, yet it’s actually a tad disorienting at first. By simply tap- ping the stick in the direction of nearby enemies, you’ll send Baldur rapidly careening around the screen dishing out devastating attacks and combos. When flicked in tandem with directions on the left stick, the right analog stick digs even deeper into Baldur’s arsenal, filling the screen with effects-laden supermoves. Once you acclimate to the frenzied pace and fluid fighting, it’s a highly reward- ing, visceral combat experience more akin to a fighting game than a traditional adventure title. “The motion-capture guys we’re working with have worked on films like Hero and The Chronicles of Riddick,” explains Dyack. “We feel that some of the stuff they're doing surpasses even the fighting in Soul Calibur.” 66 * ELECTRONIC GAMING MONTHLY • www.1UP.com Plus, the interplay of firearms and tra- ditional weapons-based fighting allows for over-the-top, knock-em-up-and- shoot-em-down maneuvers a la Devil May Cry. Boredom is the ultimate enemy in games like this, so customizable com- bos and a wide variety of weapon types (swords, hammers, polearms, pistols, rifles, lasers, and more) will hopefully ensure plenty of variety. “From my stand- point, the big failure with God of War was that | found the one combo that worked and just did it over and over,” explains Sterchi. “In Too Human, you have to con- stantly be thinking about your enemies in order to succeed.” Don’t worry about Human mimicking God of War's too-few boss battles, either. “We have tons, and they're more Metroid- זס‎ 86 bosses than in God of War,” says Sterchi. +. “And don’t worry about us doing one of those climbing-up-the-grinder levels, that's for sure.” p | “You generally have autoaim working, but if you use the right stick while shooting, you can manually target, | and if you use the bumpers, you can do eight-way, Robotron-style control." —тоонитап Designer Henry Sterchi ince we don't have platforming, the jump is here for air combat. We didn't want it to feel floaty, so we spent a lot of time making sure that the jump didn't feel crappy." —Denis Dyack ELECTRONIC ШЕ . (CONL) |, 4 я Of course, Too Human’s innovative, stripped-down control system would be functionally impossible without its equally inventive camera system. Like Sony's breakthrough action hit God of War, Too Human purposefully takes all camera control away from the player. “I've never heard anyone say, ‘Moving the camera was really fun,” Sterchi muses. “So we've made it very dynamic: If you’re using pistols, the camera auto- matically zooms out to give you a clear view of your targets, but if you use the sword, it zooms in to show off the action, more like a fighting game.” The camera seems full of surprises—we witnessed some really clever zooms, pans, and cuts that gave the game a unique look. “The camera is equivalent to what you see during the Super Bow! broadcast,” Dyack explains. “You might have 50 cam- SES 9 id Ж п Too Human’s lush environments skilfully merge füturistic architecture with design elements lifted from Norse mythology. i 3 - ae i Sul eras around at all times, and you never know when that touchdown is going to occur, so you're constantly switching to the best camera to view the action.” To ? Although Too Human aims to lure casual gamers in with its accessible combat, some surprisingly robust role-playing elements await those gamers looking for more than just a standard beat-em-up. “At first it's easy to play, but then they realize that there’s a lot to dive into,” says Dyack. “In my eyes, it’s kind of like chess—you can learn the rules to chess in 10 minutes, but to become a master takes a lifetime.” Silicon Knights wants to keep the game’s role-playing elements largely under wraps, but expect deep character customization in the forms of cybernetic upgrades, weapon proficien- 68 • ELECTRONIC GAMING MONTHLY “ www.1UP.com cies, and oodles of unique equipment. “We really want to make sure that people don’t think of it as a role-playing game, though,” exclaims Dyack. “Because as soon as you say RPG, people think end- less menus, boring combat, and dialogue trees—our game isn’t about that.” The single most surprising aspect of Too Human isn't its creative combat, murky role-playing depths, or gorgeous visu- als—it's the care Silicon Knights put into crafting its colossal story line. “There are a lot of really bad stories in video- games, and quite frankly, a lot of people don’t really take it seriously,” Dyack explains. “We approach game story from a Shakespearian model: He’d write cere- bral metaphor for the people in the bal- conies while also including dirty jokes > . Тоо Human's combat aims to be зо easy and fun that even your mom could play й. “if we only hit with a hardcore audience, then we've failed,” says Director Denis Dyack. HIS BAZOOKATSINORSE THAN HIS BITE. “dogs with rocket [ deep and totally likeable...” launchers sounds like “Че ре USA a recipe for successi - VGO Network PlayStation. а very high opini rink: @ Exit:@ Helo: @ bk of hunters Alcohol and Tobacco Reference no Fan Vio i RPG аас p PlayStation.e | Simulated Gambling WWW.ATLUS.COM Suggestive Themes ESRB CONTENT RATING _ www.esrh.org ©2005 Success/Crea-Tech Licensed to and published by Atlus USA. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Entertainment Software Association. Sony Computer Entertainment America takes no responsibility for this offer. 'cOUer story: too human > for the groundlings throwing beer on the actors from the front row.” Too Human's sweeping plot works on three distinct levels: a top-line level chronicling the war between man- kind and machines, a symbolic level referencing Norse mythology, and finally, a deep metaphorical level channeling Nietzsche's writings on relativism. “People who get into the mythology are going to get a ton out of this,” says Dyack. “The rabbit hole goes really, really deep.” Norse mythology permeates every aspect of the game—each of the game’s characters, monsters, and locations has a direct parallel GOD COMPLEX соо “The rabbit hole goes really, really deep." : —Denis Dyack on his game's complex narrative + As you guide Baldur through bleak terrain ravaged by millennia of warfare, you'll occasionally need a break from all that grisly combat. Good news: You can find temporary solace in a virtual-reality world dubbed Cyberspace. Don’t expect an } edgy realm of glowing green text like in The Matrix, though. “In Cyberspace we to the ancient legends. Be on the lookout for supremely subtle refer- ences—at one point during our demo, Dyack paused to point out that a doorway’s shape was based on a particular ancient rune. But of course, this isn’t a straight-up myth retread in the vein of God of War: Thor and Loki weren't traditionally portrayed with laser rifles. When pushed on the subject of whether the Norse symbolism was meant solely as metaphor, Dyack lets it all hang out. “Imagine if the story we're telling in Too Human is really the source of Norse mythology,” he explains. “Ten thousand years later 70 • ELECTRONIC GAMING MONTHLY = www.1UP.com plenty of secrets.” = x : really wanted to juxtapose what people usually think of as cyberspace, which is 1 technological, with something that looks as natural as possible,” says Dyack. “In + Cyberspace, you'll find a great repository of information, cybernetic upgrades, and the true events are forgotten, so it becomes religion, and later a myth.” So your Baldur, the brave warrior defending the humans against a mechanical onslaught in a long- forgotten futuristic past, is later canonized as Baldur, god of light in Norse mythology. It's clever stuff, and the brainchild of Dyack's per- sonal interest in the subject matter. “Norse myths are my favorites because the gods are not immor- tal—they can die,” adds Dyack. “In fact, they’re fatalists—they all know that they are fated to die in Ragnarok, the apocalyptic war between the gods and giants > COMMAND A WIDE RANGE OF SQUADS UTILIZE REAL-WORLD COMBAT TACTICS 8 UNIQUE MULTIPLAYER LEVELS/MODES US Light Infantry, US Special Forces, Outthink, Outmaneuver, Outgun Enemies Through Co-op and Coalition Vs. Opposition Forces Multi-National Coalition Forces Over 12 Levels of Intense Combat / Æ POWERED BY WWW.FULLSPECTRUMWARRIOR.COM AVAILABLE NOW. чы gamespy. MATURE 17+ Blood and Gore Strong Language : PC Violence L РІауѕгайоп.о ea E הרסחה‎ GRON © 2006 Pandemic Studios, LLC. All Rights Reserved. Pandemic ®, the Pandemic logo ® and Full Spectrum Warrior" are trademarks and/or registered trademarks of Pandemic Studios, LLC and are reproduced under license only. Exclusively licensed by THQ Inc. THQ and the THQ logo are trademarks and/or registered trademarks of THQ Inc. All rights reserved. Microsoft, Xbox, Xbox Live, the Live logos and the Xbox logo are registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries and are used under license from Microsoft. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Online play requires internet connection and Memory Card (8MB) (for PlayStation 2) (each sold separately). The Online icon is a trademark of Sony Computer Entertainment America Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks, logos and copyrights are the property of their respective owners. NVIDIA, the NVIDIA Logo, GeForce and "The Way It's Meant to be Played" Logo are registered trademarks and/or trademarks of NVIDIA Corporation in the United States and other countries. “o +7 PANDEMIC www.thg.com cover story: too human that ends the world.” Truthfully, Too Human’s deities aren’t really gods at all. “The gods are humans who have been cybernetically enhanced to the point where they have seemingly superhuman powers,” Dyack explains. “They’re not magical in any way; they’re just pro- foundly powerful.” Although his face lights up with glee when discussing his game’s labyrinthine GOD COMPLEX com narrative, Dyack still worries about giv- ing too much away. If fans pore over ancient texts, they might just spoil the second and third game’s climactic plots. Ultimately, though, he’d probably be proud of these impatient bookworms. “If you can get game players talking about mythology or Nietzsche then you’ve done something for the art form,” Dyack offers. “Paying attention to the meaning > 72 • ELECTRONIC GAMING MONTHLY • www.1UP.com + Although Silicon Knights remains adamant = + that the first chapter of Too Human will 3 Та i iu n^ : ship this November, the company faces the : a game on time?” he asks. “Well, Eternal ; Darkness actually would have made GC ; set in the Arab world. It's not that we The Tough Question stigma of several delayed past releases. That's a reputation that Denis Dyack would like to shake. "Can Silicon Knights ship. launch ext possibly ant ally had tor one thing that we couldn't ate—and that'was 9/11." D; 0 25 percent of the levels beg goes on to explain: "We actu- we had some major setting е anything negative—at all—but were very disappointed about all. press over that delay. But as Miyamoto- game was late, but they'll never forget ent just wasn’t ready fg we really got beatei ple will forget Some of us are givers. Some of us are takers. Filefront.com serves both. Unlimited uploads, unlimited downloads, unlimited bandwidth. The latest PC gaming patches, drivers, demos, tools, and videos...free. CAN’T GET ENOUGH OF JEFF ohne www.filefront.com CHECK OUT HIS COLUMN What's New in PC Gaming Only on filefront.com е heck it out! CUP NETWORK Too ambitious ? For something that’s being billed as an instantly accessible action game, Too Human feels mysteriously like a Trojan horse—its user-friendly exterior masks untold depth, the promise of online addiction, and that seriously heavy story line. This ballsy bait-and-switch isn’t accidental. “I think ме"! hopefully take the gamer places that they've never been before,” promises Dyack. “If we want to take entertainment to the next level, then we have to provide the perfect entertain- ment experience, and that’s what defines Too Human above anything else.” In order to achieve this lofty goal, Dyack will have to delicately balance the gameplay and story line of his epic creation. Hopefully, this time working alongside Hideo Kojima 74 • ELECTRONIC GAMING MONTHLY • www.1UP.com Too Human will also allow players to venture onto Xbox Live and tackle the full ingle-player adventure with up to three other players. “A good analogy for this mode is Phantasy Star Online,” explains Too Human Designer Henry Sterchi. “It was the first online RPG that had real combat, and you could actually chain the ttacks together. We thought: What if every time you were attacking, you were usting out all these really cool moves?” Expect seriously ramped-up difficulty, ome unique rare item drops, and ass-kicking team-up moves. “Imagine you launch an enemy up in the air, then your buddy jumps up and grabs him by the jy legs and piledrives him into the ground," adds director Denis Dyack. behind the story is the future of gaming.” (CONT) [| Ш Тоо Human’s online play hearkens back to Sega's Phantasy Star Online,’ taught him where to draw the line with his high-minded approach to game design...gamers don’t want another head- scratching Metal Gear Solid 2 situation. Despite all the pressure, Dyack seems confident. “I think that Too Human will be the product that will define the company, for good or for ill...but we're thinking it will be for good," says Dyack. “In some sense it defines who we are and who we want to be.” He has simi- larly high hopes for gamers in general. “In the future, instead of some negative story about how videogames turn peo- ple into killing machines, maybe we'll get a story about how games are getting people to talk about philosophy,” muses Dyack. “I think a parent would be pretty happy if a kid was playing a game and starting talking about Nietzsche.” Dream on, crazy dreamer... Looking back at the original PlayStation version of Too Human (above) reveals it to be a surprisingly different game. In. this iteration, you controlled John Franks, a a tough-as-nails detective going undercover to infiltrate shady corporation in the year 2450. Comparisons to stealth blockbuster Metal Gear Solid were appropri- ate...Denis Dyack himself made the connection in an iguing interview from 1999 that can be found on Too Human fansite www.toohuman.net. We know less ; about the later GameCube revision—unlike the PS1 game, it was never presented in playable form—but it ќ appears to follow a similar hard-edge sci-fi aesthetic. The original concept for the game now seems rather simple compared to the nuanced, mythology-laden epic that it's evolved into. Hopefully, we'll get a deeper look into these abandoned versions in the inevitable behind-the-scenes DVD that will ship alongside a lim- ited-edition release of the Xbox 360 game. 74. WE BUILD IT, YOU PLAY IT. *The AMD Athlon" X2 dual-core processor enables everyone to do more in less time by delivering exceptional multi-tasking capabilities and increased performance on digital media. Dual-core technology is like having one processor responsible for running programs in the background while а second runs the applications you want to work on. The AMD Athlon" 64 X2 dual-core processor brings true parallel processing to the desktop and can increase computing performance by up to 8096. eProvides leading-edge 32-bit performance for music, video, and games and is ready for future 64-bit software. *Imperoves security against certain types of viruses, with enhanced Virus protection for Microsoft? Windows® ХР SP2. • Сопѕегуеѕ power and operates quietly with AMD Cool'n'Quiet" technology. Features HyperTransport" technology for improved multitasking performance L BATTALION S-TURBO 1 15.4"Wide Screen 16:10 WXGA TFT LCD 1280x800 Display AMD? Turion" 64 Mobile Technology - AMD? PowerNow! Technology - HyperTransport Technology - Ehanced Virus Protection Technology MS WINDOWS? XP Media Center Edition 2005 w/ Service Pack 2 Mobile ATI? Radeon" X700 128MB DDR Video 1024MB DDR-400 Memory Removable 8x DVD+R/+RW / CD-RW Drive 60GB 5400RPM Ultra-ATA100 Hard Drive 10/100MB Ethernet LAN & 56K Modem Wireless 802.119 54MBps Міпі-РСІ Network 4x USB 2.0 & 1x Firewire IEEE-1394 Ports; 3-in-1 Build-in Media Card Reader Free 1-Year i-Care Deluxe Phone Support High Performance Li-lon Battery Free Deluxe Carrying Case AMD Turion" 64 MobileTechnology MT-30 Processor $1265 AMD Turion™ 64 MobileTechnology MT-34 Processor $1299 AMD Turion" 64 MobileTechnology MT-37 Processor $1345 AMD Turion" 64 MobileTechnology MT-40 Processor $1379 Order Toll Free orsair lemory м Созай 1024MB DDRAOO Mena sti AMD Athlon” 64 X2 4600+ Processor $1389 Serial-ATA-II 250GB 7200RPM 3Gb Hard Drive AMD Athlon™ бија 4600h Processor $1699 Serial-ATA-II 200GB 7200RPM 3Gb Hard Drive AMD Athlon™ 64 X2 4800+ Processor $1489 16x Double Layer DVD+R/+RW Drive АМО Athlon™ 64 X2 4800+ Processor $1739 16x Double Layer DVD+R/+RW Drive 16x DVD-ROM Drive 6-in-1 Media Card Reader 2X NVIDIA® GeForce” 7600GT 256MB DDR3 16X PCI Express Video Card - SLI Enabled 2X NVIDIA® GeForce™ 7300GT 256MB 16X PCI Express - SLI Enabled 8 Channel Surround 3D Premium Sound 8 Channel Surround 3D Premium Sound 10/100/1000 MBps Ethernet LAN 10/100/1000 MBps Ethernet LAN MS WINDOWS® XP Media Center Edition 2005 w/ Service Pack 2 600Watt Surround Sound Speakers Logitech X-530 5.1 Surround Sound Speakers Logitech Multimedia Keyboard & Optical Mouse Free Wireless 802.11g 54MBps Network Adapter Free Wireless 802.110 54MBps Network Adapter Free 1-Year 24/7 i-Care Deluxe Technical Support + On-Site Service Free 1-Year 24/7 i-Care Deluxe Technical Support + On-Site Service ^ preview Feature: portable games 78 • ELECTRONIC GAMING MONTHLY • www.1UP.com Take a journey with the next hot crop of games for your handhelds ow this is what you call a fight. With year two of the portable war well underway, the Nintendo DS and Sony’s PSP are still running neck and neck among U.S. gamers (over in Japan, Nintendo's machine currently has a slight lead). Sure, each handheld has had its share of ups (Nintendogs, Grand Theft Auto: Liberty City Stories) and downs (few non-Nintendo-made DS titles are worth picking up; the PSP is flooded with poor PS2 ports). But after looking at the upcoming software lineup for both systems, this battle’s best days are ahead. You'll find four different genres covered here: role-playing, action, fighting, and alternative. So pick your preferred path (no cosplay outfits, please) and catch a peek at the adventures you'll be having in the near future. > —Bryan Intihar and Demian Linn ELECTRONIC GAMING MONTHLY = www.1UP.com • 79 preview feature: "J portable games xi \АУ 2006 Ll = Believe it or not, monster hunting requires more than the ability to slay a few dragons. You gotta be domesticated, too, as the best of the best are pros at fishing, gardening, and cook- ing fine meats (can’t go out hacking and slashing on an empty stomach, now can you?). Don’t expect a break from your “chores” on the portable version of Capcom’s action-RPG, because unlike most PS2-to- PSP ports, Freedom contains just as much content as its big brother does (and looks just as damn impres- sive visually). But let's be honest: You really came here for the killings. And thankfully, the developers are making 80 * ELECTRONIC GAMING MONTHLY “ www.1UP.com “MONSTER HUNTER FREEDOM the necessary changes to the home edition’s grueling single-player campaign. “Basically, we ‘adjusted’ the {game’s mission] structure, rather than ‘corrected’ it,” says Producer Tsuyoshi Tanaka. “We didn’t just shorten the time involved for each mission, but focused more on making the game easier and more enjoyable to play on this portable system.” Still need а helping hand when tackling one of the game's Jurassic beasts? Freedom also supports local ай hoc play, where up to four players can venture out on quests together (sorry, no true online mode here). Who knows, maybe you can get one of your friends to tend to your garden or cook up some grub (suckers). ALTERNATE ROUTES Paintball 1 ₪ You сап also head to the new Felyne Kitchen for some hearty meals (the food con- sumed here will temporarily improve your stats). A four-player dungeon hack that’s a lot like Phantasy Star Online...minus the online bit. Cloud's best bud, Zack, takes center stage in this long-awaited action-RPG. Want more info? Yeah, so do we. Like anything we could say here will stop 5 million Pokémaniacs from buying this game. | Шу Jr- 7-0 É „30045 mi 50M ₪ m E 4 ^," 2 Sh ָ 5 . РЬ тын Y . as . P Basically the same package as the 2000 PS1 cult classic, but 4 К ^ т E zi now in handheld form. Hey, at least it's a port of a good дате... 1 Es F , E = Expect 2D е. м ој 3 visuals as these two console RPGs go portable (must be to : " Та make room for those 237 hours of cut-scenes). > f Freedom's less-demanding single-player К game should mean you сап take down Sean Connery’s Dragonheart kin all on your own. preview feature: * portable games ACTION “NEW SUPER M NINTENDO - DS - MAY 2006 The Journey Ahead: it's a good thing we don't judge games based on the creativity of their names. Otherwise, we'd have to give this one a big fat donut. And don't let the "New" in this Super Mario Bros. fool you, either; even with its snazzy mix of 2D and 3D visuals, this platformer will resemble its elder NES and Super NES cousins more than the last few console installments, so expect a very straightforward and accessible game (in the past, the developers mentioned that they felt the recent Super Mario titles had gotten a bit too hardcore). While the series returns to its roots (at least for this go-around), the chubby plumber and his bro-ham * will still sport some new tricks for reaching those flagpoles. Power-ups making their debut in this Mushroom Kingdom include 'shrooms that'll shrink our two heroes, ones that'll really supersize them, plus a Koopa outfit—slip into this turtle shell and you can slide all around the level knocking out enemies. Just cross your fingers that you'll don this attire more often than SMB3’s (NES) popular, yet underutilized, Hammer Bros. getup. Aside from New Super Mario Bros.’ butt-stomp- ing, pipe-traveling solo venture, the game will also come packed with a two-player wireless co-op mode. Princess Peach—we're a-coming. ALTERNATE ROUTES Boktai DS * Konami • DS Fall 2006 — Good news for all you albino gamers: This dual-screen Boktai ditches the GBA versions’ light sensor, meaning you don’t ever have to head outside while hunting these vampires. Gangs of London • Sony СЕА > PSP > Fall 2006 The makers of The Getaway franchise (PS2) want to show you that England’s hooligans spill blood over more than a Arsenal-Manchester United footy match. Killzone: Liberation • Sony СЕА > PSP • Fall 2006 The PS2 first-person shooter goes all Metal Gear Solid (as in, a top-down stealth-action game) on PSP. 82 • ELECTRONIC GAMING MONTHLY • www.1UP.com MechAssault: Phantom War * Majesco * DS * Fall 2006 — Apparently, Microsoft doesn’t mind lending its Xbox BattleMechs to console competitor Nintendo for handheld purposes. New Grand Theft Auto г Rockstar > PSP • Fall 2006 If we were a bettin’ man (or woman), we'd put our money on Vice City as the backdrop for the next portable СТА. Ultimate Ghosts ’n Goblins > Capcom > PSP > Fall 2006 — Expect to see Sir Arthur’s dirty drawers a lot, as the developers swear this side-scroller will be just as challenging as the previous GNG titles. d IN FIGHUING MIDWAY - PSP - FALL 2006 ES Watch where you're putting those four hands, бого. = - j | ж = ב‎ gnus - Mee X | The Journey Ahead: => . \ КО UTES „И Tekken: Dark Resurrection * Namco • PSP • | Summer 2006 — This port of the latest arcade install- f ment aims to improve the franchise's piss-poor hand- held record (remember Tekken Advance?) with addi- tional characters (including scary newcomer Dragunov and series vet Eddy Gordo) and stages. You'll find lots of new attire for decking out your pugilist, too. Power Stone Collection * Capcom * PSP • Fall 2006 Feel that? It's the spirit of Sega's ill-fated Dreamcast, as two of the console's brawlers—Power Stone (good) and the four-player Power Stone 2 (not so good)—get revived for Sony's handheld. Aside from some routine upgrades (new quirky weapons, a training mode, etc.), this two-game collection makes the four new characters from Power Stone 2 playable in the original game. And thanks to the game-sharing function, you only need one UMD for others to jump in with their PSPs and beat the crap out of you. > ELECTRONIC GAMING MONTHLY = www.1UP.com • 83 ALTERNATIVE SONY (IN JAPAN) · PSP - LATE 2006 Lead Programmer Gregg Tavares knows his game—at least from the onset— isn’t very manly. “Yeah, | guess a single LocoRoco is pretty wimpy,” he says. “But a 20-weight LocoRoco is huge, and | certainly wouldn't want to get squashed by one.” So how does your jellylike creature go from chump to champ in this disgustingly happy-go-lucky side-scroller? Here's how it works: Rather than mov- ing the LocoRoco from point A to point B with the PSP's analog stick or directional pad, you'll use the handheld's two shoulder buttons to actually tilt the game's environment up to 30 degrees, thus causing the LocoRoco to head in the desired direction. As you guide this orange goo through settings such as jungles and snow-covered mountains, you also must 15 LocoRoco the next Katamari? “The development team is very pleased when we hear [those comparisons]," says Lead Programmer Gregg Tavares. “We are all fans of Katamari and are happy to be considered in such good company.” 84 * ELECTRONIC GAMING MONTHLY • www.1UP.com y avoid hazards like splinters and enemies, plus eat fruit so that your LocoRoco's size increases (the bigger the LocoRoco, the higher your score at the end of each level). But the game's not just about becoming a fatty; occasionally, you'll have to split your LocoRoco into several tinier ones so you can fit through really tight passageways or gain access to secret rooms. Unfortunately, Sony hasn't announced a U.S. release for LocoRoco just yet, but don't worry—we've already heard of several other publishers that are extremely interested in bringing this wonderfully bizarre and intuitive handheld title Stateside. And remember, if a prince rolling a giant katamari ball around can make it here, so can one wimpy...er, we mean one tough blob of jelly. ALTERNATE ROUTES Mario’s crew really wants to give your noggin one seri- ous workout, as this sequel hits only a month after Brain Age (head to page 20 for more on that one). The big deal here: an eight-person multiplayer mode that only requires one game cartridge. Great, now all your friends will see that your brain cells really are fried. This one's in the vein of the puzzler Bust-A-Move. You'll use the DS’ stylus and touch screen to match similar-looking marbles and protect your base. You can hurl marbles of your own at the CPU, too. This portable shooting gallery includes 50 minigames from all three corny Point Blank games, complete with touch- screen functionality and a versus mode. Lightgun- shaped stylus not included. MORE INFO FOR YOUR ADVENTURES LITE IT UP Nintendo’s dual-screen handheld has gone and gotten itself a make- over. And it's lookin’ good. In addition to being lighter and smaller (the screens stay the same size, though), the DS Lite features four bright- ness settings (the colors really pop on the highest one) and a larger stylus, and the microphone is now positioned in the middle of the unit. When we tried out the DS Lite, the D-pad just felt better as well. The price is right: Expect the DS Lite (which is due out this May) to cost the same as the current model, roughly $130. EVER WONDER... ...Why so few third-party PSP games support online play (more confusingly referred to as “infrastructure browsing (thanks to its touch screen and stylus), the cumbersome PSP mode”)? While we’ve heard rumblings that Sony has purposefully kept this technology close to its chest is the handheld that allows you to check your e-mail and/or favorite (giving its own games an edge), the hardware maker insists that’s not the case. "We've made it a focus porn site. That may change soon; Nintendo recently announced Web- for both first- and third-party titles to include infrastructure mode in future titles and are confident in the "browsing software for the Japanese market. A company rep hinted to stellar content offerings that will become available this year,” says a company spokesperson. OK, then why haven't we heard of any new third-party titles that'll include this feature? FFVII: ADVENT CHILDREN GETS A DATE (NO, REALLY) Good thing we didn’t hold our breath for the U.S. release of Square Enix’s antici- pated CG flick. It's only been, what, like seven months since the Japanese debut of FFVII: Advent Children? Well, wait no more: This April 25, you can pick up the movie—which is set two years after the events of the hugely successful PS1 role-playing title—on both DVD and UMD (for $27 and $29, respectively). And we recommend buying the DVD edition; it'll include bonuses such as deleted scenes, a making-of documentary, and a glimpse at future FFV/I-based titles. ќи DIRECTORY The Outfit Top Spin 2 Rumble Roses XX Blazing Angels: Squadrons of WWII Dynasty Warriors 5: Empires The Godfather Driver: Parallel Lines Major League Baseball 2K6 Tomb Raider: Legend NBA Ballers: Phenom Commandos Strike Force "58 100 Kingdom Hearts Il 103 Suikoden V 104 Warpath 104 Daxter 105 Me & My Katamari 106 Capcom Classics Collection Remixed 106 Syphon Filter: Dark Mirror 107 Splinter Cell Essentials 108 Tetris DS 108 Tao’s Adventure: Curse of the Demon Seal 109 Metroid Prime Hunters 110 Reviews Wrap-up 113 Reviews Archive 86 • ELECTRONIC GAMING мох. * WWw.1UP.com y ка THE RATING SYSTEM & AWARDS 10-7 GOOD * | 2 GAME OF SHAME OF | THE MONTH THE MONTH Platinum Gold Silver | The highest- The lowest-rated Straight 10s. For | For games with | For games witha | scoring game game with games that are | an average score | mean score of 8.0 | each month gets | unanimously bad life-changing. of 9.0 or higher. | or higher. | astar. scores. ESRB Ratings The ESRB's game ratings range from “Everyone” to "Adults Only.” Visit www.esrh.org for the full lowdown. THE REVIEW CREW Lookin’ good in their matching satin jackets DAN “SHOE” HSU • Editor-in-Chief Shoe's riding the Tom Clancy roller coaster: Hates Ghost Recon 2. Loves Advanced Warfighter. Loves Splinter Cell, Hates Essentials... Now Playing: Ghost Recon Adv. Warfighter, Godfather Blog: egmshoe.1UP.com MARK MACDONALD * Executive Editor Now that Mark is away on vacation, people are no longer afraid to talk openly about enjoying Metal Gear Solid 3: Subsistence's online game. Now Playing: Final Fantasy XII Blog: egmmark.1UP.com JENNIFER TSAO • Managing Editor Tetris DS made her feel old. Top Spin 2 made her feel unathletic. Katamari made her feel uncoordinated. At least Jen had Brain Age this month 50. she could fee-—aw, crap... Now Playing: Brain Age Blog: egmjennifer.1UP.com CRISPIN BOYER > Senior Editor Crispin thinks Godfather is the best Marlon Brando game since the late, great actor played Superman's old man in the classic Superman 64, Now Playing; Tomb Raider: Legend, The Godfather Blog: egmcrispin.1UP.com SHANE BETTENHAUSEN * Previews Editor Although he's not about to write Goofy/Sora fan fiction like Bryan, Shane had a magical time with Kingdom Hearts И. Now Playing: Soul Calibur lil, Kingdom Hearts Il, Too Human, Black Tiger Blog: egmshane.1UP.com GREG FORD • Reviews Editor (incoming) The new reviews editor wanted to make a big splash for his first issue—he opted for the always-welcome ‘fro wig/flowered shirt combo. Now Playing: Ghost Recon Adv. Warfighter, Full Auto Blog: egmford.1UP.com DEMIAN LINN • Reviews Editor (outgoing) Please direct all your complaints ге: EGM hates/loves Sony/Microsoft/Nintendo/ whatever game to young Greg Ford. It's his fault now. Now Playing: GRAW, Soul Calibur Ill, Field Commander Blog: egmdemian.1UP.com BRYAN INTIHAR > News Editor With G. Ford officially joining the squad, Bryan's no longer the youngest staffer. But he'll always be our baby-games editor. Now Playing: KH2, Mock Trial With J. Reinhold Blog: egmbryan.1UP.com ROBERT ASHLEY > Staff Reviewer Robert has had already enough of the console war, and if you try to talk to him about your favorite system, he might bite your face off. Now Playing: The Godfather Blog: robertashley.1UP.com ROBERT COFFEY » Staff Reviewer For Robert, the great thing about sports games is that he can trick himself int thinking he’s actually outside doing something. Now Playing: Fight Night Round 3, Top Spin 2 Blog: citizen_pain.1UP.com JENN FRANK > Staff Reviewer Everyone loves to see the wildly contorted, sneering “musician faces” Jenn makes when she's concentrating on rocking out in Guitar Hero. Now Playing: Guitar Hero Blog: superjenn.1UP.com JAMES LEE > Staff Reviewer After some time away, James came back to review, uh, one game. He's going to take a nap and do another. one later. Now Playing: Fight Night Round 3 Blog: egmwiley.1UP.com NICH MARAGOS > Staff Reviewer This month, Nich kept it nerdy but still explored new frontiers of penniless freelancing by working on his own comic book. Now Playing: Steambot Chronicles Blog: debaser.1UP.com PATRICK MAURO > Staff Reviewer This syndicated radio guy reviews street hoops games while carrying his young on his back. Now Playing: Major League Baseball 6 Blog: Patrick believes the future of blogs is radio KATHLEEN SANDERS • Staff Reviewer Kathleen decided that if her own sidekick, Minnie Chihuahua, should ever star in her own videogame adventure, it isn't going to be on PSP. Now Playing: GRAW, Age of Empires (DS) Blog: cookiecups.1UP.com RYAN SCOTT > Staff Reviewer Computer Gaming World's reviews editor plays plenty of console games, too—like geeky import rhythm games about male cheer squads. Now Playing: Exit, Ossu! Tatakae! Ouendan! Blog: cgw-ryan.1UP.com GREG SEWART > Staff Reviewer Thanks to The Godfather and Driver: Parallel Lines, this sweet-tempered Canuck has a New York-y attitude. He's walkin’, here! Fuggedaboudit! Now Playing: GRAW, Ico Blog: stewy.1UP.com E OFFICIAL U.S. PLAYSTATION MAGAZINE and 1UP.COM are there for us when we need someone clever to help us out with reviews, or just someone to give us a hug and tell us that everything is gonna be OK. Because, you know what? It is. ELECTRONIC GAMING MONTHLY г www.1UP.com • 87 @ review crew: xbox 360 Xbox 360 THE OUTFIT Dressed to kill...slowly ^d For an ехріоѕіоп= packed game, splash damage sure is useless in The Outfit. Publisher: THQ Developer: Relic Players: 1-2 (2-8 online) ESRB: Mature THE VERDICTS (OUTOF 10) SHOE MARK ANDREW www.theoutfitgame.com Xbox 360 TOP SPIN 2 Bjorn (Borg) again EI Kind of makes you long for the staid tradition of Wimbledon, eh? Publisher: 2K Sports Developer: 2K Sports Players: 1-4 (2-4 online) ESRB: Everyone THE VERDICTS (OUT OF 10) ROBERT С. JENNIFER ANDREW www.2ksports.com 88 e ELECTRONIC GAMING MONTHLY • www.1UP.com Good: Action-packed multiplayer Bad: That “action” is slow, clunky Most Embarrassing Death: Crushed by an air-dropped tank SHOE; Forget about “careful.” This World War Il shooter emphasizes carnage and raw firepower over tactics and planning. You and your A.I. squad must capture strategic bases (à la Battlefield) and explode Nazis with your guns, all while spending experience points (called FUs) on firepower (vehicles, gun emplacements, soldiers, etc.) that’s air-dropped down in real time. It's the opposite of realistic, but the potential for fun is still there. I like this “Destruction on Demand" gameplay hook. It works especially well in the unpredictable world of multiplayer, where you have to make on-the-fly deci- sions about whether to save up for that super-duper tank, place machine-gun nests around a base, call in an artillery strike, or whatever. But in single player, this hook doesn’t factor in as much since the missions are so linear. The game will tell you if you need to hunker down, and your armament choices are limited by which factories you've captured so far (and you'll be capturing them in the order the missions were designed for). What ends up spoiling the experience for me, however, is the general slow and clunky feel of the game. If Call of Duty 215 a blitzkrieg of shooting action, The Outfit is a leisurely zeppelin ride...underwater. It’s still exciting, just severely hampered. MARK: Its World War Il setting notwithstanding, The Outfit deserves props for trying something new. The game's mix of action (running and gun- ning, tossing grenades) and strategy (plac- ing troops and weapons, taking and holding objectives) works great in multiplayer, where unpredictable opponents and some great modes make for intense battles. Slow everything down in single player, however, and The Outfit's flaws catch up with it: mediocre graphics (which look much worse in the real-time cut-scenes), touchy vehicle controls, repetitive situations, and a story that never makes you give a damn. 1UP.COM—ANDREW: The Outfit does a good job of mixing an open-map, control- point system with linear missions, and it makes you feel like you have more freedom than you really do. This is espe- cially beneficial when you die—instead of starting the entire mission over, you just pick the closest spawn point and jump back in. But it’s almost too easy: You aren’t penalized for dying, and money’s rarely a problem, since you “earn” it just by blow- ing crap up. In terms of fake-war fun, The Outfit is more G.I. Joe than Army Men, and the battle scenarios always keep your attention. But you don’t need to be a four- star general to win this war. Good: The great, strategically deep career mode Bad: The browbeating, lopsidedly cruel career mode The Party’s Over: ГИ never forget the first time | played a Top Spin game. Of course, back then, we called it Pong, but still...it's a pretty irresistible formula. Top Spin 2 does a fine job of delivering tense smack- the-ball-back-and-forth action. Aside from the obvious—and fairly nice—graphics upgrade, the big update comes in the form of two new shot types. The timing-reliant risk shots can be devastating...to your game, since timing them right in the heat of a match is cra- zily tough. The new advanced shots are more reliable, though you have to spend momentum (which you build up by win- ning points). The game's heart, career mode, is generally strong but it skips a few beats. Custom-developing your player (by win- ning stars to assign to stats and then competing) is really satisfying...until you realize that though you're inexplicably ranked 14th in the world, you're constantly and depressingly trounced by lower- ranked opponents with better star ratings. Upgrading your initial bronze stars to gold is a long, hard slog. If only Тор Spin 2 had given you better options for improving your player after maxing out your 60-star allotment... It's still fun, just not great fun. It only took two seasons in career mode to demolish my grand-slam nce you fire up the lame “party” games dreams. Then | retired, out of money for training and sick of playing robotically good A.I. opponents who never miss. Guys, this is a video- game—give beginners a fighting chance! The risk shots needed to win shouldn't require quite such precise timing, at least from a rookie. Also, let me train for free and travel through time to practice and compete when I’m good and ready. | enjoyed Top Spin 2’s solid tennis action much more when | was playing against human opponents, but | still want better party games. I've discovered the one major reason for tennis fans to pick up Top Spin 2, even if they already have the original. It's not because it looks like a next-gen visual stunner (it mostly doesn't) or because it's a fun and techni- cally accurate representation of the sport (it is, but the first Top Spin already took care of that). It's that you can finally save your progress during the middle of a tournament. A majority of Top Spin 2 feels very similar to the original, which is both good and bad: The various skill and power shots allow for different play styles, career mode is pretty deep, and the presentation is again top-notch, but the players still sometimes act the fool, turning some easy shots into embarrassing whiffs. (une) Good thing | review games for a living. Otherwise, | don't think | could've explained to my girlfriend why | was playing this silicone-filled grappler. Really, how do you tell your significant other that snapping photos of these vixens...or tick- ling them with a giant stick...or adjusting the size of their machine-gun jubblies is all part of the game? Yet once you get beyond the bouncin’, you'll find one legit wrestling game here. Thanks to XX’s oh-so-simple controls, any jobber can make these. bombshells execute moves that would make the WWE's divas jealous. | just wish their repertoire sported a few more throws and body slams (all the gals rely too heavily on submission moves—which some pervs may consider a positive once they see their opponent in such a comprising position). Moving on, this sexy sequel also comes to the squared circle with a much more robust feature set than the original had. You can now create your very own slu—1 mean superstar, the new street fights are perfect for those looking for a speedier RUMBLE RO Dont forget the lube bout, and no other wrestling game has a more finely tuned tag-team match (unlike in the WWE titles, XX's tag-team partners don't jump in every five freakin' seconds to break up a sure 1-2-3). And for all you graphic whores out there: Yes, the game looks “next-gen” good...even if the power of Microsoft's console can't remove the sticks from the wrestlers' asses (the girls still move like con- stipated Barbie dolls). 1 remain a firm supporter of the original PS2 Roses, but this flaccid follow-up fails to get me in the mood. Konami wisely adds several key features missing in the debut— character creation, tag-team matches, and online play—but foolishly nixes some of the best stuff about the last game. The gleefully gratuitous Mad Mud mode? Gone. The patently absurd story mode with its wicked lesbian doctor attempting to dismember the other ladies? Replaced by a simple series of meaning- less bouts. Still, the strategic, grapple-heavy A Disturbing Stipulation a gameplay suffices, and the:character models look next-gen sexy, Here's hoping for a vastly improved Rumble Roses XXX... I assume that the point of a ‘sequel is to improve and build ироп а previous effort. So why is Rumble Roses XX worse than its predecessor in every way imaginable? Here, Konami considerably tones down the pace, giving the game an extremely sluggish feel that almost makes the plodding Legends of Wrestling series seem good in comparison. The sexy creativity allowed by the lack of a license (crazy submis- sions and the like), which made the first title great, remains intact, but a severely downgraded game- play experience overshadows the ingenuity. Another problem: Boring random matches replace the story- driven, albeit cheesy, single-player stuff from the first game. | expected great things of next-genera- tion Rumble Roses, and all | got was hyperdetailed boob veins. ЖЕ. Good: Much bigger feature set than the first Rumble Roses Bad: Too many submission moves We Miss: The original’s mud-wrestling mode Publisher: Konami Developer: Konami Players: 1-4 (2 online) ESRB: Mature www. konami.com ELECTRONIC GAMING MONTHLY = www.1UP.com • 89 BLAZING ANGELS: SQUADRONS OF WWII Five-by-five Given the countless paper air- planes | manufactured during my school days, I’m something of an authority on armchair aerodynamics—and Ubisoft’s Blazing Angels appeals to that inner flight jockey. Simple controls and 18 objective- oriented missions make this arcade-style flight-combat game accessible and easy to play in quick bursts. A handy follow-cam helps you pinpoint targets in the war-torn WWII skies, unlim- ited ammo and a forgiving checkpoint system keep things simple, and CPU-con- trolled wingmen lend on-demand repairs and interference. Bombing runs, territory defense, and nerve-racking dogfights with squadrons of Luftwaffe aces make up most of the objectives; these tasks do get repetitive, but the action remains exciting enough (and brief enough) to keep boredom at bay for most of the single-player missions. Once you earn your wings in the cam- paign (and three other unlockable single- player modes), the real fun begins with Blazing Angels’ 16-person multiplayer. Two teams square off in base capture, bombing, and kamikaze (suicide bombers versus defenders) modes, often making for intense and unpredictable matches. You can team up with a squad of buddies to tackle historical missions, too—and the single-player maps take on a significantly different feel when you bring three human pilots along to fly the not-so-friendly skies. So WWII dogfights consisted of Allied pilots soaring in lazy circles around bogies, downing them at their leisure and occasionally dumping bombs on enemy tanks and boats. Oh, and they apparently suffered from glaucoma. At least, that’s the impression | get from the first two-thirds of Blazing Angels, a slow-to-get-going flight shooter filled with too many boring dogfights and sporting a Vaseline-like filter around the edges of the screen to simulate superspeed. Later levels—including a cool canyon tun and an air blitz over Omaha Beach— ratchet things up. But it’s the online stuff that soars to the rescue, with novel coop- erative and kamikaze game modes. It's the most fun I've had flying online since Crimson Skies for the original Xbox. If only the single-player game flew as high. Two things about Blazing Angels jump out at me: | dig the follow-cam, which makes focusing on a single target much easier—especially when he starts with the incessant looping. The other is the repair system. As unrealistic as it is, using a button combo to patch up your newly aerated airship sure beats nursing a life bar. These additions aside, not to mention the sweetly simple controls, you can expect the same lock-on-em-then-rock- em gameplay of any arcade flyer. The clever levels—following a faint radio signal through a sandstorm, navigat- ing through a fjord—are the exception. Ryan’s right about the multiplayer, though. Kamikaze and co-op matches tilt Blazing Angels into guilty pleasure territory, but don’t expect many next-gen delights unless you're a high-def flyer. THE VERDICTS (OUT OF 10) RYAN CRISPIN G. FORD Publisher: Ubisoft Developer: Ubisoft Romania Players: 1-2 (2-16 online or system link) ESRB: Teen www.blazing-angels.com 90 • ELECTRONIC GAMING MONTHLY • www.1UP.com Xbox 360 DYNASTY WARRIORS 5: EMPIRES Rerun of a rerun returns...again and again ROBERT А: Welcome to the Groundhog Day of videogames. It seems that every morning, | wake up to find a new ver- sion of Dynasty Warriors in my bed, and—after a strong cup of Joe—I go through the familiar motions of playing it. This morning, though, | was semiexcited to see a shiny new Xbox 360 version seductively placed on my pillow...that is, until | discovered it was yet another rerun of the same game with an infinitesimally improved appearance. Here, ГИ just fill in the Dynasty Warriors Review Form, 12EZ. Big, generic landscapes with castles, tents, rivers, hills, fields of green, fields of dirt, fields of snow? Yes. Ten billion half-witted foot soldiers to plow through with spear/sword/ax/hammer combos? Uh-huh. A character roster that reads like а who's who of ancient Chinese history (1 know all the names now!)? Also yes. Shallow attempt at pushing the game in a strategy direction? Check. Design issues that, as part of the Dynasty Warriors tradition, remain untouched (crappy camera, nonexistent defense, worthless A.l., etc.)? Yep. Better than the previous games in the series, though not nearly different enough to warrant giving a damn? Bingo. RYAN: Everyone rags on Electronic Arts for releasing the same damned Madden game ad nauseam, but Коеѓ5 the real king of shameless regurgitation: Empires marks the 15th Dynasty Warriors title (I'm counting the Samurai Warriors spin- offs, too) since the series’ 1997 debut. For you nonmath wizards, that accounts THE VERDICTS (OUT OF 10) ROBERT A. RYAN for 1.5 Dynasty Warriors per year. Hey, somebody out there must still love 'em—Empires certainly caters to its audience, with a campaign mode that tosses you into the fray without so much as a tutorial. And like Dynasty Warriors 4: Empires, it mistakes drastically over- complicated tactical menus for strategic depth...but underneath, it’s just another tepid hack-n-slash tour of ancient China. Wise man say: Learn some new tricks. TUF.COM RICHARD: Question: Why should | pay for something that has been repackaged and remarketed over and over again? Perhaps for the new, improved graphics? Or the chance to play the game with a totally different controller? Well, sorry to bust your balls, Dynasty Warriors fans, but Empires is barely new; it still sticks to the same aging formula, with the same quasi- strategic battles and the same scenarios repackaged into different levels. | can find very little justification for buying a game that plays just a little better, with prettier character models and no appar- ent slowdown. Publisher: Koei Developer: Players: 1-2 ESRB: Teen RICHARD www.koei.com 22 ma GAME VIDEOS watch now, play later e е Exclusive videogame shows From weekly news updates to in-depth roundtables, interviews and features on the hottest titles, GameVideos.com will be the home of the very best videogame programming. е, e Trailers of upcoming games You'll find gameplay videos and trailers for all the latest and upcoming games at GameVideos.com to stream or download in hi-res. Video cheats and walkthroughs Never be stuck again. Video cheats and walkthroughs show you exactly how to play the games to win. „апа other stuff! Including retro game ads, the funniest game-related videos on the Web, user-submitted movies, ‘extreme’ gameplay movies and more. са GAMEVIDEOS.COM CUP NETWORK review crew: multiplatform "A м The Bizarre Finale of Marion Brando Once an icon of acting great- ness, Marlon Brando spent the later part of his life making more...eccen- tric career moves, his role in The Island of Dr. Moreau, for instance. So it came as somewhat less of a surprise that Brando had signed on to reprise his famous cotton- cheeked Don Corleone role in The Godfather game. Months before he died, recordings for the game were made at Brando's home, but due to poor audio quality (the sound of the man breathing through an oxy- gen mask), the performance was ultimately scrapped in favor of a soundalike. Though the shooting in The Godfather is better than that in GTA, it's little con- solation to poor Pat Rooney. | THE GODFA THE GAME Becoming Nobody Corleone ROBERT A: There was a time when storytelling in videogames could be written off as window dressing, something akin to the dialogue in a porn flick (back when they bothered with such things). But when a game ќ а classic drama like The Godfather, standards change. Sure, we're all used to game-marketing tie- ins with the latest Hollywood blunder, but The Godfather is different, a legitimate candidate for Greatest Film Ever Made. It's one of those stories that plays your spine like a violin and beats your chest like a drum. So it's strange that, with such great source material (including the faces and voices of most of the film's actors), The Godfather: The Game's greatest failure is a lack of drama. Your user-cre- ated blank slate of a character weaves his way through every memorable scene in the movie. He's there, peeking through a window when "sleeps with the fishes" Luca Brasi gets strangled with piano wire, and he witnesses Sonny's toll- booth slaying firsthand. But he's always hovering around the edges of the story, an extra in his own movie. In contrast to the full characters around him, his story consists of a thinly developed vendetta and a pocket full of canned phrases. Because of this, The Godfather feels less like a movie and more like a mobster theme park—a pretty awesome mobster theme park. it is a game, after all, and by all the usual weights and measures, it’s a fine piece of work. The obvious comparison is to Grand Theft Auto, but where that series has expanded over the years to include workout routines and girlfriend upkeep, The Godfather stays focused on the relevant stuff: namely, offing your rivals, shak- ing down businesses, and running errands for the family. The city layout is perhaps the most ر ו ו navigable of any game in the genre, a simplified version of greater New York City, circa 1944. | felt like a cab driver by the time it was over. The developer took a legitimate stab at improving the: mechanics of GTA, with a more satisfying take on gunfights and a bunch of lapel-grabbing extortion moves. It never really achieves GTA's exhilaration (or charisma), but The Godfather manages not to shame a good family name. SHOE: It's impossible not to compare The Godfather to Grand Theft Auto, so I'm not even going to try. Obviously, The Godfather’s got some great fic- tion to work with. You will weave in and out of the events of the movie like a key character who's always lurking in the background (you're the guy who helps deliver a certain equine package to a movie studio 60'5א6‎ bed, for example). And while Basement: Publisher: EA Games Developer: EA Redwood Players: 1 ESRB: Mature Good: Great atmosphere; easy-to-digest NYC; loyal to the movie Bad: No real drama; credits don’t roll until everything is complete People Skills: Police bribery, merchant intimidation, hit-and-run... “THE VERDICTS (OUT OF 10) ROBERTA. SHOE JAMES www.ea.com 92 © ELECTRONIC GAMING MONTHLY • www.1UP.com its certainly cool to see the Corleones welcoming you into the family one bloody step at a time, it gets a little hokey. You have to speed-drive the And if you're unfamiliar with the original fiction, the bits-and-pieces storytelling in this game will totally confuse you. Combatwise, The Godfather does what GTA still can’t. Gunplay is efficient and precise, with a frustration-free autoaim system. Melee com- bat is even fun, combining punches and grapple moves with environmental factors (don't tell the FBI, but | never got tired of throwing thugs into giant ovens). The Godfather's missions are generally more entertaining than GTA’s due to the combat, rank- ing, and respect systems. But without the zany side stuff you find in GTA (which would, of course, be out of character for The Godfather), you lose out on a lot of variety in the long run. Oh, regarding the audio: The Godfather soundtrack is fantastic...for a movie. | was ready to go Sonny-crazy after about 10 hours of violins in my ear. And someone please make the voice actors for Michael and Fredo disappear... JAMES: СТА: 1945-1955 New York...| mean, The Godfather manages to shake things up with some worthwhile features—and I'm not talking about hitting the gym so you don't balloon up to Brando proportions. The Godfather gives you free range in your gangster paradise, even letting you extort clubs for cash. However, this isn't Monopoly: You have to work for that estate on Broadway, which means slapping around a bakery chef and watch- ing the onscreen pressure meter to make sure you've got him convinced. Sure, at times it's like Extortion for Dummies Tailors, bakers, cigar merchants, brothel madams, poker bosses— they all have one thing in common: They need help protecting their business...from you. In a town like this, you never know what might happen when you refuse to pay protection money. Here’s how you get your point across: Hot Cross Funds Your local boulanger refuses to share his dough? A little face-baking time in the bread oven should fix that. Smudge the Glass You know how touchy people can be about their display cases. Throwing them headfirst into the glass will surely change their minds about protection. The Customer Is Always Terrified Even the toughest shopkeeps melt when you to start smacking around their regulars. And shucks, even if you accidentally kill them, you'll still get your cash. Smash and Grab You don’t need anyone’s permission to loot the cash register. Hey, if they had somebody to take care of them, then maybe this wouldn’t have happened. you're а meter maid cop, pressure, heal watch—but you'll throw a dude off a го like an accident, and | sticks to choke a fella to death as engaging as you'd want to get. It's just too bad that it feels like a lesser Francis Ford Coppola is behind the camera. Plus, all the bar hopping you need to do to meet up with Tommy the manicurist—or whatever—gets tiresome. But when the action picks up, you'll. appreciate the fresh take on escort missions—in one, a guy follows you with a bleeding horse head—or the game's version of “whack-a-mole” that has you killing off traitors. | welcome The Godfather into the GTA family, though | can’t say it'll be running the place anytime soon. א‎ ELECTRONIC GAMING MONTHLY “ www.1UP.com • 3 review crew: multiplatform PS2/XB DRIVER: PARALLEL LINES DRIV4R: The Apology Sure, things look smooth here, but wait'll you fire a rocket launcher while on foot...slowdown city. @ EE) ЕЕ 8.5 [] е = CREG S. G. FORD PS2/XB/GC ) DEMIAN Publisher: Atari Developer: Reflections Players: 1 ESRB: Mature www.atari.com MAJOR LEAGUE BASEBALL 2K6 Untapped potential 1-1] our 94 > ELECTRONIC GAMING MONTHLY • www.1UP.com ב л ||)‏ ד M‏ יוות D Publisher: 2K Sports Developer: 2K Sports Players: PS2/XB 1-2 (2 online), GC 1-2 ESRB: Everyone www.2ksports.com Good: Fantastic driving physics and atmosphere Bad: Story’s still too linear, not enough extra stuff to do Weirdest Feeling: Seeing the Twin Towers in the NYC skyline GREG S: What a difference a sequel makes. Parallel Lines is such an improvement over DRIV3R that it's hard to believe it's from the same developer. Roaming around a mas- sive re-creation of New York City circa 1978 (for most of this third-person action/driving game, anyway) conjures up that same feel- ing a lot of us got while wandering around СТА Vice City during the era of excess. Atmosphere is everything in Parallel Lines. It's easy to see what developer Reflections did right this time around. The action is restricted to one big city, the story is a bit less linear (though you still don't have the freedom of a СТА title), and you almost never, ever need to leave your vehicle, unless it’s to jack a replacement. So while the on-foot controls are still pretty clunky, it never becomes a real issue. | dig this game. Reflections has done a great job of keeping the vehicle-based mis- sions varied. Sometimes you're using a tow truck to steal rides for a fence, sometimes you're just the getaway driver for a petty robber, and sometimes you're racing. And thanks to strong driving physics, staying in the car has never been so much fun. This series has definitely turned a corner. б. FORD: I’m with Sewart: Parallel Lines is a great return to form for the series and the most competent GTA clone I've played. Unfortunately, it’s also three years late. Had it come out within a year of Vice City, Rockstar would’ve had something to worry about. But it can’t match San Andreas’ scope, and as good as the game is, | found myself treading between boredom and frustration more than Pd like. Driving, though, couldn't be smooth- er, and props to Parallel Lines' take on the wanted meter, which puts different values on your car and your person. Perhaps if it brought something significant to the for- mula and the limited on-foot stuff weren't so weak, I'd be even more impressed. DEMIAN: Still got room in your heart for the Driver series? After the buggy, sloppy, frustrating DRIV3R, 1 didn't. But | made some, because both Gregs—Sewart and Ford—are right: Parallel Lines is pretty decent. Not amazing, but decent. Parallel Lines fixes much of what made the last game such an acute pain in the ass. The chase missions are more forgiving, you can actually see traffic far in the distance rather than having it pop up 30 yards ahead, and the on-foot bits—well, though improved, they're still annoyingly clunky. But the game's style and story make up for its occasional deficiencies; NYC is a good place for a destructive romp, even if the missions and few side jobs eventually wear thin. Good: Revamped swinging and hitting systems hit the mark Bad: Fielding and baserunning controls, not so much Dangling Carrot: Earn points to spend on tons of unlockables Though it's not quite a 2004 Yankees-level choke job, the Major League Baseball 2K series missed a hanging curve of its own this year. With 2K Sports nab- bing the exclusive third-party baseball-sim rights to the MLB license, it had a golden chance to nab the hardball crown from EA's NCAA-license-relegated MVP series. Instead, we get this scattershot effort. Things start out strong: Pitching involves manipulating a pulsating bull’s-eye, which you stop once for the amount of juice on your pitch, then again for accuracy. Effective, but MVP's superb pitching meter still reigns. As for batting, you now pull back on the right analog stick to take a step, then release it to swing—definitely a welcome addition. Also, during the fran- chise and GM modes, you can buy scouting reports on players, which clue you in toa batter's weaknesses or a pitcher's tenden- cies—good stuff. But what's with the way-too-complex baserunning? Or the suspect А.І. fielding choices and the oh-so-weak pitchers? Sporting solid fundamentals but still in need of some seasoning, MLB 2K6 misses its chance to dethrone MVP 06, MLB license or not. First EA Sports bobbles the ball with Madden NFL 06, and now 2K Sports does the same with its latest baseball installment—man, you just gotta love those exclusive sports licensing deals. Sarcasm aside, you'll find lots of holes in 2K6's lineup: overcomplicat- ed baserunning controls, players who sprint around the diamond like Olympians (which translates into too many infield and extra- base hits), and hurlers—even when they don't encounter any tough innings—who lose stamina faster than some dude who's in the sack for the first time. What a disap- pointment, because | really enjoyed goin’ yard using the right analog stick and the new pitching wrinkle that lets you adjust the catcher's position at home plate. I don't like this game enough to play a full 162-game season. But an 81-game one is doable. MLB 2K6 gets enough things right—solid pitching, games that don’t devolve into home-run-hitting contests, a rich season mode—that most every game is a real pleasure to play, win or lose. But when those losses come at the expense of the less-than-crisp infield play or the truly awful baserunning controls, that pleasure is compromised. The animations and player models range from dull to hor- rific (Blue Jays’ first baseman Lyle Overbay is a ringer for Billy Bob in Sling Blade). Still, visual flourishes, like the way a catcher leaps to snag a high chop off the plate, inject a little excitement into the realistic play. САМИМ "si TB MONTHLY HAVE TEAMED UP WITH DELL TO BRING YOU... THE EXCLUSIVE — XPS 600 GIVEAWAY! The Dell™ XPS™ 600 is one of the best gaming systems money can buy...but YOU may not need money to get it! We're giving away this luxury package to some lucky gaming enthusiasts, and we want YOU to be one of them. Check out this amazing package, then learn how easy it is to enter! > воре голе n c'e THIS STATE OF THE ART GAMING | = SYSTEM INCLUDES: оед > m » Realistic video and gaming provided by up to two NVIDIA GeForce 7800 GTX 256 MB x16 PCle graphics cards with scalable link interface technology Extreme performance with dual-core Intel® Extreme Edition and Pentium“ D 8xx processors or single-core Pentium 4 6xx processors 8 GB 667MHz DDR2 memory Massive storage for games and media with up to three internal drives » 19" wide screen display panel Wireless keyboard and mouse HOW TO ENTER For full contest legal rules, restrictions, and details, visit http://xps600.egmmag.com уре ИЗ OO, етта; com submit this code: RSG426 review crew: multiplatform Doing Lara Right Congrats, Eidos: You saved your premiere series from extinction. Now here’s how to keep it alive: ... you leap, keeping deaths to а minimum. - Finally, a tomb worth raiding «keep it in the hands of Crystal Dynamic: «get crackin’ on that nude code. We're all adults. 1UP.COM—JEREMY: Lara Croft's been in exile for the past three years, driven into hiding by the shame of 2003's double-dud combo of Cradle of Life—that's the movie—and Angel of Darkness. Since then she's gotten herself a new wardrobe, some new moves, a little, ah, reductive surgery... oh, апд а new development team. Crystal Dynamics has applied its Legacy of Kain experi- ence to the tombs and cenotaphs (and occasional Tokyo rooftops) of Lara’s world and come up with the best Tomb Raider since the original. Legend has the formula down to a science: Lara delves into ancient ruins, evades death- traps, repairs crumbling mechanisms, and loots corpses in true Prince of Persia style. But unlike the Prince's recent outings, Legend puts far more emphasis on exploration and puzzle solving than on combat. Gun battles are rare; most of the time you're looking for footholds in sheer cliff faces Don't... „..Crank out annual sequels. баск more movies. Tia Carrere's Relic Hunter blew less. Equation for a Resurrection and tripping switches. What makes Legend such a welcome change from Raider norm is that it’s a complete reinven- tion of the aging franchise. The graphics are wonderful, and Lara moves fluidly yet still tackles obstacles with precision. Even the narrative is engrossing thanks to running commentary by Lara’s own Cortana-come-latelies. The loneliness that made the first game so haunting is absent, but the trade-off is a much greater sense of purpose to all the grave spelunking. Lara still has a few stumbling blocks to over- come, though. The overhauled combat engine makes gunplay fun, but targeting stinks, the bad guys’ A.I. is spotty, and long-range skir- mishes are like watching a stormtrooper battle: Everyone's shooting, but no one's getting hit. The “interactive cinema” sequences can be mad- dening exercises in trial and error, and the bike Lara couldn't make a comeback of Legend’s magnitude all by her lonesome—her makers clearly cribbed ideas from these games... = The acrobatic moves of the Prince of Persia series, minus the time-rewind trick The real-world physics of Half-Life 2, incorporated into the game's puzzles EXE Haute couture swapping à la Final Fantasy X-2 The heady puzzles of Tomb Raider 1 and its first sequel RAIDER: LEGEND chases are just agonizing. Snags aside, Crystal Dynamics has made Tomb Raider worth playing again. And thanks to the cliff-hanger finale, I'm actually looking forward to a Tomb Raider sequel for the first time in memory—which is no small feat. CRISPIN: | dunno about the reductive surgery; relic-hunting hottie Lara Croft is still just a sports bra away from suffering severe head trauma every time she breaks into a jog. But Jeremy is otherwise dead right: Legend is that most mythi- cal artifact of all—a good Tomb Raider sequel. This is how you reboot a short-circuiting series, with nonclunky controls, a realistic physics sys- tem that enhances the clever puzzles (expect lots of “hmmm” and “aha!” moments), and a return of the sense of awe that filled the first two games, with their moldy tombs and breathtaking vistas. Shenmue's forklift Good: Refined graphics and control help Lara’s star shine again Bad: Clumsy motorcycle chases, unsatisfying “ending” What's the diff? The Xbox game has better textures, and that's it 96 • ELECTRONIC GAMING MONTHLY • www.1UP.com (OUT OF 10) THE VERDICTS JEREMY CRISPIN Publisher: Eidos Developer: Crystal Dynamics Players: 1 ESRB: Teen DANA www.tombraider.com Legend isn’t half as large as the earliest Tomb Raider games—you'll reach the disappointing, too-abrupt cliff-hanger finale in one weekend play session—but what's here is almost all outstand- ing. The so-so combat is kept to a minimum, leaving you mostly trying to figure out how to reach distant reaches through puzzle solving and Prince of Persia-style acrobatics. Lara's great- est-of-ease moves are so Prince-ly, in fact, that | found myself reaching for the time-rewind button after blunders. Like Jeremy, | could have done without the motorbike levels, which drop the pacing into low gear. The story—a mash of new characters and flashback levels—threw me for a loop at times. It hits you over the head with cheesy magical effects that manifest themselves in the too- similar-to-each-other boss fights. More magical subtlety would have been nice—or at least give The run-anywhere, fully ana- log control scheme of апу game made after 1996 The Dragon’s Lair-style tap-the-button quick-time events from Resident Evil 4 me the only artifact | ever wanted: a relic that restores all the time | wasted playing the lousy sequels before this one. OFFICIAL PS MAG—DANA: When | first booted up Legend, | have to confess that my stomach tensed up, mostly because | was expecting to have a girl fight with Lara to get her to do what | wanted. So it came as a pleasant surprise to dis- cover that Crystal Dynamics has finally been able to accomplish what former series developer Core never quite figured out: a control scheme that actually responds to what you want to do. And thanks to these intuitive controls, | could use the conscious part of my brain to concen- trate on the fun stuff, which is climbing around and exploring the tombs. The game looks really pretty, with crystal-clear graphics and a good variety between levels. Legend has poached Metroid Prime’s scanning visor (Lara uses binoculars) Ж some gimmicks from other recent ful action-adventure games, includi War’s one-button recovery option (which gives you another chance to nab a ledge you initially missed), interactive cut-scenes from Resident Evil 4 and God of War, and pole swinging from the Prince of Persia series. But copying is fine as long as it works, and it does here. The shooting stuff is a little eh—enemy A.l. is pretty pathetic, and 1 often had a hard time getting Lara to target the right thing—but fortunately, it's not a big enough part of the game to affect my enjoyment. So while Legend may not innovate, it works, and | had а ball playing it. Unlike Jeremy, however, | didn’t like the cliff- hanger ending—t don't like having to wait more than a year for resolutions. But when the next game does come out, rest assured PII be there to see what happens. $h ELECTRONIC GAMING MONTHLY « www.1UP.com • 97 review crew: multiplatform PS2/XB COMMANDOS (PS2/X8) STRIKE FORCE Multiple-personality disorder THE VERDICTS (OUTOF10) CRISPIN G. FORD PS2/XB KATHLEEN Publisher: Eidos Developer: Pyro Players: 1 (2-8 online) commandosstrikeforce.com NBA BALLERS: PHENOM Hip-hop basketball diaries p 2 Ва JACKPOT: т THE VERDICTS (OUT OF 10) BRYAN DEMIAN 98 • ELECTRONIC GAMING MONTHLY • www.1UP.com PATRICK @ncine (PS2/X8) We couldn't play Phenom online, Ф. but we'll let you know next issue if we encounter any Publisher: Midway Developer: Midway Players: PS2 1-2 (3-4 via Multitap, 2 online), XB 1-4 (2 online) ESRB: Everyone www.midway.com Good: Huge levels, cool character switching Bad: PlayStation 1—era graphics, confusing objectives Nothing Like: The Commandos strategy games on PC CRISPIN: Here's one way to make your dubya-dubya-two game stand out—if not exactly stand tall—on the crammed battlefield of military shooters: Load it with great ideas, then have each one misfire. At least you'll give us game reviewers lots to lament. Why, for instance, do you get three unique combatants to switch between on the fly (gung-ho green beret, knife-chuck- ing sniper, and quick-changing spy), but leaping from one trooper leaves him as vulnerable as a switched-off robot? And why turn players loose in such enormous levels when finding the objectives is so confusing? And why not include online co-op campaigns—which would suit the multicharacter gameplay so well—instead of tacking on lame deathmatch modes and one novel defuse-the-bomb game? But despite these unfortunate myster- ies—and blah graphics that look like they're out of a homebrew project—t really found it hard to hate Commandos. The later levels give you a lot to do with your guys. You'll sneak your sniper into posi- tion, then use your spy to take out Nazis of progressively higher rank, assuming their identities so you can march among enemy grunts with impunity. It’s not conventional warfare—a good thing in this crowded genre—but it's far from ready for duty. Good: Huge single-player game Bad: You really can't control your teammate б. FORD: If anything, Commandos serves as a great propa- ganda piece. Nothing gets gamers enlisting in the next-gen war faster than mediocre games like this. Commandos does earn some stripes with its clever three-man hotswapping feature...it's just a shame about the weak teammate A.I. Then you've got the sometimes comatose, sometimes eagle-eye enemies; perplexing objectives; and the old saving/trial-and-error/reloading routine. Crispin's right, though: Commandos has a strange appeal when it hits its groove deeper into the game—just bear in mind it's a mediocre groove at best. KATHLEEN: As a spy in disguise, 1 don't need to be too stealthy to garrote a fat, dirty Nazi. Unfortunately, another guard sounds the alarm. | take control of my sniper and shut up that tattletale soldier...but am dismayed to see that the spy character | switched from is being shot in the face. Stupid blunders like this usually sabotage Commandos’ most interesting moments. Yeah, it does offer brief moments of fun fur- ther along in the game. Plus, some optional side missions do change up the outcome of other missions enough to make replay- ing some of them worthwhile. Problem is, getting to the good stuff requires battling through a blitzkrieg of banality. in 2-on-2 games Long: The load times, which are slightly less aggravating on Xbox I'm really torn here. On the one hand, this arcadey hoopster shows the kind of ambition I've been begging more sports games to demonstrate. In a Grand Theft Auto-style fashion, Phenom makes the whole city of Los Angeles your play- ground. And just like in Rockstar's con- troversial series, you can do whatever the heck you want, whenever you want. Feel like entering that tourney in Hollywood against the NBA's best? Or would you rather head downtown and put up posters to help promote some concert? The choice is always yours. On the other hand, Phenom tosses up way too many air balls. The awkward fixed camera makes walking the streets of this metropolis an absolute chore. And for all the things you can experience in this world (including a large assortment of laughable minigames, such as an 8 Mile- esque rap-off and a charity car wash with the Laker Girls), it still feels pretty lifeless. Even the on-court action is messed up; the fact that you have such limited control over your teammate in the new 2-on-2 matchups (you can’t switch to him on defense in story mode) is ridiculous. Well, maybe not as ridiculous as the game’s insufferable load times on PS2. On the court, Phenom is still а couple steps behind the best arcadey basketballer, NBA Street. The gameplay just doesn’t feel as refined, and Phenom's tournament struc- ture—most events run between eight and 15 games, and you can’t save halfway through—gets really grueling. But 1 have to give Phenom some snaps for actually grafting a real story on to the basket- balling. The cut-scenes may be ugly and the minigames pretty lame, but the game’s ambition matches the main character's rise through the ranks. Too bad it doesn't quite execute in the clutch, though. | like Midway’s unique approach to this Ballers sequel: It lets you slide into the three-quarters-tops of a baller/enter- tainer with aspirations of bling and babes. You'll start as a nobody before getting noticed and drafted, and then choose whether to follow cover boy Chauncey Billups on a baller career path or Ludacris and become more of an entertainer. It's а cool twist, and the story is pretty interest- ing either way. Unfortunately, Phenom plays almost exactly like its predecessor except for some new shots—l'd like some тоге gameplay innovations. But | gotta admit, cruising around shrunk-down L.A. locales in search of stuff (such as dia- monds to commission some custom bling) kept me playing, as did the Zydrunas ligauskas spelling bee. From af four rise ntertainmer Switch between 4 Lay waste to entire armies Annihilate enemies characters with unique on the ground and in the air. with more than 60 weapons weapons and abilities. in over 90 missions. "| ו‎ SQUARE ENIX. UBISOFT review crew: playstation e GATES COMMANDS P "IE nttack 5 Sammonia Li'l More Heart Want to know what's in store for Kingdom Hearts III? Well, you're gonna have to earn it. To unlock KH2's secret ending, you must either complete all the worlds and Jiminy's Journal on the standard difficulty, or bump it up to proud (the hard- est setting) and just do the first of the standard difficulty's requirements. Sorry, babies, but finishing КН2 on beginner won't give you this fairly telling bonus clip. ₪ PlayStation 2 BRYAN: Mickey Mouse, Cloud, Simba, Sephiroth— sounds more like a terrifying cosplay session than a winning videogame combination. While the first Kingdom Hearts proved that pairing Disney with Final Fantasy wasn’t completely crazy, this action- role-playing console sequel proves the duo has a lot of staying power. It's been almost four years since Sora and his animated pals Donald and Goofy traversed various Disney-themed worlds on your PS2 (in 2004, the trio also had a quick GBA pit stop in the card-filled Chain of Memories), but this return trip to find pals Riku and Kairi—as clichéd as it may sound— was definitely worth the wait. And it starts with the Disney-based areas; simply put, this game's environments are way more appealing than the original installment's collection. It has worlds based on Tron, The Lion King, and Pirates of the Caribbean, just to name a few—only the Pixar- Oh Mickey, you're so fine OK, every KHZ boss doesn’t look ù so cool. But least s it's got a lot of "em. ча, Finagun ИТ? Attack Ў Magic Items |) жыл made Disney films are missing here (gotta leave something for KH3, right?). But more importantly, each world is impeccably designed. Take, for example, the Steamboat Willie level, where every- thing—from Sora’s character design to the back- ground noise of a running film projector—reflects the area’s simplistic nature. Even the places you’ll revisit from the first KH, such as those based on The Nightmare Before Christmas and Hercules, feel fresh thanks to some heavy-duty renovations. Also, the game’s FF cast plays a much bigger role than in the previous go-around (some even fight alongside you during skirmishes—very nice). But the biggest compliment | can give this action-RPG is that you don’t have to be part of the Mickey Mouse Club or love chocobos to enjoy it. And that’s due to the vastly enhanced combat system. It’s no longer just a game of routine hack- ing and magic-casting; you can now transform САМЕ ТНЕ MONTH into a dual-keyblade-wielding wild man, execute crushing double-team attacks that can equate into 100-plus-hit combos, and add some flash to even everyday battles with the all-new reaction com- mands (think Resident Evil 4's quick-time events). Sorry to sound like a broken record, but I can’t praise this game enough. It also delivers epic boss fights, a gripping narrative packed with twists and turns (ignore what Shane has to say about the prologue), and some of the slickest visuals of this console generation. I've now invested over 80 hours in KH2 (solved both the Japanese and U.S. versions), and | want to play it again. How that’s for a ringing endorsement? SHANE: Man, compared to Mouseketeer Bryan's love-in, my review is going to sound harsh. But trust me, I’m not hating—Kingdom Hearts И improves on the original in several key ways. SS Ain ехе ל‎ U ששב אד га 0 ен P... Per $ ^ Т hadn't?thought of that. Publisher: Square Enix Developer: Square Enix Good: Everything a sequel is supposed to be Players: 1 ESRB: Everyone 10+ Bad: The Little Mermaid stage Hardcore: Optional Sephiroth boss battle. Can you say 15 life bars?! THE VERDICTS (ОЛОРО) BRYAN SHANE MILKMAN www.kingdomhearts.com 100 > ELECTRONIC GAMING MONTHLY • www.1UP.com 1 | Nowathens ‘Monsieur Get Meg outta „ШУ“ Back in the day, | griped about KH’s spazzy, jarring camera; its dull, repetitive combat; and the mind- bogglingly bad Gummi Ship minigame. Incredibly, each of these missteps has been fully addressed in the sequel. Of these, the surprisingly deepened battle system makes the most profound differ- ence. You're now able to better customize Sora’s abilities, and a host of new, context-sensitive combos transform everyday combat into stun- ning acrobatic melees. The game’s plentiful boss encounters fare even better: Unique “quick-time event" combos make these climactic face-offs feel appropriately special and dynamic. Despite these welcomed fixes, KH2 still feels rough around the edges. The mash-up of director Tetsuya Nomura’s gravely serious narrative and the whimsical Disney worlds doesn’t really gel. This unsettling disconnect begins with a woefully boring four-hour prologue that has you perform- ing odd jobs and watching plenty of slow, talky cinemas. The clumsy juxtaposition of overwrought Final Fantasy-inspired psychobabble and giddy, kiddie high jinks might enrapture hardcore FF nuts and Disney freaks, but the rest of us will just want to tune out and fight... 1UP.COM—MILKMAN: Kingdom Hearts Il, | ат relieved to say, delivers on everything the series" potential hinted at. While it follows the first game's formula of leading Sora through a series of Disney- themed worlds and introducing him to a staggering roster of familiar characters, the overall level of polish is amazing. It’s not enough that you get to meet high-quality renditions of characters like Tron or Capt. Jack Sparrow—when you see the immense detail of their respective worlds, it's jaw- dropping. Visually, this might be the PlayStation 2's best-looking game (these screens don't do it justice). It's not just about the polygons, either. 1 don't know what director Tetsuya Nomura's team did, but this finesse really shows in the animation, which is the 3D equivalent of Disney's finest 2D animated feature films. The fluid manner in which the Lion King preens his head or the Little Mermaid gestures with her wrist makes a big difference. But the greatest difference is in the gameplay. Not only has the camera been tamed this go- around (though it still gets iffy in places), but the actual encounters are much more exciting, thanks to new combat mechanics and even more amaz- ing summons. Combine all these vastly improved elements together and you have one amazing action-RPG. My biggest gripe is with the annoying load times, but besides that—and an occasional feeling that the developers stuffed in as many cameos as they could for cameos’ sake—this might well become Square’s No. 1 franchise. > Even though you can play the game in first person (just hit the Select Button), don't bother—it's really disorientating since you can’t see your keyblade. 4 * d / DRIVE E review crew: playstation 2 Beauty and the Beast Aladdin The Nightmare Before Christmas ] Steamboat Willie e fts what you" thin Pirates of the Caribbean ¦ OO OND ₪ 102 > ELECTRONIC GAMING MONTHLY • www.1UPR.com ONE OF THE TOP FIVE GAME DESIGN SCHOOLS - Electronic Gaming Monthly - ₪ בא ~ Selectable battle for- mations inject strategy i into random combat. PlayStation 2 SUIKODEN V A magically decent adventure Good: Familiar-feeling but compelling story Bad: Blah graphics, fighting system needs an overhaul Dumbest Name: Georg GREG S: Suikoden Vis a hard game to judge. On the one hand, it's got the same ol’ story. Everything’s hunky-dory until one day a massive coup sends every- thing out of control, and one hero must gather together the 108 stars of destiny (he being one of them) in order to make things right again. Graphically, the game looks clean but completely lacks style, and while the random battle system is improved slightly over its predecessor's, it still feels archaic (probably because it's almost exactly the same as it was in the original Suikoden, which came out in 1995). The game also takes way too long to get going—we're talking several hours of setup before anything important really happens. On the other hand, | can't be too harsh with the game. Underneath the musty exterior is a compelling RPG that will keep you playing despite its foibles. The fighting setup isn't too bad thanks to the inclusion of duels and army battles, and the whole thing has that Pokémon collec- tion thing we all seem to love so much, with 107 characters to meet and recruit. This series needs a major shot in the arm, as it's starting to show its age more than ever. Even so, Suikoden V is still entertaining, and that's what really counts. THE VERDICTS (OUT OF 10) GREG S. SHANE JENN F. SHANE: With Suikoden V, Konami attempts to get its fan-favorite RPG franchise back on track after part IV's misguided displeasure cruise into nautical nonsense. A back-to-basics approach means that this installment directly channels the series’ finest effort— Suikoden II (PS1)—though it ends up feeling more like a bad cover version than an honest, modern improvement on the formula. All the predictable ingredients are here: 108 charismatic characters to amass, climactic 1-on-1 duels, giant stra- tegic battles, and a town to construct.. Sure, it's deep and mildly engrossing, but we've seen it all before. Glacial pacing, lengthy load times, and an obnoxious, often infuriating new camera angle (good luck navigating the towns) keep Suikoden V from being the return to form it was intended to be. JENN F: This latest Suikoden's story is as good—and long-winded—as ever, nar- rated through tremendously well-acted, very pretty, and frequent cut-scenes. But while the cut-scenes impress (which helps move the story along), a strange murkiness totally undermines the in- game graphics’ detail and artfulness, even when you zoom in on the action. And the large-scale strategic battles— that's right! War'—move in disconcerting real time, resembling something like an upset anthill, with battle units all moving in a panic. Though these war screens feel woefully out of place, they at least make the game feel even more epic. Actually, my Russian lit professor back in college used to shout at us, “What is epic? It is long and boring!" Yeah, kind of like that. Publisher: Konami Developer: Konami Players: 1 ESRB: Teen www.konami.com 103 > ELECTRONIC GAMING MONTHLY • www.1UP.com Student Artwork A Francisco Cruz Real World Education School of School of 800.226.7625 fullsail.com 3300 University Boulevard Winter Park, FL 32792 Financial aid available to those who qualify Career development assistance Accredited College, ACCSCT o review crew: xb/psp 1 0 E Dwayne's pleas Гога shirts versus skins.CTF-game went ünheard: © הר WARPATH It's a mod world Good: Smooth online play, weapon upgrade system Bad: Limited options and modes, lame vehicles At Least It’s Only: $29.99 G. FORD: If you've been holding on to your Xbox in the hopes that you'll be rewarded with a few more system-specific gems, the mod-feeling, multiplayer-tilted first-person shooter Warpath, made by the creators of the lukewarmly received Pariah, is gonna piss you off. Sure, the action is smooth, fast, and entertaining in that “hot damn, I'm playing against my friends in deat! match” way. But, man, it feels archaic. Warpatlrs hook is its upgradeable weapons. During matches, you get chips you can use to beef up your weapons (the standard shotgun/sniper-rifle/etc. assort- ment). Interesting, but I'd gladly trade that feature in for more diverse weapons. and more than four generic modes. Single player consists of a grid-based board-game setup—think a simplified, futuristic Risk— with each attempt at conquering a territory involving a deathmatch, capture-the-flag, or “fight for a point, move to the next” assault match (which isn’t as great as Robert claims). Playing with bots gets old fast, though, and it's not playable online. Warpath ain't so much a bad game— everything works as it should—but every- thing you'll find here has been perfected elsewhere for years. Generic name, tired weapons and modes, modlike feel—bud- get price or not, Warpath has no rightful claim to your time. Е VERDICTS ) (OUT OI G. FORD ROBERTA. ROBERT A: Maybe some people out there have exhausted every online war-making game possibility and are jonesing for another fix. Me, | only get into an online game when it's some- thing special, something that compels me to cancel important parts of my life (say, sleep), adopt questionable hygiene practices, and eat with a dietary abandon that knows no unfriendly delivery service. Warpath is not one of those games. Bereft of a worthwhile solo experience and short on original ideas, Warpath is more like emergency relief rations for head-shot-oholics. It has some memo- rable maps, a couple of interesting twists on worn-out conventions (the tug-of-war- like assault mode is especially cool), and a bargain-bin price tag, but that’s about it. Wake me up when the sci-fi shooter fad has passed. 1UP.COM—GARNETT: This Frankenstein seems to have been assembled from the Pariah spare-parts bin. As a PC game (which it also is), I'd swear it was a nicely done community mod. But on the Xbox, even at a discounted price, | expect a little bit more than some text and still artwork for the single-player game's story. It feels incomplete—whether or not it's just a tune-up for multiplayer. At least that part comes through with the same clever weapon upgrade system and lag-free performance Pariah had, though it also inherits that game's unsatisfying gunplay. And the skimpy four modes with just a handful of new maps only add to the "downloadable content" feel. If you want a quality online FPS, grab the criminally overlooked Unreal Championship 2: The Liandri Conflict off the bargain rack. Developer: Digital Extremes Players: 1 (2-16 online and system link) Publisher: Groove Games ESRB: Teen GARNETT www.groovegames.com 104 > ELECTRONIC GAMING MONTHLY • www.1UP.com co DAXTER From under the shadow Kids love farts andl Tasers. А re ————— а Good: Bright, beautiful graphics, solid action Bad: Repetitive, not as clever as it thinks it is Now Required: A good Clank game | usually just assume that a 3D platformer on the PSP is going to be a mess. The system wasn't designed for easy manipulation of a camera in three dimensions. Surprisingly, though, Daxter manages to avoid any major problems of this sort and offers up some rather solid platforming action. Daxter’s not quite up to the standards of the PS2 games in the Jak series (of which this is a side story, taking place before Jak II), thanks to fairly straight- forward levels and very little exploration, but what's here is fun. Daxter's unique abilities—the hoverjump, using a make- shift flamethrower, and climbing certain surfaces—make for a few interesting gameplay twists, as well as some cool boss encounters. 1 dig the dream minigames, too, even though it's so cliché to base anything on films like The Matrix or Braveheart nowa- days. These sequences do a good job of breaking up the action just enough to keep the game from getting too monotonous. Daxter isn’t the best platformer you'll ever play, but on a system where the genre is so often done poorly, it man- ages to stand out. Definitely worth a play, whether you're a fan of the series or not. | wasn’t sure what to expect from career sidekick Daxter's first solo project. But | enjoyed using the ottsel's flyswatter and pesticide sprayer to smash insects of unusual size and variety into splattery messes (the bright, beautiful graphics didn’t hurt, either), even if the action does get a bit repetitive. Some killer minigames and bonus levels help give this game some spice, though it could use more of 'em. Likewise, some clever boss battles illuminate the game’s greater potential. Considering its PSP platformer peers (wanting in both quality and quantity), Daxter’s a pretty fun platformer that could've been something really special with some more fine-tuning...something like its PS2 brethren. Visually appealing and rife with production value, Daxter 5 competent enough to be a PS2 platformer, which makes what developer Ready at Dawn did on the PSP all the more impres- sive. The game design itself is fairly basic platformer fare: collect these thingama- bobs, double-jump onto the platform, swat enemies with a multihit combo, play tim- ing-based minigames...and so on. What's cool about Daxter is that it's the first decent Super Mario Sunshine clone, in that Daxter's gas/fire gun does essentially the same thing as Mario's waterpack. Despite the game's been-there, done-that feeling, if all developers cared about their original PSP projects as much as Ready at Dawn obviously cared about Daxter, we'd be in good shape. THE VERDICTS (QUT OF 10) GREG S. KATHLEEN Publisher: Sony CEA Developer: Ready at Dawn Players: 1 (2 via local Wi-Fi) ESRB: Everyone 10+ ANDREW www.us.playstation.com This may be blasphemy, but | have a feeling Me & My Katamari would have been a really excellent game...on the Nintendo DS. The series' unique game- play, where you roll a ball around wacky Japanese environments, picking up objects to increase your size, doesn't work well at all with the PSP's controls. Everyone knows that the DualShock controller's two analog Sticks work elegantly on the PS2 versions. Until you play it without those sticks, you can't imagine how necessary they are. Using the directional pad (forget the analog nub—it's worthless, even here in the one game where it actually might work) and the face buttons to navigate your ball is painful, clunky, and ineffective. The normally clut- tered environments become really tough to get around when you can't turn around easily or move deftly. But you do get used to it, however hard the adjustment might be, and then it's possible to feel that old Katamari magic. Repetitive environments, however, mar the otherwise gorgeous presentation. 1 got bored playing in the same places over and over and over again, especially because levels are broken up into tedious "starter" stages (probably to accommodate the loading) that you'll play again and again and again. The unlockable stages are fun, and the ending credits minigame is classic. This just isn't a true stroke of brilliance for the series. MEG MY KATAMARI On a roll of complacency Publisher: Namco Bandai Developer: Namco Limited Players: 1 (2-4 via local Wi-Fi) ESRB: Everyone THE VERDICTS (OUT OF 10) JENNIFER RYAN JEREMY www.namco.com Add a new dimension m | agree with Jen—Katamari wasn't quite meant for the PSP. The digital con- trols often turn gameplay into an awkward endeavor as you fumble around in a race against the clock. The stages themselves are unremarkable and few. Even the mul- tiplayer map (a small island arena for up to four players) failed to hold my attention; with a *he who makes the largest katamari wins" rule in effect, it's next to impos- sible to dethrone any player who gains a substantial lead. | did enjoy the King of All Cosmos’ expectedly oddball dialogue (per- haps the best reason to pick up the game), but that isn’t enough to save a great PS2 franchise from handheld ho-hum. It hurts me deeply to give a Katamari game anything less than a glowing review, but alas, honesty über alles. | love being able to roll errands for the implacable King of All Cosmos any- and everywhere, but the joy of having a katamari in my pocket is diminished by some seri- ous flaws. The awkward controls | can deal with—what | can’t get past is the limited level design. The game's missions consist of six small segments strung together with no sense of connection, and you replay the same bits repeatedly. Which makes this game something | never thought I'd say about Katamari: predictable, and slightly unsatisfying. We are so very disappointed. m6 COLLINS COLLEGE TO YOUR LIFE. Collins College offers a Bachelor of Arts degree in Game Design and a Bachelor of Arts degree in Visual Arts with a major in Game Art. Main Campus - Tempe, Arizona >> West Campus - Phoenix, Arizona ca Now 1-800-728-4500 Collins College is accredited by the Accrediting Commission of Career Schools and Colleges of Technology (ACCSCT). Financial aid is available for those who qualify. Career services ance. Collins College West is a branch of Collins College. Not all programs available at all locations by Rick O'Connor review Crew: psp LINE CAPCOM CLASSICS COLLECTION REMIXED THE VERDICTS (OUT ОРТО) KATHLEEN SHANE GIANCARLO (2-4 via local Wi-Fi) ESRB: Teen www.capcom.com LINE SYPHON FILTER: DARK MIRROR Who shot out the lights? THE VERDICTS (OUT OF 10) DEMIAN 106 • ELECTRONIC GAMING MONTHLY • www.1UP.com KATHLEEN NICH וו = Е \ — Publisher: Sony CEA Developer: Sony CEA Players: 1 (2-8 via local or online Wi-Fi) ESRB: Mature www.playstation.com Good: Bright graphics, classy games Bad: Videogames have come a long way, baby Approximate Price Per Game: $1.36 KATHLEEN: Talk to any respectable child of the '80s, and it's likely you'll discover they cut their teeth on many of the games included in Classics Collection Remixed. Capcom has assembled a sweet retro treat here with 20 different games, from the heralded Street Fighter to the kitschy cult classic Quiz & Dragons. Each title also has the option to be viewed in an “enhanced” mode, an option that formats the image to fit the PSP’s screen so it doesn’t look too stretched or weird like some other PSP ports, You can even play some titles, such as the top-down shooter 1941, vertically on the screen, which makes things much easier to see—though it’s awkward to hold the PSP that way. Every game also has customizable controls, perfect for all us fussy old fogies who like our game tapes just so. This collection truly hits its stride with wireless action for every game that offered multiplayer in the arcade. It doesn’t get much more boss than hooking up with a friend for a co-op Wi-Fi brawl through Final Fight or—even better—a four-player mash- fest through Captain Commando. SHANE: Bow before Capcom, the king of quality shovelware. Rather than merely porting last year’s excellent Classics Collection (PS2/XB) to PSP, Capcom Good: Lots of guns, long campaign mode Bad: Convoluted controls, samey enemies Dark Is Right: Crank up the gamma, use the night vision The Red Section minion in my crosshairs is having a rough day. Those world-domination plans will have to go on hold; I’ve not only dispatched 30 of his best pals and comrades already, but I've also winged this one in the leg, so he’s slowly limping back to cover. It’s hard to pull off a good shooter on the PSP, but little touches like that gimped grunt help Dark Mirror compensate for a seriously complicated control scheme and the lack of two analog sticks. If you’re expecting traditional Syphon Filter run- and-gun action, though, time to rethink. Dark Mirror slows the pace way down. In most battles, you'll have to peek around cover and pick your shots—rush the enemy, and you'll risk restarting from the last checkpoint in short order. This measured, almost plodding game- play ups the tension and works well in campaign mode, but the faster-paced chaos of multiplayer only heightens your awareness of the innately awkward controls. Multi's a bit short on maps and modes, too. Still, it’s fun to flip on the infrared vision (the better to part Dark Mirror's oppressive gloom—forget trying to play outdoors) and take out a pair of enemies with an explosive dart, even though accessing and equipping the game's gad- gets can be a royal pain. instead unearths 15 entirely different nostalgic gems (alongside five returning favorites) here. OK, so not everything on the UMD qualifies as a classic... Outdated relics such as Avengers and Section Z won't hold your interest for 10 minutes. But you can't deny the appeal of fan-faves Strider, Final Fight, and Magic Sword, and many of the lesser-known B-tier titles qualify as buried treasures. Black Tiger? Totally awesome. 1941, Side Arms, and Varth? Quality arcade shooters. Mega Twins (aka Chiki Chiki Boys) and Three Wonders? Fun, colorful platformers. Factor in a slick presentation, sweet unlockables, and Wi-Fi multiplayer for many games, and it's a must-have PSP release. OFFICIAL PS MAG—GIANCARLO: I've played most of these games well over 50 times, and | have to say that 1 can easily see myself playing through them another 50 times with this collection. Nearly every one is absolutely perfect for a handheld like the PSP—and the fact that they support the system’s Wi-Fi multiplayer capabilities only makes them that much better. Add in a bunch of other cool little features like different aspect ratios for each game and vertical displays for the shooters—even if it’s a little cumbersome, it’s still incredibly cool—and you've got an instant classic. Syphon Filters ial clever missions, sweet spy giz- mos, and stirring music make for a really fun game—even if it is trapped on the tiny, portable hand-cramp maker called the PSP. Too bad controlling this third-person shooter can be a battle by itself, despite the alternate button layout options. | some- times felt like | didn't have a real chance to react in time or maneuver properly. Dark Mirror retains the series’ signature autoaim target lock, but I’m just going to come out and say it—autoaim is cheap. And an ammo waster. Not that | was above using it, but when | did, | felt ashamed. Gabe “Crazy Legs” Logan is back, not that his absence in the last Syphon Filter game was much remarked upon. Dark Mirror’s single-player game still relies less on manual accuracy than lock-on targeting, something the handheld can easily handle. Scripted waves of guys rush at you and you take them out, sometimes with teammates at your back. It's all right. The online multiplayer is better, although it's tough to recommend this over the team action in SOCOM: Fireteam Bravo, and it could use some more maps. 1 definitely enjoyed the all-against-one Rogue Agent mode, though, despite being complete crap at it. == Dark game + dark PSP screen = premature eyesight failure. 4 SPLINTER CE Rather unnecessary Good: Story told via flashbacks Bad: Moving, looking, shooting... N-Gage, GBA, DS...: Handhelds and Splinter Cell just don't mix Sam Fisher, superagent extraordinaire, is accused of a few unpatriotic acts against his outfit. Is he working for the bad guy, or is he being set up in this Tom Clancy world of political intrigue? | would give a crap...if this game weren't so god- damn terrible. Essentials is near impossible to control. The problem is, Splinter Cell is as 3D a game as they get—you have to be constantly looking up, down, and all around at your sur- roundings, searching for paths and avoiding enemy peepers. The PSP is 100 percent not the platform for this style of stealth-action. You get a couple of control and.camera options, and you will eventually’get better at moving and looking, but you will never feel comfortable doitig anything in this game. Ever. ГИ jump when I meant to look down. I'll crouch-when I meant to look right. ГИ cry when — / what I really want to do is snap my“ PSP in half. Oh, and the game has rough graphics, afew crashes, THE VERDICTS, (OUT OF 10) .+ r4 hiccup pauses when something new is happening onscreen, long load times (load screens have load screens!), ала an unfun, throwaway spy-versus-spy multiplayer mode (with only four maps)... Wait, all this just to play a Splinter Cell that offers no gameplay innovations whatsoever? It's official, Splinter Cell is not meant to be a portable game. | think these other reviewers are too forgiv- ing because Splinter Cell's so great to begin with. But I'm a fan of the series, and | think this one stinks. We shall agree to disagree. The great thing about Essentials is how faithfully it reproduces the full console experience:;From gameplay to controls to graphics, everything works as good or better than any PSP owner has a right to expect (Well, besides minor gripes like loading hic- cups, the labor-intensive camera, and completely worthless multiplayer). But the problem with Essentials is how faithfully it reproduces the full Publisher: Ubisoft ESRB: Mature GARNETT LLESSENTIALS www.splintercell.com playing Splinter Cell anywhere is held back a bit by the feeling that you've already played it all before, especially during/the Tecycled missions you really have played before. Just because you can make a game on PSP doesn’t mean you should. Sure, Sam Fisher has trés cool superspy mojo normally, but it gets sapped away in handheld form, where punishing restarts for every misstep come all too often. The analog nub doesn’t offer the control subtlety needed for a game where the difference between walking and running can be life or death. And the onscreen action is so dark that portable play is out of the question. If | have to hunker down somewhere to control the light conditions just to play, 'd much rather be in front of a full-size telévision. Outside of a few graphical glitches, Essentials may impress, but this is best left to fans interested in the lore. | Developer: Ubisoft Montreal Players: 1 (2 via local Wi-Fi) His the first tine ту Life | that Wve felt Uke | actually או א‎ Ос at least In happy Mow that | dont Truly OBSESSIVE ULSI לי‎ video MANI КС“ 2 ו‎ lant To learn how Yo create pant Bac. ol m ФР ү cloth 1 WE SPEAK G33K Geeks transform into Alpha-Geeks by becoming fluent in: GAME DESIGN COMPUTER FORENSICS DIGITAL ANIMATION NETWORK SECURITY ARTIFICIAL LIFE SOFTWARE ENGINEERING DIGITAL VIDEO TECHNOLOGY MANAGEMENT WEB DESIGN GAME PROGRAMMING www.uat.edu > 800.658.5744 review crew: ds TETRIS DS A puzzle game for the post-Cold War era "2h 2 | T E We get the Metroid nostalgia, but nobody asked for a Yoshi’s Cookie revival. Developer: Nintendo Players: 1 (2-10 via local Wi-Fi, 2-4 via online Wi-Fi) ESRB: Everyone £5 7.0 9.0 JENNIFER CRISPIN JEREMY THE VERDICTS (QUT OF 10) | Publisher: Nintendo www.nintendo.com ио д TAO'S ADVENTURE: CURSE OF THE DEMON SEAL More like Curse of the Awful Interface East Burzganga. пона, поми. 227 220 Publisher: Konami Developer: Konami Players: 1 ESRB: Everyone 10+ THE VERDICTS (OUT OF 10) GREG S. JENN F. JEREMY www.konami.com 108 • ELECTRONIC GAMING MONTHLY • www.1UP.com Good: Fun to relive the memories of classic puzzling Bad: Only one new mode really uses the touch screen Pandering: The fan service goes a bit overboard JENNIFER: If anyone out there can’t conjure off the top of their head the six different shapes formed by four blocks that you fit together into lines that disappear, | want to meet you. You’ve managed to avoid one of the most pervasive gaming phenomena of the last 20 years. Tetris DS repackages this classic gameplay into six different modes, from the familiar and still appealing Standard to the new, strange, and at-times- unnecessary ones like Push (in which two players vie to edge the other off the screen). My favorite new mode is Touch: You have a grid of assorted pieces that you manipulate to form lines and clear the grid. It's perfect for the touch screen; too bad it's only five Stages long. Tetris DS remixes itself further by layering classic Nintendo themes over each of the modes. So, for example, clear- ing lines helps Mario progress through a level of Super Mario Bros. Cute, but it adds almost nothing to the core gameplay. If it weren't for the local multiplayer, this repackaging would seem almost pointless. But getting 10 people in a room all going crazy with items (Mario Kart-style zingers you throw at your opponents) is truly fun. It's a shame the regular online supports only up to four players. CRISPIN: "In Soviet Russia, you play Tetris alone on monochrome Elektronika 60 computer. In America, you play with nine comrades over Wi-Fi on color handheld. What a country!" Oh, it's funny because it's true, Cold War-era comedian Yakov Smirnoff: Tetris has changed in the 20 years since both you and it left the moth- erland. But it hasn't evolved quite enough to be worth your rubles if you already own a portable incarnation. The new stylus-powered Touch mode is more gimmicky than fun, and most of the new game modes add unnecessary com- plexity to the elegant formula. Still, playing it with friends is a Chernobyl-size blast, and the remixed tunes from your favorite made- in-Japan Nintendo franchises will have you pointing to that Far East island nation and hollering, "What a country!" 1UP.COM—JEREMY: Up till now, DS own- ers have been forced to slum it on GBA for a Tetris fix—shocking! After all, this is the game that made Nintendo a portable powerhouse to begin with. Tetris DS rights this wrong while practically reinventing the game. Don't worry, though; purists can play straight-up Tetris. Those needing something more up to date have five other modes to choose from, all marinated in that tasty old- time nostalgia Nintendo does so well. These range from novel (Catch) to brilliant (Push), especially with 10-player online support. Good: Spell-drawing system is actually pretty cool Bad: But it gets lost in the bad game surrounding it Inspired By: Azure Dreams (PS1, 1997) When | first fired up Tao and started learning how to cast spells using the touch screen, it looked to me like we finally had a roleplayer that took advan- tage of the DS’ hardware—you could say | was excited. This excitement lasted right up until 1 reached the game's main town. It was there | started to realize the strange, arbi- trary nature of the interface, like how some supposedly “open” doors were actually locked, how | couldn’t interact with every- thing, and how the objects | could interact with weren’t labeled as such. And the battle system! “Awkward” isn't a strong enough word to describe it. The fantastic spell-drawing setup is lost in lay- ers upon layers of touch-screen menus and frustrating physical combat. You have to dig through two menus to access your spell screen; then you must draw a spell, confirm it, and choose your target area before tap- ping another button to attack. Repeat. It all could have been streamlined a lot. But even then, the slow pace and annoying guessing-games-style exploration in the main town make Tao yet another disap- pointing RPG endeavor on the DS. But it's still better than Lunar: Dragon Song. Townfolk can be pretty cruel to kids with funny hair and facial tattoos. Luckily, Tao's got a friend in Petcho, a snarky tagalong who appears to be a cross between Pikachu and a moogle. Petcho's good at making little suggestions (Hey! I'm hungry! Let’s до eat!”) that really drive the plot forward—which | appreciate. Actual gameplay in Tao is—oh, how do 1 say this? Basically, it's a Rogue-like dun- geon crawl (Google it—Rogue’s an ancient RPG). It's simple, intuitive, and utterly tedious. The fun is in using а stylus—l mean, “wind rod"—in spellcasting, accom- plished by doodling runic symbols inside some mystical circle. But when you call a дате “Tao’s Adventure,” | want adventur- ousness, dammit, and this wasn't it. Unlike just about everyone | know, | actually enjoy these turn-based, dungeon-hack RPGs. Sure, they're repetitive, shallow, and usually more than a little unfair in places, but when done right, they can be ridiculously addic- tive. Unfortunately, Tao isn’t done right. It's plodding and cumbersome, even for this Style of game, with primitive 3D graphics and a slothlike pace. It also violates most of the rules of portable gaming, including the all-important “must be playable in short bursts” maxim. The touch-screen elements are pretty slipshod, too. Any joy you might glean from Tao's progressive treasure collecting and monster slaying will be com- pletely drowned by your tears of boredom. Pumped and nearly ‘SHANE: It’s been well over a year since we all tried Hunters’ DS pack-in demo, First Hunt, and all that development time has paid off—the full game emerges as an impressive showpiece for the hardware. Developer NST somehow overcame the seeming impossibility of squeezing the first-person adventure/shooter Metroid Prime onto the roughly Nintendo 64-esque DS. Hunters amazes with detailed alien landscapes and explosive special effects that wouldn't look out of place on the PSP. It's a shame that the single-player adventure can't live up to the Prime heritage. Here, you guide Samus across multiple planets while amassing alien artifacts. And though the varied environments and open-ended progression represent innovations the franchise needs, the half-assed execution won't win any awards. Levels seem contrived and predict- able—after a few worlds of hunting for keys, fight- ing repeat bosses, and escaping before the bomb blows, the design feels rote. Plus, placing the inter- face for switching visors and weapons on the touch Online Bounty Hunting Hunters’ wireless multiplayer action traditional, but they run primed screen adds an unnecessary layer of complexity. But at least you'll never mistake the gameplay for warmed-over Prime outtakes, Whether you're controlling the camera with the stylus or the four face buttons, the necessity to aim transforms Hunters into an entirely new Metroid experience. It’s fast, visceral, and occasionally exhausting: You don't realize how much you relied on locking on to enemies in the Prime games until you're forced to aim. Thankfully, the control works well and makes for adequately thrilling online multiplayer...well, as thrilling as a four-player king of the hill match can be. 1UP.COM—ANDREW: I'll agree with Shane about how good a job NST did in getting Hunters to work on the DS—it managed to design the game around the system’s awkward setup for first-person shoot- ers. I'll also echo that it never really felt like | was playing a true Metroid game, despite Samus Aran’s presence. But once | passed that small mental pads, and even zero-G sec- 3 METROID PRIME HUNTE roadblock, everything was fine. Because of the free-look ability granted by the DS, Hunters' multiplayer is far better than Prime 2's, with enough modes and maps to keep a rela- tively small group of four entertained. Occasional slowdown can get in the way, and some of the maps and modes have certain quirks, but Hunters remains a very strong effort for the DS. 1UP.COM—JEREMY: | love Metroid, and 1 love por- table games, So why am | not madly in love with Hunters? Maybe because it emphasizes its mul- tiplayer aspect, which turns out to be little more than an expanded version of Prime 2’s lackluster head-to-head gameplay. With support for only four players, Hunters doesn't even begin compete with superior portable shooters like SOCOM. Meanwhile, the single-player experience is disappointingly un- Metroid-ish. It's a good game, a huge leap for DS visuals, and perfectly fun in short bursts. Just don't expect much staying power. rix 4 b Б" Lame characters — After see- allows you to connect with other players through DS Download Play, local wireless, or Nintendo’s online Wi-Fi connection service. Is it worth the effort, though? Pros: Plenty of modes — Hunters’ seven match types remain fairly Good: Best 3D visuals on the DS the full gamut of what you'd expect in a first-person shooter, Voice chat — Sure, it's limited to tions, these stages feel vaguely Quake-ish. Cons: intermatch chatter with your friends, ^ Four-player limit — Deathmatch but it’s a step in the right direction. can be fun for a while with four peeps, but many of these team- Creative arenas — With plenty based modes feel weak given the of environmental hazards, jump low number of combatants. | ing how ugly the six new bounty hunters look, we think we'll stick with Samus. Weak weapons—Apart from a nifty lock-on laser, most of the weapon pick- ups you'll find seem fairly useless. С? > За à | Á Aa ` Publisher: Nintendo Developer: NST Players: 1 (2-4 via local or Bad: Repetitive level design, reliance on touch screen Promising Innovation: Online voice chat between matches THE VERDICTS | SHANE 7.5 8.0 7.5 online Wi-Fi) ESRB: Teen ANDREW JEREMY www.nintendo.com ELECTRONIC GAMING MONTHLY • www.1UP.com • 109 review crew: wrap-up The games that were too late... £ or too little / THE ELDER SCROLLS IV: OBLIVION XB360 г 2K Games * ESRB: T We're more than a dozen hours into this mammoth roleplayer, and we haven't made a dent in it. Forget about dents—we haven't even scratched the surface. Or probably even seen the surface. This is a game, after all, with 50 achievements, most of which are going to require tens upon tens of hours to unlock. | And that’s OK, because the sprawling world and story of Oblivion is something that really pays off over time. No other RPG is as open-ended in letting you determine who you want to be and how you want to play. Feel like going the beloved hero route, with a small serial-killing issue on the side? With maybe some vampirism? Oblivion is happy to oblige, featuring а game world stuffed with physical and moral challenges just begging to be explored. One caveat: If you're looking for fast-paced RPG action, it ain't here. The deliberate, old-school PC roots of this series are front and center. Check back next issue for our full review. XB360 • EA Games * ESRB: Е10+ — Before 7 you invest another $60 into the Burnout f chise, ask yourself these questions three; 1 miss out on the current-gen Versions? Do | love online racing? Do | own an HDTV set? = If your answer to at least two of these questions (5 "уво," then Burnout Revenge on the 360 wouldn't be a bad investment. If you agree to all three, then it's ELECTRONIC GAMING MONTHLY e www.1UP.com: -‏ > סור S GC * D3 * ESRB: T — Given the middling quality of most anime-based fighters we encounter, this 3D brawler starring the abrasive orange phenom comes as an unexpect- ed surprise: It's good. Clash of Ninja features beautiful graphics, a simple-yet-versatile fighting engine, great controls, and awesome over-the-top special Chakra attacks. The character roster might be slim (10 fighters total), but this is still a well-rounded fighting game. PS2 * Namco Bandai * ESRB: T — Now, this is a recipe for weirdness. Champloo brings the badass Edo-era swordsmen, goofy situational comedy, and modern-day hip-hop trappings from the hit Adult Swim anime series into an unconventional brawler by the guys who made Killer 7. When it's really weird (see: an entire level that plays like an acid-trip version of Super Mario Bros.), it’s great. But endless hacking and slashing gets old. PS2 * Atlus * ESRB: T — This one might have been below the radar, but Metal Saga's tank combat is pretty fresh for the role-playing genre. You can't always say the same thing about the story, but the side quests should keep you occupied for a long time. Sharp humor and massive tanks give this XB * Ubisoft > ESRB: T — Ghost Recon 25 ol’ dumb/ cheating АЈ. returns, but it's more tolerable this time because we get to cheat as well (with cheap healing Stations scattered throughout the levels). Mexico City looks amazing, if not nearly as good as in Xbox 360's GRAW. All the "pretty" means the action chugs. And when the A.I. has near-perfect aim, that's a bummer. PS2 * Ubisoft « ESRB: M — Nearly two years after the debut of the original, the song remains the same. Panzer Dragoon meets Ace Combat meets Desert Strike meets Dynasty Warriors meets mind-numbing boredom. Drakengard 2 is one of developer Cavia's most uninspired efforts to date. overlooked RPG an edge. It sure ain't pretty, though... PS2 * Sony CEA * ESRB: E — From the makers of Gran Turismo, it's Gran Turismo for bikes. Straight up. This is one serious cycle sim: If you're a manual-gear type, you'll be hitting up to four buttons at a time, plus the left analog stick—which ain't easy. Look for a full review next issue. How much do you like motorcycles? PS2/XB * Rockstar • ESRB: Е10+ — This rerelease adds a new city (well, new if you missed driving. around Tokyo in Midnight Club 2), audio tracks, and 20 extra rides, all for just $20. If you love yourself some spinner rims and you don't own MC3, you're not going to get a bet- ter deal than this. PS2/GC * Midway * ESRB: E10+ — Kudos to Midway for doing what it can to liven up the building-wrecking Rampage formula: Now you can attack buildings from the front, unlock tons of characters, and earn new moves by completing challenges on every level. It’s still the same ol’ Rampage underneath: Fun in short doses. Which may be worth $20 to you. ELECTRONIC GAMING MONTHLY • www.1UP.com • 111 review crew: wrap-up WRAP-UP (cont. DS Majesco • ESRB: T Take the heavy-metal, leather-clad Guilty Gear characters on the road (20 fighters in all) and add four-player Wi-Fi battles, multilevel stages, and a selection of touch- screen minigames (rang- ing from arm wrestling to billiards to playing with dolphins). It's kind of like Super Smash Bros., but with Guilty Gear combat. Too bad everyone needs a cart to play multi. PSP • THQ * ESRB: E10+ — Worms: Open Warfare returns the weapons-based insect-larvae team-combat series to its 2D roots after a mediocre flirtation with 3D. Once you acclimate yourself to its tactical gameplay and develop a good eye for weapon ranges, it's а fun—and funny—little strategy game (also coming to the DS, but we didn’t get our hands on that one). Should please old-school Worms fans. PSP > Sony СЕА • ESRB: E — Sony's handheld baseballér is much improved and includes a surprisingly thorough GM feature in season mode. In fact, we'd rather play this version than the PS2 game. Still, the complicated baserunning controls could definitely use some work. If you're dying to build a baseball dynasty during your morning commute, this is your game. PSP > Capcom * ESRB: T — While the PSP version of Rumble adds a set of minigames and more characters (such as Devil May Cry’s Dante), the action is still way too crazy and chaotic to follow, even in widescreen. A decent improvement on the GC version, but only for people who can legitimately get through a match without saying, “What the hell's going on?" PSP • Capcom ESRB: E — Now this is a remake. Powered Up is addictive, fun, and—despite the baby- faced look—hard as hell. It's got the original game, a remixed mode with new bosses, a level editor, and tons of stuff to unlock. Awesome. It arrived too late to review, but MMPU's score would've been “frickin’ sweet" (out of 10). PSP > THQ > ESRB: E — Leave it to developer Rainbow Studios to pull off a good, portable motocross/ATV title. MX vs. ATV's racing is pretty much what you'd expect if you've played the console versions, complete with mix-n-match vehicles and four-player local Wi-Fi. And the physics feel spot-on. A solid lap of on-the-go motocross. ri 112 > ELECTRONIC GAMING MONTHLY • www.1UP.com A (re)view to тешет... | BEST OF THE WORST Sometimes, being No. 1 isn’t as impressive at it could be. It’s always kick-ass to get Game of the Month, but there were a few months when the pickings were on the slim side. Here’s a look at the lowest-scoring Games of the Month from EGM’s deepest game doldrums (all scores out of 10). Batman: Return of the Joker (GB) Nintendogs (DS), Rumble Racing (PS2), Max Payne 2 (PS2/XB) 2990S OSES 9099S кла 2 FIDES РА Гөз Chit} Mario Paint (SNES) My Lord, we will cut them down like ripe wheat! RUIT С Age of Empires: The Age of Kings (DS), Drill Dozer (GBA) Ace Combat 2 (PS1), Circuit Breakers (PS1) бАМЕ 24: The Game 50 Cent: Bulletproof America's Army: Rise of a Soldier Animal Crossing: Wild World Ape Escape 3 Ape Escape Academy Arena Football Beatmania Black Chibi Robo CMT Presents Karaoke Rev. Country Condemned: Criminal Origins Crime Life: Gang Wars Dead or Alive 4 Electroplankton Exit Fight Night Round 3 Final Fantasy IV Advance Final Fight: Streetwise Full Auto Full Spectrum Warrior: Ten Hammers Gauntlet: Seven Sorrows Ghost Recon Advanced Warfighter Grandia Ill LA. Rush Legend of Heroes: A Tear of Vermillion Mario & Luigi: Partners in Time Mario Kart DS Mario Tennis: Power Tour Mark Ecko's Getting Up. Mega Man Maverick Hunter X Metal Gear Ac!d 2 MLB 06: The Show MS Saga: A New Dawn MVP 06 NCAA Baseball Onimusha: Dawn of Dreams Perfect Dark Zero Pokémon Trozei! Pokémon XD: Gale of Darkness PQ: Practical Intelligence Quotient Prince of Persia: The Two Thrones Pursuit Force Quake 4 Resident Evil: Deadly Silence The Rub Rabbits! Samurai Shodown V Shadow Hearts: From the New World Sonic Riders Sonic Rush Spider-Man 2 Street Fighter Alpha 3 Max State of Emergency 2 Super Monkey Ball: Touch & Roll Super Princess Peach Tales of Legendia Tales of Phantasia ToCA Race Driver 3 Tokobot True Swing Golf Untold Legends: The Warrior's Code Wild Arms 4 World Soccer: Winning Eleven 9 -y SYSTEM * Ps2 PS2/XB PS2/XB DS PS2 PSP PS2/XB PS2 PS2/XB GC PS2 XB360 XB XB360 05 PSP. XB360. GBA PS2/XB XB360 PS2/XB PS2/XB XB360 PS2 PS2/XB PSP. DS DS GBA Р52/ХВ PSP. PSP PS2 PS2 PS2/XB PS2 XB360 DS GC PSP PS2/XB/GC. PSP. XB360. DS 05 XB PS2 PS2/XB/GC DS DS PSP PS2 DS DS PS2 GBA PS2/XB PSP DS PSP PS2 Р52/ХВ “Games in red аге previous Game of the Month winners. VERDICT d 1 I8 Faithful to the hit show but lacking the same freshness and wicked gunplay 75 W Awful third-person shooter looks like a million bucks but plays like, well, 50 cents 5 W A decent, realistic, Army-themed first-person shooter with less flavor than an MRE 60 ШЕ The same insane fairy-tale fishing/talking/walking game is now portable and online 7.5 IB A frustrating camera thumps much of the monkey-snatching fun in this platformer 8.0 E Seeking a good WarioWare-inspired minigame title for the PSP? Keep looking 45 W Ridiculous defensive rules make Arena more forgettable than the actual league 6,0 ї Carpal tunnel causing rhythm game require W Ka-BOOM! A first-person shooter full of sound and fury, signifying nothing 65 ї Borky camera and slow text screens keep this adorable house robot from being great 6.5 W The best (and only) all-country-music karaoke game we've ever seen! 75 1 Clunky controls hobble this macabre survival-horror title's deeply eerie gameplay 7.0 much practice as being a real DJ 7,5 W This brawler is a butt-ugly, fundamentally terrible, mindless embarrassment 25 E Boobs and button-mashing are the core components of this pretty fighter 70 W This visually trippy, unsavable-music-making game is all novelty but no gameplay 5.0 Wi Long-form puzzles and lovely, апу graphics accent this pokey-paced, but fun, дате 8.5 Im Perfectly pretty pugilists pummel and punch with precision and panache 90 ША revered role-playing game made even better with new dungeons and portability 9.0 W Decent brawler with nice minigames stumbles on repetition and bad save system 5 W Like Burnout with guns and a do-over button—so nice, we woulda liked more of it 8.0 W A squad-based shooter with broken rules of engagement 50 W Another solid, but short and mindless, round of elf clear-cutting is fun with friends 5 Amazing, war-is-hella-fun shooter with great multiplayer. Next-gen is finally here! 10 W A beautiful role-playing game with a choice battle system and a stereotypical story 8.0 W This racing game offers a ton of cool cars that crash in random, frustrating ways 65 ld school" doesn't always mean “all good,” but this RPG is classically sound 6.5 W Fun, dungeon-filled RPG with action-packed combat featuring your favorite bros. 5 т Retains Mario's status as champ of kart games, now portable and online 90 WI Mario's chatty, RPG-ish tennis game benefits from simple controls and fun multiplayer 8.0 W This partly broken, gritty, graf-art action game isn't half as cool as it thinks it is 45 WA treat for Mega Man fans but will seem outdated and difficult to anyone else 7.0 E А short, but streamlined, card-based tactical roleplayer that stars Mr. Snake 80 Wi Innovation isn't defined as finally adding a decade-old feature to your baseball game 6.5 Ш Gundam RPG with superbosses and lots of customization but lots of fetch quests 6.0 1а Poor fielding is just one of many errors found on this collegiate diamond 55 WI We agreed this samurai game was beautiful but weren't sure of its RPG aspects 5 E This shooter's multiplayer goes the distance to offset the imperfect single-player 6.5 I A Poké-themed puzzler that inflicts equal parts dull and puzzle 65 E The series makes some strides on the Cube with this passable RPG for Pokémaniacs 7.0 WA rather ho-hum puzzler that does manage to score a few “AHA!” moments 55 E The leaping, wall-running, puzzle-solving Prince returns to fighting form 95 MIA crappy vehicular assault game with a dumb premise and broken control 35 Ii Visually choppy, generic first-person shooter with decent multiplayer 55 т Outdated graphics and gameplay stunt this portable, multiplayer Resident Evil 6.5 т А touchable minigame game that doesn't provide enough fun to be lovable 60 W Sadly, the worst of the beloved classic arcade-fighter series is the one that's online 5.5 т A ittie-too-short-but-quirky RPG with an excellent timing-based battle sys 80 ШЕ Sonic's hoverkart racer isn’t fun or fast enough to catch up to Mario's standard 5.0 IB A step back to the rushing, roller-coaster, side-scrolling Sonic done properly for DS 8.0 Wi If your spider sense is on the fritz, let us warn you to avoid this ho-hum adventure 6.0 Im The same Street Fighter you loved—without enough new features to make it shine 6.0 W Third-person action sequel no one asked for delivers new ways of being average 6.0 WA maze game that blends infuriating ball-rolling and adorable ape themes 65 E A shiny new Mario-style adventure that needs to take the difficulty up a notch 7.5 W An RPG that's too ugly and unbalanced to make the actiony battles worthwhile 5.5 W This dusty, classic RPG ported from the Super NES hasn't aged very gracefully 0 W This flawed and unbalanced racer is partially redeemed by its amazing variety 6.5 WA terrible camera and wonky controls short-circuit this puzzle-solving robot game 5 т A pick-up-and-play golf game that makes excellent use of the DS’ touch screen 8.0 W A hackneyed, hack-n-slash dungeon crawl with a semifun multiplayer mode 6.5 W Fantasy/sci-fi/Wild Wes W WE series finally catches up with the rest of the gaming world and goes online 5 RPG with a solid battle system but surprisingly vanilla plot 8.0. ELECTRONIC GAMING MONTHLY • www.1UP.com • 113 чиј | ALUTE TO GIRL GAMING Get out of my games and into my car Why don’t girls play games? Every magazine and website has done a feature on it, it’s the first interview question with any girl gamer, and it’s the main topic of discussion at the gals-in-gaming conferences. After, of course, mud wrestling and team slow-motion bra-removing. And after all the hard thinking, here are what the experts say are the top reasons that games aren’t appealing to women: 1) It's men’s fault. 2) Some kind of basic behavior pattern, like how girls enjoy shoes or crying or whatever. 3) Ovaries, like those found in women, cause electronic devices to malfunction. 4) Things with buttons are stupid. 5) Mmm...this Yoplait yogurt is new-fireman-calendar good! BS n the last few years, the biggest riddle of the videogame industry has been: Most of these arguments about why girls don't play games are pointless. Any idiot can take a stereotype and smash it into a discussion about gaming. | even manage to do it at the end of this sentence; women love shopping and fruitball crap, so they like Kingdom Hearts. But that's the kind of intellectualism that can be annihilated by two things: reality and the word “duh.” And if there's one thing I’ve learned from the lifetime I've devoted to getting ruined by women, it's that no one understands them. Especially them. The fundamental problem with women playing games is that it's harder for a girl to. become a nerd. Women have an air of social confidence that comes from knowing they control the sex life of every man they ever come into contact with. And they've seen enough men who care more about their EverQuest paladin than their abs to know that videogames weaken the existing social framework. And when that's gone, your gender is moot—your lap becomes just another thing on which to rest your bean dip. LADY GAMES FOR LADIES 1 guarantee you we'll all be killing each other in the desert with bladed boomerangs over a tank of gas before we figure out how to get girls to like games. The more impor- tant issue is: How long before the industry's blatant pandering backfires completely? The following are my picks for the industry's five worst insults to womankind. Go ahead and get excited because no one has tackled gender issues this hard since the guy who wrote He's Just Not That Into You jumped on his boyfriend and giggled with him on into the night until the sun rose on their love. | don't want to get off the subject, but that guy knows less about women than I do, and | once gave a girlfriend a gift certificate for Christmas. | Final Fantasy X-2 (PS2) In this game, you get different powers by | changing your outfit. This was so indul- gent to some dude's idea of what girls want, they might as well have released | a game called Emotional, Shirtless UPS Man Il: He Remembered Your Birthday. Barbie Horse Adventures: Wild Horse Rescue (XB) You get to dress up your pony! Choose the perfect ribbons and saddle blankets while Barbie shouts words of encouragement like, “What a cool-looking horse!” As if | need some plastic slut to tell me how cool my horse looks. Mary-Kate and Ashley Sweet 16: License to Drive (GC) One question in this game asks the player to identify which color is not one of the four colors shown. If this game were called Alcohol and Pregnancy: Remedial Kindergarten, that question would still be disrespectful to its audience. Barbie: The Princess and the Pauper (GBA) In this game you use the power of song and pretty gowns to fight through treacherous woods. And while it may be a realistic representation of a princess’ outdoor-survival skills, it’s not fun. Barbie might as well fill her pockets with bacon and scream like a horny bear. Her Attack button makes $ ב‎ her sing, for God’s sake! She’s going to die! MH EHH `` то make Erika sing, „ press the B Button. Troliz Hair Affair (GBA) When they were children, Mary-Kate and Ashley sort. of looked like troll dolls. Please note the scientific proof pictured here. And now that Mary-Kate and Ashley have grown up all hot and dress like they want someone to buy them a drink, troll dolls did the same thing. Which might be even creepier. жи. EL] 114 > ELECTRONIC GAMING MONTHLY • www.1UP.com ACROSS 1. Resident Evil 4's Ashley 8. Too Human subject matter 10. Metal Gear's Kojima 11. Robotnik, for one 12. Teenage Mutant Ninja Turtles Shredder's boss 15. Gun scenery sight 18. Like MLB’s Derrek Lee 20. Mega Man V train Man 21. Illusion of _ (Super NES) 22. Karate Champ outfit 23. Xbox 360 fighter, for short 24. Successor to MSR 25. Main man of Too Human 30. Like Madden linemen? 31. Like Metal Gear Solid 2 Vamp’s sexual orientation 32. Star Wars: Knights of the Old Republic's synthesized scents 34. MLB SlugFest unlockable cheat team 38. ET's last name? 39. NES flop Chubby _ (Solution on page 119) DOWN Competition for 24 ACROSS? PSP Metal Gear Nine-headed Battle of Olympus foe Munch's Oddworld partner Bad-guy Pokémon Mario Sunshine Blooper’s ammo Console DVD feature Progressive 9. Latest Fight Night round 12. Powder-filled explosive barrel 13. Enemies of 1 ACROSS 14. Glitchy 16. Hot Shots Golf hole-in-one 17. PS2 UFC-inspired fighting championship 19. Where Square’s Bouncers worked? 20. Grand Theft Auto commercial vehicle 26. What a shield does to damage 27. Silly, secret Silent Hill endings 28. Grand Theft Auto: San Andreas homie 29. Member of Red Faction? 31. Super Mario Chomp's forte? 33. Disc drive function 35. Commodore 64 Star Trek subtitle, for short 36. Street Fighter Ken’s home nation . Sega's final hardware, for short еер 9m GRUDGE MATCH Which Night falls? FIGHT NIGHT ROUND 3 FRIGHT NIGHT With Mike Tyson out of the picture, the chances of getting your neck bitten in the boxing ring aren’t nearly as bad as if you were cast in the 5 vampire flick Fright Night. But you can get yer ass whooped in either. Which would you prefer? One-sided Hard-hitting slugfests у child beatings OPPONENTS Other crew-cut guys Gnady vampires in high pants TOKEN GIRL REPRESENTATION Bing babes Married. With Children's | Amanda Bearse SOUNDTRACK A surround-sound system lets you hear that right hook on your left ear Frightening theme song by the J. Geils Band SPECTATORS Dracula's feathered-hair Just a half tick above manslave wrestling fans STAKES Championship title 1 Mostly wooden = WINNER: FIGHT NIG Our Fight or Fright response: The only thing that sucks more than Fright Night vampires is Fright Night itself! Take that Chris Sarandon, wherever you are. TWENTY (REALLY RAD) YEARS OF ZELDA Take a historic stroll with Nintendo's happy little elf СЕ | NOW ITIS THE BEGINNING _ без меча re | OF A FANTASTIC STORY! only does that put Link and crew їп а select group (after 20 years, the series is The original Legend of Zelda first appeared still considered cool), but it also divides | Feb. 21, 1986 on the Famicom Disk System gamers along a sharp line of mortality. שי‎ (the floppy-drive add-on for the Japanese ver- You little squirts who weren't even born | sion of the NES). The U.S. version appeared when the original game came out ain’t got START! a few months later and innovated straight nothing on us old-timers who swapped out of the gate, by necessity: It was the first Triforce tips between classes in high game to feature a built-in lithium battery to NEN School. Still, we can all join together and save game progress, since American car- ₪ agree on one important issue: Twilight tridges couldn't be rewritten like Japan's FDS Њ. e. Princess won't be in our GameCubes diskettes. Incredibly enough, many copies of soon enough. —Jeremy Parish Zelda still have functional batteries, outlasting Nintendo’s estimated life span by a good 15 years. (If only Dreamcast VMU batteries had been so resilient.) Mice < EXTRACURRICULAR ws ا ا‎ ч EXPERIENCES PLAY THAT FUNKY ВЕ Zelda has put in an impressive showing MUSIC, WHITE BOYS | п: оп portable systems, with no fewer than four top-notch handheld adventures to Nintendo certainly had some...uh, interest- date (plus the original Four Swords, which ing ideas about how to sell the original debuted as a bonus feature in the GBA Zelda to American kids who had never remake of A Link to the Past). But not seen anything like it. We can get behind | many people realize that Nintendo was the “Never-ending adventure” tagline; back | responsible for only one of these games, 1994's Link's Awakening in 1986, Zelda really did seem impossibly on the old green-screened Game Boy. The rest have been the handi- huge. But the pencil-necked doofus wan- work of external developers such as Capcom and Flagship, which dering through shadowy corridors calling did a bang-up job of keeping the games lively without straying too out for Zelda? Sorry, dude, if it were that | PUTTING THE ACTION | far from Zelda's basics. easy to find the princess, the quest would | | Their work has certainly been a vast improvement over the first | hardly be "never-ending," ya know? [ > IN ADVENTURE | > set of Zeldas to come from the outside: the infamously horrible CD-i | Still, that's nothing compared to the | | Zelda Il: The Adventure of Link was released | trilogy of Faces of Evil, Wand of Gamelon, and Zelda’s Adventure. A | other Zelda commercial, featuring two | in Japan less than a year later, in January frightful example of contractual obligation in action, the CD-i games | completely unfly white guys rapping about: | of 1987. However, mysterious “chip short- — | | were the fallout of Nintendo's decision to bail on its Play Station | how the дате was, yes, “really rad.” | ages” prevented the game from reaching | deal with Sony and support the CD-i platform instead. | Shockingly, the ad campaign was a com- the U.S. until late 1988. While many people | It's difficult to truly understand how terrible these games really | plete failure, and the game sold quite well | feel the second game was too dramatic a | | are without seeing the clunky gameplay and spastic cinematic ani- | despite Nintendo’s best efforts to make it | deviation from the original’s RPG-like feel | mations. Try to imagine that Link had a face-first run-in with a bag | look utterly uncool. Don’t take our word | (it emphasized side-scrolling combat and of ugly before being tasered into an epileptic state. Then visualize for it, though—check out the commercials | brisk action), many of the game's concepts. | | how his twitching would look when drawn in crayon by a һурегас- for yourself at our new sister website, | | influenced the later 3D sequels like Ocarina | tive 3-year-old. Holding the crayon in his mouth. Got it? OK, now, gamevideos.com. Word...to your mother. | | of Time (N64). | the CD-i games look kind of like that, except much worse. | 116 > ELECTRONIC GAMING MONTHLY “ www.1UP.com LINK TO THE SOMETHING SOMETHING mend Rd ‘a 1 are there just a bunch lent.” Yet whether or n single game, we're p d in the original, up; likewise, Link's Awakening (GB) depicted the fur- Need an even bigger fix of Zelda nostalgia? Check out zelda20th.1UP.com for all the reminiscing you can handle on | an empty stomach. | | CREDIT WHERE CREDIT'S DUE Psst! Hey, Nintendo fanboy! Yeah, you over there ii mushroom T-shirt. You've gotta stop telling your frit legendary designer Shigeru Miyamoto (top ri guiding vision for the Zelda games, because these days, at least. The franchise's future is in 1 on Twilight Princess and has directed ev 5 Мајога 5 Mask. Miyamoto serves as producer, whit less hands-on. Still, Mario's maker is the man behind the origi ol We're told that Miyamoto’s inspiration fo the game's vast over- world and labyrinthine dungeons was a real-life experience: As a child, he stumbled across a series of caves in the Japanese countryside and spent a summer slowly exploring them. Zelda's gameplay, though totally unique for its time, was in some ways like а mc ophisticated version of Atari’s Tros. who made his debut in Majora's Mask. ri OLD SCHOOL 10 years ago їп EGM During our interview with VF3 (Arcade) headman Yu Suzuki, ting questions such as, “The graphics are approaching movie quality, aren’t they?” and the favorite, “Will there be a change in the operating system, like, more buttons?” Game of the N Resident Evil (PS1) The first game in this celebrated franchise went home with a Gold Award that month. One of our reviewers called RE “an interest- ing graphic adventure loaded with puzzles.” Thank goodness someone came up with calling the genre “survival-horror,” because “graphic adventure” just sounds stupid. As the staff reflected on 82 issues, they couldn’t give a reason for why the folks before them put Fabio on EGM's third-ever cover. And time hasn't helped solve the mystery, either—as Issue #203 goes to bed, we're still scratching our heads about this utterly dis- turbing cover choice. What? A female Indiana Jones? We used the word "shocking" to describe the original Tomb Raider's (PS1) visuals, and judging by the screens in our preview, two things shocked us (hint: they were not her guns). СЁ ELECTRONIC GAMING MONTHLY • www.1UP.com • 117 WORD Metal Gear Solid 3: Controversy Never Dies ere at EGM, we don’t fight over girls or sports teams or cars. We fight over videogames. With our recent reviews of Metal Gear Solid 3: Subsistence (last issue’s Game of the Month), the fierce intraoffice arguing flared up again. In one comer, you have insane MGS3 fans Shane Bettenhausen (previews editor) and Bryan Intihar (news editor). In the other comer, you have a more reasonable and levelheaded crew (guess which side wrote this intro?) in Dan “Shoe” Hsu (editor-in-chief) and Mark MacDonald (executive editor), who appreciate Subsistence but don't think it's all that, much less Game of the Month material. Here are excerpts from a recent lunchtime conversation, which you can catch on an upcoming episode of The 1UP Show (the1UPshow.1UP.com). All right, so nobody is disputing that ‘Subsistence overall is a really awesome package—a better yersiof of the original. But online. .here’s ту biggest problem: Why is shooting not on a trigger or shoulder button like in every single other game? You have to take your thumb off of aiming to shoot. It shoots like the single-player game. You think the control is better with the shooting on the Square button instead of a shoulder button? And shooting seems to be either a no-skill automatic thing, or you have to aim every single shot. I'm not saying it's better, but 'm saying it works. And I'm so used to playing Metal Gear, it wasn't confusing to me at all. Is the online perfect? No. Would | give the online game itself a 10? No. But it’s fun, we had a good time, and | would play it again... This reminds me of when MGS3 first came out. All three of us were on the review, and I was the sole guy who said the camera was screwed up—that the camera Would be better being this other way. And your answer 10 that: “Oh, it wouldn't be Metal Gear then.” 1 don't remember that. 118 * ELECTRONIC ~ also spent five times as many How many times did you come in first in deathmatch? е: A lot. | routinely came in first. So did Bryan and here's how: by run- ning around, using the autoaim with the little submachine gun. He never stopped moving; he just ran around using the autoaim, like "buddabuddabudda!" He never aimed а single shot.... Yeah, | did! Head shots! | got head shots. By accident. : You're ОК with just running around and holding down the Square button and shooting somebody? No, | would go to first- person mode— did it up top from the rooftops, shooting” people in.first-Bérson mode andigetting head shots. And | hours practicing, getting used to that. Of course you guys aren't going to be as good at it. It's not that. Once I'd figured out the little autoshoot thing, | was right neck and neck with you. So, however, many hours or whatever that you played, | was neck айй neck with you just running around holding down the Square button. 1 played that same way... When | finally figured out, “Oh, so that’s how this Works: You just autg;aim.” Р“ going into first-person and actually trying to use skill; РИ just fin’ sit here and shoot s***. 1 tried playing it all dif- ferent ways. | used the clay- more mines; | was a sniper at one point. But affer awhile, 1 was getting first place just running around shooting... You guysimake it sound like it's this dumb game. It's not. Опсе, we were playing a sneaking mission, and | set up this huge trap for Bryan. | set up all these mines; | Was waiting there in first-person mode to shoot him, and it completely worked. That's the “awesome moment” you guys talk about in Splinter Cell. That same thing happens here. There's strategy. How could you possibly like MGS online 50 much but not want to touch Splinter Cell Pandora Tomorrow or Chaos Theory or Halo 2? All of those other games are better in all aspects than multiplayer Metal Gear. My problem.is that lm not really 0066 at Halo 2.1 also pefer the Metal Gear universe. I'm not saying | don't like [the other games]. I'm saying that Mike what Metal Gear offers as well. Honestly, it’s more accessible— Oh, no. ל‎ it's more accessible. Not as much as, like, Halo. Oh, no, no, no, definitely not. First-person shooters are more pick-up-and-play. I had less trouble play- ing Splinter Cell [online than Subsistence]. No, not me. It's easier to control than Metal Gear. In MGS3, you have to hold down three buttons to get precise first-person, down-the-bar- ге! shooting. Or you can run around in third person and aim toward another character's general direc- tion. When you hit someone, they can't react and tum around fast enough. That's another thing. When you're running and you start getting shot in the back, you don’t have time to tum around or dive away—you're going to get killed. It's the same ina first-person shooter! If you're shot from behind, you're screwed. @ — You need to dive ^ In Най, уой tould throw a grenade, or in `$рїїї@ Cell, you have a good chance of getting away. In Metal Gear, it wasn't worth it to tum and fight or do anything; you just kept running and tried to get around the comer. You know, | think we don’t love Metal Gear online as much as you think we do. And you guys don't really hat@it as much as you're acting like you do. You're acting like it’s 5“““, andit's not. I don't like it. 1 think you guys don't play these kinds of games so much, só)you get something and you're like, “Oh, this something is really cool.” | see it more like, “God, this game looks this good, and it has potentiala” 1 had fun! | had fun! And you can't con- vince me that | didt have fun.... Shoe, you just played a day. That would be like me playing Pandora Tomorrow for two hours and sayingit was стар... 1 could tell Pandora Tomorrow was awe- some within théffirst hour. 2: Its not like Bryan and | аге trumpeting this as the best online game of the year.... And we're not saying this is more revolu- tionary than Splinter Cell's multiplayer, but it is more accessible. Didn't you think it was clunky, though? The controls are very precise. It's very complex; there are a lot of buttons... It's not complex; it's just unnecessarily clunky. СО play Halo 2or Splinter Cell... Ко comparable. It's more complex and not as fast, but you're in complete control. You guys тїаке it sound like the gameplay is just Shocking... Metal Gear online is gravy to the greatest PS2 game of all time. Мат So if you had mediocre gravy put on а delicious steak, would you be happy? бе: We can get into an entirely different dis- cussion about the offline core game... Hane: | don't really wanna talk about Metal Gear with you anymore. | don't wanna talk about Metal Gear ever again. You people... Mark: [Laughs] sh ISSUE #204 ON SALE MAY 16 NEXT MONTH: JUNE REVOLUTI REVELATION h, Nintendo, you big tease. You gave the world a glimpse of the most intriguing game system ever—the remote-control-powered Revolution—last year, and then you shut up about it. Well, we're not having it. EGM, in our single-minded pursuit of all things next-gen, has at long last infiltrated Nintendo’s distant fortress of secrecy to get an up-close, all-access, world-exclusive visit with the company's next home console, the Revolution. We interview Nintendo’s top dogs about their plans for taking back your living room with the system’s simple online connectivity, lineup of revolutionary games, and back catalog of downloadable classics. More importantly, we're getting an exclusive hands-on play session with the system—and you have a front-row seat. You won't find this info іп any other magazine. Nintendo's ready to talk—but only to EGM. If that isn't enough to make you cry, then we'll see what the creative minds of Steven "Sad Stories About WWII” Spielberg, Will “Sad Stories About Amoebas" Wright, and David “Sad Stories About Threesomes” Jaffe will bring to videogames to make you wanna weep. And wait until you read the touching tale of a 10-year-old kid who made—and sold—his own videogame. We're also gathering intel for a massive preview of every last one of the upcom- ing games that are gonna get you hot and bothered and broke this year. From Gears of War to Final Fantasy XII, these games will make you and your pocket- E Hitman: Blood: Money (Р52/ХВ) |. W book cry for mother. So grab your hanky and your favorite blanky—next month is ₪ New Super Mario Bros. (DS) EN 4 going to be a tearjerker! E Okami (PS2) 2 М E Battlefield 2: Modern Combat (XB360) ADVERTISER INDEX I Monster Hunter Freedom (В. ₪ (All planned editorial content is subject to change.) ANSWERS TO MORE HUMAN THAN 2k Games ЈАМОАТ Mobile Inc. TOO HU ₪ AN wwwjamdatmobile.com. ............... 122 оп раде 115 Microsoft эттилїюгөзөй.сот................. 18-19 61,71 Midway Games, Inc. www.midwaycom ........ EET .S1 wuwwubisofteom.......... 25, 33, 47, 59, 99 Namco Hometek University of Advancing Technology wwnwunilever.com . . www.namco.com wwwuat.edu . 107 Collins College Office for National Drug Control Policy www.collinscollege.edu +105 www.whatsyourantidrug.com ............ 63 Eidos Interactive, Inc SONY COMPUTER ENTERTAINMENT www.eldos.com . . 8-9,26-27 = wwwscea.com.... Full Sail Real World Education Sony Online Entertainment wwwfullsail.com ..103 — www.sonyonline.com................ 3,37 Gameloft Sony Pictures Entertainment www.gameloft.com . www.sonypicturesentertainment.com . . . . . 15 iBuyPower Square Enix U.S.A., Inc. www.ibuypower.com www.square-enix-usa.com2-5, 39, 41, 43, 44-45 ELECTRONIC GAMING (este service Nip susce mma com (о order; Phone US, and Canada (850) processing): Farc US. nunt as a subscription sspe а combined or expanded issue may count as Y (SSN 41058-9189 is published monthly by 20 Davis Media Inc., 28 East 201 Street, New York, NY 10016. 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Electronic Gaming Monthly ‘our logo, contact ZiM Davis Media's Rights and Permissions Manage, Printed in the U ELECTRONIC GAMING MONTHLY * www.1UP.com • 119 Чоо TOLD мє WE WERE JUST COMING OUT HERE To MAKE TOMBSTONE RUBBINGS! You KNow, | HEARD ABOUT THiS MASS GRAVE OF АТАЙ! 2600 CARTRIDGES THAT'S SUPPOSED ТО ВЕ OUT IN THE DESERT, SOMEWHERE ANAY ARE THERE GRAVES FoR "| AND "FROGGER" HERE? HE ONLY WEREN'T THEY BOTH RE-RELEASED, JUST RECENTLY ? ЗОО ВЕ DON'T BE ©! ponte ёр RE DEAD! DARN IT ALL, THOUGH, | MUSTVE RUBBED TOO HARD, CAUSING THiS CORPSE TO PoP OUT! WELL, WASTE NOT, Чоо UNDERSTAND, DON'T чо THAT eee АЙЕ NOT JUST DEAD GAMES? RE NOT MERELY THESE (RATING HUSKS OF бот AND METAL, RUST- ANS. AWAR IN THE LOAM! No, No, WE DON'T TAMPER WITH DELIBERATE ACTS OF GOD. HMM... THE CASE ON WIS ONE'S ^ DEAD LOSS, BUT THE INNARDS: ARE PASSABLE. ILLS, Way THEY CoULD BE RERELEASED \Е Some BoD D DUG EM ОР AND BROUGHT “EM BACK TO... 120 > ELECTRONIC GAMING MONTHLY • www.1UP.com HSU AND CHAN'S OFFICIAL WEBSITE — WWW.APE-LAW.COM/EVILMONKEY GREETINGS, VIDEO GAMERS! LOOK FOR FULL-LENGTH HSU & CHAN COMICS AT YOUR LOCAL COMIC.SHOP! (OR ORDER ONLINE АТ WWW.SLAVELABOR.COM.) You REMEMBER WHEN | CAUGHT YoU SETTING UP THAT TELESCOPE OUTSIDE “WE UNIVERSITY OF очо GIRLS’ DORM? THERE'S A NALUABLE RESOURCE HERE, ARNIE.. THIS 16 TWICE ¥ Ese ARE IDEAS! _ SEEDS OF SUCESSFUL FRANCHISES! eg accel “HAT SHALL Gf PGT AND PROFT- ABLE OAKS! THATS THE SCENT SE INSPIRARON, чоо ISTINE f THEN Do THEY SMELL LIKE WEEK Ор ל‎ үөр WITH THE TUPPERWARE, ARNIE. AND WE WOULD BE REMISS IN OUR DUTIES TOME GREATER GOOD TO ALL MANKIND ЗЕ WE DID МОТ MAKE FOLL USE OF IT! NOW, KEEP AN ЧЕ OUT FOR THE COPS, WOULD ЧА? ° "WT BEST GAMING SHOW. PERIOD. x aNothing comes close JEDE get 4 СИНЧЕ | wish it was released dail ор КА Ж А К BEST GAMING PODCAST. à ПЏР:5 Video podcast is the best by far of those availableithrough iTunes; ei З М? \ һе... 1UP's WEEKLy dim 5но т A : ie GAMING WORLD By STORM è ' E WHAT ALL THE Fuss IS ABOUT - WATCH ТНЕ ТОР S HTTP://THE 1 UPSHOW 10o DAY W IS TAKING © 2006 Electronic Arts Inc. Electronic Arts, EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. © 2006 JAMDAT Mobile Inc. All Rights Reserved. Маче הזוע‎ оче Бу