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LES CLAYPOOL MUSHROOMMEN.COM

Tr 2 Until now, you've had it easy. In other games, you were the best. But in; Online fraternity of SOCOM warriors, you'll learn there's a force even more powerful than you there & TEAM. And to wage war as a team of SEALs is to know the spirit of SOCOM Confrontation: Alone | am Lethal. As a team | Dominate. Start the confrontation at SOCOM.com. à |

меди Sal navy ти SOCOM: U.S. Navy SEALs Confrontation ©2008 Sony Computer Entertainment America Inc. The Trident Design is a trademark of the Department of the Navy and is used by permission. The U.S, Navy

provided technical support, but does not officially endorse this product. “PlayStation,” "PLAYSTATION," and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The PLAYSTATION Network Logo is a service mark of Sony Computer Entertainment inc.

Strong Language Violence

Dell recommends Windows Vista® Ultimate. ay

Windows Vista

Ultimate

OWN 1 - PWN ALL

Introducing the XPS" 730 H2C. rhese are the facts. With an Industry-Standard ATX chassis, the XPS 730 H2C boasts optional Quad Graphics Cards; giving you four times the graphics horsepower. It also comes with a factory over-clocked'" processor that provides top notch performance and Windows Vista Ultimate, which harnesses the power and 3-D graphics of high-performance games. And with that kind of power inside, including the exclusive Dell H2C 2-Stage Liquid Cooling System was a must. There's really not much else

to say. Except, you're welcome. Yours is here.

Dell" XPS" 730 H2C Starting at

$3999

Monitor not included.

Shown with 24" monitor, add for $670. Windows Vista* Ultimate includes the premium gaming graphics capabilities of DirectX 10

to provide the ultimate in true game play.

DELL GAMING DESKTOP SYSTEMS STARTING AT $1099. GET YOURS AT WWW.DELL.COM /ЕСМ730 | 1-800-405-4261

"PRICING/AVAILABILITY: Offers subject lo change, not combinable with all other offers. Taxes, shipping, handling and other fees apply. U.S. Dell Home and Home Office new pura full functionality of your system at factory overclocked settings. Overclocking beyond factory settings may cause system instability and reduce the operating life of your system со Corporation in the U.S. and other countries. Newspaper Advertisement Supplement.

serves the right to 6 nol provide tech

Monitor, not included. Add 24" monitor for $670.

ОТВ, ЕВ

YOURS IS НЕВЕ

arising from pricing or other errors. MEMORY AND GRAPHICS: Significant system memory may be used to support graphics, depending on system memory size and other factors. FACTORY OVERCLOCKED: Dell warrants the for any hardware or software issues arising {rom any third party application, such as NVIDIA nTune 5.0, used to enable overclocking. TRADEMARK AND COPYRIGHT NOTICES: inte! and intel Core are trademarks of the Intel

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: © One Moy гало + n 85.552]

SOLID (256865) © Ace ot Spades

\/ GP > д - ФО Livin’ Опо Prayer 500 available tracks by year's end— Super-durable, wireless peripherals Over 80 brand new songs from rock's New features—Global Online** World the largest library of any game, ever.* including available full-size Fender" guitar. biggest artists, plus rock out to all your Tour, daily and weekly Battle of the Bands, and bass, and deluxe lon™ drum set. previously downloaded tracks. Custom Set Lists, Drum Trainer, and more!

Suggestive Themes ROCK BAND INSTRUMENTS COMPATIBLE WITH ROCK BAND 2 КА See the complete track list on LL A ROCKBAND2.COM HARMONIX cames

*Original Rock Band disc tracks upgrade requires online connection and key purchase. **Internet connection required. See pack back for details.

© 2008 Harmonix Music Systems, Inc. All Rights Reserved. Harmonix, Rock Band 2 and all related titles and logos are trademarks of Harmonix Music Systems, Inc., an MTV Networks company. Rock Band 2 developed by Harmonix Music Systems, Inc. MTV: Music Television, MTV Games and all related titles and logos are trademarks of MTV Networks, a division of Viacom International Inc. EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the US and/or other countries. Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. FENDER™, STRATOCASTER™, and the distinctive headstock and body design of this guitar are the trademarks of Fender Musical Instruments Corporation and used herein under license. on and lon Drum Rocker are registered trademarks of lon Audio LLC. The ratings icon is a registered trademark of the Entertainment Software Association. АП other trademarks are the property of their respective owners.

ASSEMBLAGE OF MUSIC S IN A GAME TO DATE.” |

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MATURE 17+

Blood and Gore Intense Violence

| COUNTLESS TALES cup m |! 4 НАУЕ BEEN ТОТО E ДЕ here P. s 5 PANDORA'S BOX.

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MUST SAVE CIVILIZATION FROM BECOMING A MYTH.

EVERY LEGEND

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Issue 233 е October 2008

CONTENTS

ZIFF DAVIS MEDIA

О |

M

32 Square Enix Report 36 Online Scene __ E 38 The Big 0188 7

Р?

45 Going Mobile

Cover Story:

RROR’ EDGE

EA has us jumping for joy in developer DICE's innovative building-hħopping first-person action дате

ELECTRONIC GAMING MONTHLY ZIFF DAVIS MEDIA GAME GROUP

14% ELECTRONI

GM.1UP.CON

BODY WASH MOISTURIZER

(СОМТ. ) ОО REVIEWS "| CO 78 Reviews Intro c jx 80 Mario Super Sluggers Ж 81 МНЕ 09 O © 82 Star Wars: Ф The Force Unleashed е 84 Tiger Woods PGA со Тоиг 09 СЭ N 84 FaceBreaker Ф T 86 Disgaea 3: д | You're probably thinking, © Absence of Justice *Man, l've never seen a videogame = magazine cover like this one"—or, at 86 Tales of Vesperia қ least, you should be. Yes, there have

been many great gaming-magazine

88 Too Human 4 covers over the last 20 years, but I’m 1 6: especially proud of this one because, 90 Viva Pifiata: like with many of our recent covers,

Trouble in Paradise we worked closely with the game's ) developer to make sure it represents 92 Guilty Gear 2: Overture something special. And if you like

what's on the front, then you'll want 92 Spore: Creatures to race to the story itself, because we go in-depth on what's shaping up to 93 Dragon Quest IV: be one of the most original games of Chapters of the Chosen the year. Instead of just cranking out another Battlefield game, Swedish developer DICE decided to take a chance with the first-person genre, GAME OVER ultimately resulting in the parkour- 98 Seanbaby’s meets-first-person-action hybrid you'll Rest of the Crap find in this issue. What’s parkour, you ask? If you’ve seen Casino Royale, 100 Retro you probably remember that on-foot

94 Download Wrap-up

chase scene where they run and jump 102 Blu-ray Bungalow all over the place. That’s pretty much

it. A movement that started in France, 104 Next Month parkour is the art of moving with and

around any obstacle in your way, and 106 Top 10 ® its practitioners can do some amazing

things. When you finally get your EGM EXTRAS ON hands on Mirror's Edge, I'm sure you'll ^ CON agree that the sense of movement Want more? Hit up EGM.1UP is phenomenal—not only for how om for bonus content. Also: it translates into an exciting game Check out our podcasts at experience, but also what it signifies 1UP.com and message for the genre. If DICE can do parkour 2 m with a first-person engine, imagine all of the other game concepts that could be applied to that perspective. It's something worth thinking about. —James "Milkman" Mielke, Editor-in-Chief

2 СОМТЕМТЪ

boards а! boa

ZIFF DAVIS MEDIA GAME GROUP

TAUR

NETWORK

All content copyright © 2008 Ziff Davis Media Inc. Reproduction, miss

by any теа without written permission trom Ziff Davis Media Inc. is strictly prohibited. All rights reserved.

16 * ELECTRONIC GAMING MONTHLY е EGM.1UI

KC HOPE RUNS DEEP

wwwegearsofwarecom

0) СС Ш - - " „=

Journey, janitors, and the heavy metal umla

1UP Family This month we meet 1UP user Erin Ali (Misato Anami)

How long have you been a member of 1UP?

I actually have been a member of 1UP since before the beta, and before 1UP had member pages and blogs. It was a time when the page was a turquoise background with the old-school yellow/black ТОР logo. | started blogging on Ше beta site in June 2004, making this a little over four years for me.

What games are you currently playing?

| just finished Mass Effect. I'm currently playing Metal Gear Solid 4, Portal, and Geometry Wars: Retro Evolved 2 (love King and Pacifism!). I’m looking to start Lost Odyssey soon.

How many propos- als have you received?

No proposals, really, but | do get asked if I’m 12 and a boy when I play Halo 3. | just accept it and go with it.

Trivial Issue

This month’s

EGM question:

What city helped

inspire the scale of Mirror’s Edge’s city? E-mail the answer to EGM@1UP.com (subject head: Trivia: EGM #233) for a chance to win something potentially awesome.

For writing this month's LOTM, Vince gets a copy of Ultimate Ghosts "n Goblins...or something else from our dusty old collection.

18 * ELECTRONIC GAMING MONTHLY EGM. 1UP.COM

a

i

Falling on hard times

| agree that people are complaining too much about the difficulty of games these days. In some ways, | sympathize. | have spent hours of my time going through the same level or boss fight because it's complex or just difficult. However, this doesn't mean | agree with them. Sure, | agree that games are meant to be fun, but they should be challenging, too. If anything, games have gotten easier over the years. As my parents are quick to point out, the original Donkey Kong had no save spots and no checkpoints. They had to take their little Mario uphill both ways barefoot through the snow while dodging barrels that could kill them. They would always get to the last level before losing their last life and going back to level one.

Don't be so quick to get angry just because you keep losing to Darth Charlie or whomever the antagonist is. At least you aren't going back to level one.

Vince Winkler

Yeah, good point there—hang on a second. Your parents? Oh, crap, we're old.

Doing science Your "The Story of Story" article [ЕСМ #231] was good except for one critical omission: Portal. Telling a good story is an art form, and it's not easy. It involves knowing how to pace and structure a plot around a three-act framework of introduction, growth, and conclusion. No other game comes close to achieving what Portal has done in properly implementing the concept. It's done so well that even the gameplay follows the same pacing. (Act 2 starts after the player gains full control over the portal gun, and Act 3 begins with the escape from the testing area.) Also, Portal is the best example of a game fully embracing the interactive medium of videogames

"WT А. А" д".

M No save spots here..and we /iked it!

to tell its story. It does not borrow from other media by having the player watch a cut-scene or read a diary. Rather, its plot is one that's experienced. So that's why | consider Portal the closest game we have to achieving "art" status. Not including it in an article about the evolution of how games tell stories is some sort of crime against journalism.

David Funtsch

Considering the acquisition of the fully functional portal gun as the start of a second act is... well, it's a bit of a stretch, David. But your point about the artistry of Portal's storytelling is well taken.

Get used to it, guys This is a reply to the crybaby 12- year-olds whining that they're disrespected by older gamers online (ЕСМ #230, Letters, "Aren't they precious?"). For one, don't think I’m the kind of 30-year-old guy these kids are complaining about. | am an 11-year-old female gamer.

| haven't ever really been into the games these guys are (for me, it's less Call of Duty and Halo and more Animal Crossing and MySims), but they are just being childish seeing as they are, well, children. Some adults are just like that— cupcakes. I'm terribly sorry that you feel that way, but in reality, you are screaming boneheads to them, and | highly doubt you have real skill. If you want to avoid people like this, get off of Xbox Live, or better yet, go play the SNES so you won't feel insulted.

Shelby Wazowsiki

Wow, girls really do mature faster than boys, don't they?

Two great tastes that taste great together

| spend a lot of my time playing first-person shooters and real-time strategy games. Why has no one thought to combine the two? What

| have in mind is something like

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frém not just changing your fife but changing the lives of others. y * | | “Sa | Find out more at | | NS E | 3 Ха | = : и. AM \ | | 294 КА | 0.5.АВМУ |=- > Үү Staff камени сте A | m ARMY STRONG. i 2907. Paid for Ву the Unite d Sla ates Ari ONG АН rights Теге. А <a N

B Journey Escape: Watch out for those love- crazed groupies and shifty-eyed promoters!

Savage 2 (PC) but less medieval. For example, think of a game like Company of Heroes (PC) but with the ability to take control of the units and use them like in an FPS. There's an opportunity for an awesome multiplayer game there. Can you imagine how insane tournaments would be? What if a high-ranked Counter-Strike clan hooked up

with some of those crazy Korean StarCrafters?

I'm very surprised that no one has actually tried to make a game like that yet. What do you guys think? Would you play a game like that?

George Stewart

Boy, are you in luck. Evolved Games is working on Raven Squad: Operation Hidden Dagger, which sounds exactly like what you're looking for. And unlike Savage, which requires you to pick one or the other, Raven Squad will require you to master both the FPS and the RTS elements. It comes out this fall for Xbox 360 and PC.

Don't stop believin’ In ЕСМ #231, for Letter of the Month you gave out Marky Mark: Make My Video. | used to play that and Power Factory Featuring С+С Music Factory, and that brought back memories. | think that was the first music game | ever played. Were there any other music games before that? I’ve been playing games since the early NES days, and | do not recall ever playing a music game other than the Make My Video games. And after that, | do not recall any other music titles until the Р51 came out.

Bobby Davis

Well, that depends on how you define music games. Since you're citing Make My Video, we're guessing your definition is pretty

20 * ELECTRONIC GAMING MONTHLY EGM.1UP.COM

broad. In that case, you're forgetting about the unforgettable Journey Escape on the Atari 2600.

The Famicom (the Japanese version of our NES) also featured Otocky, a platformer that played notes every time the player fired a weapon. (Think Rez, only 1987.) But that one never made it out here.

Lighten üp After seeing Brütal Legend featured on your cover, | feel it necessary to request that you notify developer Sierra that it is a stüpid name. If they really think that throwing an umlaut in the title lends any credibility to the game or makes it cooler somehow, they need to put away their Motley Crüe albums and join the rest of the world in the 21st century. Even if it turns out to be the greatest game ever made, | am unable to bring myself to spend my hard-earned dollars on a product put out by people who obviously hold my intelligence in such low regard.

—Scott Crawford

You are joking, right? It’s a joke? Please tell us it’s a joke.

Hail to the king, baby Who doesn’t love a great horror game? We all fell in love with Resident Evil the moment it hit the PS1 (even if the later ones are not so good), and others like Silent Hill prove games can be scary by using creative sound as well as visuals. So who is the master of scare? Stephen King, of course!

Anybody who has read his Dark Tower series can imagine how great of a game it could translate to. If done well it could also be very profitable for those companies who love to make sequels. Of course, doing it well would be the trick.

--Напау Griffiths

Well, the real trick might be getting King involved at all. Yes, he allowed a PC adaptation of The Mist, but that was back in the ’80s. And sure, he devoted an entire Entertainment Weekly column to defending games from overreaching legislation.

The trouble is that he begins the column with, “I’m no fan of video- games; pretty much gave them up in the late '70s or early ’80s.”

Doesn't sound like he's keen on licensing his stuff for new games.

Sour apples

EGM #232 has an article regarding the iPhone's handheld-gaming capabilities. While the iPhone is certainly a great piece of technology, a

handheld wonder it isn't. First, iPhones have a notoriously short battery life. This seems like a major problem for something that's meant to be used on the go. In addition, the iPhone isn't primarily used as a gaming device. If that's what a consumer wanted, they would have bought a PSP or a DS. A PSP can play movies, but that's just a little extra.

In my opinion, Apple just wants a bigger slice of the handheld pie. Do you really think the iPhone can compete with the big-name handhelds already out there?

Jake LaFollette

In a word: maybe. It all depends on the software and how serious game developers are willing to get. We're certainly intrigued by the possibilities of the tilt functionality.

But don't discount the iPhone over just battery life. With all of the wireless stuff turned off, it should last about as long as a DS on full brightness or a PSP with Wi-Fi turned off and brightness turned down: around seven hours.

Seriously? In Eric Neigher's review of Spectral Force 3 in ЕСМ #231, he says, “Another unexpected ‘strength’ is SF3's unique approach to voice-talent casting; the developers obviously employed some sort of wide-open casting call for the janitorial staff. Kudos to Idea Factory for giving these needy souls a chance to display their acting skills on the national stage."

This is not the kind of nonsense I want to read in EGM. You may write for a magazine, but that doesn't give you the right to talk down to people. You imply janitors lack any skills besides sweeping and cleaning up vomit. People need to feed their families and thus must do less-than- favorable jobs, but you probably don’t know anything about that.

—dosh

Funny thing about janitors: They’re not usually known for their voice acting skills. ќа.

ытаст кшм

EGM@1UP.com

EGM Letters 101 2nd Street, 8th Floor San Francisco, CA 94105

Web: www.zdmcirc.com Phone: (800) 779-1174

DWIGHT HOWARD ©2008 AMERICA'S MILK PROCESSORS

Bounce back.

Need a strong rebound? Slam some milk. It'S a great choice after exercise, with protein to help build muscle and a unique mix of nutrients to refuel. So train hard and drink lowfat or fat free milk. It's got game.

body: milk.

wwwibodybymilk.com

‘got milk?

RISE ABOVE.

ЕМЕВУОМЕ

Mild Violence

ESRB CONTENT RATING _ www,

Вез! Васто Сате Best Xbox 360 Racing Game Best Driving Game

PC

eve AVAILABLE 9.23.08 РУВЕМШЕОбАМЕ. СОМ

BLACKROCK

© Disney. "PlayStation", "PLAYSTATION" and "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc, Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. Release dates are subject to change.

Ў

, deadly tools, apple games, and other stuff

News

Check out

IEWS for up-to- tfe minute video- game news.

XPRESS START

32 Square Enix Report

=" Pil

42 Warhammer smash

THE HALLS OF THE LOS ANGELES CONVENTION CENTER—site of the annual Electronic Entertainment Expo game-biz trade show—echoed strangely this July. In place of the pounding music, bright lights, and wall-to-wall people of past shows was...nothing. Tumbleweeds would not have seemed out of place.

This was the new E3 Business & Media Summit, the show’s sec- ond major format change since the 2006 death of the original Electronic Entertainment Expo. And it’s a change that’s, by all accounts, almost entirely for the worse.

Glory days

ЕЗ was born in 1995. Originally intended to give the budding

game industry a more focused exhibition venue outside the mega- lithic Consumer Electronics Show, it quickly blossomed into the gaming event of the year. Investors, retailers, and media descended on L.A. (or,

Gaming’s greatest expo has become its lamest. How this E3

went wrong and whether it'll ever come back By Joe Rybicki

in '97 and '98, Atlanta) to research, plan, and network. These few days would set the course for a year's worth of investments, purchasing decisions, and media coverage.

Even better, by the turn of the 21st century, ЕЗ was serving as ап ambassador to the outside world; the show brought the industry into the public eye on a yearly basis.

In response, exhibitors became locked in a show-floor arms race, trying to outdo each other with fancier booths and after-hours par- ties. At the same time, organizers began to let in more noncredentialed attendees. By 2006, with attendance checking in at a staggering 60,000, the show had become both absurdly expensive for exhibitors and frus- tratingly unwieldy for legitimate attendees. Making matters worse, more game publishers had begun holding private “рге-ЕЗ” events, which began to sap the show of its relevance. E3 had become a victim of its own success.

Dead show walking As a result, the organizers at the Entertainment Software Association drastically renovated the show for 2007. Rechristening it the ЕЗ Business & Media Summit, the ESA slashed attendance to 5,000 invitees and relo- cated the event to a string of hotels

in Santa Monica, CA. Sadly, the less- ened spectacle and constant shuttling between far-flung destinations wasn't a hit with attendees.

And so, for 2008, the show returned to the L.A. Convention Center while keeping the low profile and limited attendance from the previous year. The response was less than favorable. "| hate E3 like this," said Electronic Arts CEO John Riccitiello to the San Francisco Chronicle. "Either we need to go back to the old E3, or we'll have to have our own private events."

Riccitiello isn't alone. In an inter- view with U.K. gaming trade site MOV, Sega of America President Simon Jeffery said the show "had all the atmosphere of a large hospital

ECTRONIC GAMING MONTHLY * EGM.1UP.COM е 25

corridor." In a postshow blog, EA Sports President Peter Moore called it “soulless” and noted “a palpable sense of frustration at the structure and logistics from all participants.” And in a report entitled “ЕЗ 2008 Review: The Bad, The Great, and The Boring!" Wedbush Morgan Securities Analysts Michael Pachter and Edward Woo likened the show to "a college library during summer" and “а school cafeteria." Perhaps the most colorful description came from Laurent Detoc, president of Ubisoft North America, in an interview with the San Francisco Chronicle. *The world used to come to. ЕЗ,” he said. “Now it's like a pipe-fit- ters show in the basement."

Clearly, the show is in need of a drastic change.

E3 is dead. Long live ES

We spoke to a number of industry insiders about the future of E3 and found one near-unanimous sentiment: If it’s to survive and stay relevant, E3 needs to move back toward the spec- tacle of its glory days. “The greater the spectacle, the greater the [main- stream] media attention,” Wedbush’s Pachter tells us. “It’s as simple as that.” Sega’s Jeffery expressed a similar notion when chatting with MCV. “We'd like to see something that represents the fun, dynamic nature

of the industry a little better,” he said, “without going back to the insanity that was ЕЗ of old."

Hal Halpin, president of the Entertainment Consumers Association, a consumer-rights advo- cacy group, has some ideas for how to do that. “This is a pivotal year for ЕЗ,” he tells us. "There are a lot of things with the event that need fixing." For specifics, he points us to a guest editorial he wrote for industry website GameDaily, in which he recommended returning to the format of the shows of 2006 and before, only with some key refinements. "Reduce the number of folks down to [25,000 to 30,000]," he wrote, "and then apply the Tokyo Game Show model—let consumers come in during the last few days." EA's Moore also feels that the public deserves a spot at the show. "Let's invite the community," he wrote on his blog. "With the right planning, involv- ing our biggest fans in E3 would bring back some of the raw passion the event has lost."

Others have expressed less positive views about the show's future, theoriz- ing instead that E3 would give way to individual events hosted by publish- ers. But Wedbush's Pachter suggests

26 * ELECTRONIC GAMING MONTHLY EGM.1UP.

+ SHOWS OF FORCE:

Five other gaming expos that outshine E3

=

Tokyo Game Show

October 9-12, 2008

With its big booths, big crowds, and big spectacle, TGS is everything E3 used to be. It even opens its doors to the public at the end of

the show. : SR.

Сате

Developers Conference March 23-27, 2009

| К started as а gathering of gamemakers who would talk shop and have a good group think, but recent San Francisco- based conferences have seen

=| bigger booths and major announcements—to the chagrin of developers who lament the

! show's quieter days.

Consumer tronics Show

January 8-11, 2009

This annual Las Vegas event predates E3 and used to be the only place where game companies could show off. Now that E3’s stumbling, CES organizers are looking to swipe back a sizable game-

DigitalLife

September 25-28, 2008

Full disclosure: EGM publisher Ziff Davis organizes this NYC- based show, which is similar to CES but for the people. The public can browse the latest in electronics, from home theaters'to digital cameras to, yes, videogames.

Panny Arcade с August 29-31, 2008

Of all the shows listed here, only Seattle-based PAX caters to the gamers. Attendees can play games, attend panels, rock out at concerts, or com- pete in the appropriately awe- some-sounding Omegathon gaming tournament.

©2008 The Gillette Company

Kick back and relax with Gillette's most comfortable shave* Gillette Fusion has five blades spaced closer together to reduce pressure with less irritation than MACH3.

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that's both unlikely and inefficient. “Yes, the publishers can replace ЕЗ with several ana-

lyst and gamer days,” he tells us. “I suppose

all 50 of the United States could have inde-

pendently tried to fight World War II, too.” The ESA, meanwhile, isn’t saying how, or

even if, it'll change E3’s format yet again, but a spokesperson says the association is once again listening to feedback. "As it does every year,” he tells us, “the ESA is currently under- taking a thorough research process to ensure the 2009 ЕЗ Media & Business Summit meets the needs of attendees and exhibitors."

The show is, at least, scheduled to go on

for the time being. But in what form is, at the moment, anyone's guess. One thing's perfectly clear: This year's event simply

did not work. “ЕЗ as currently configured is headed for extinction," wrote Pachter and Woo in their Wedbush report, *and the industry is quickly running out of time to fix the show." d

нош ме

THE WAM

We wake up this year’s sleepy E3 with our own show awards

Best Genre Bender:

Mirror's Еда!

Parkour in first person seems like a fast track to explosive motion sickness, but Mirror’s Edge (see our cover story) is a lot more than just building-hopping. It brings sky-high adventure to first-person gaming, combining two genres that have grown moldy.

formed fingers and

snazzier wardrobes h (pleated slacks!), but Microsoft's new Xbox А Live Avatars—mega- жұт meloned characters set to replace gamertags—are obvi- ously cloned from the same superdeformed DNA as the Wii's Miis. After all, when you can’t beat ’em....

Best Co-op Experience: Resident Evil 5

It's not enough that Resident Evil 5 looks stunning; the news that’s making junior zombie-slayers moan like the recently deceased is that the game's eye-candy-tas- tic heroine, Sheva, is a playable character—and not in the RE4 Ada Wong side-mission kind of way. Full-blown two-player online co-op finally makes its way into the series, as players can enter and exit a friend’s game on the fly to unravel the mystery of what zombies—and Chris Redfield— are doing in Africa.

Outstanding Achievement in Core-Audience Neglect: Nintendc

It's one thing to feel flush with the success of having won over the hearts of tens of millions of soc- cer moms in North America with your surprisingly dominant one- two Wii/DS punch. But it’s anoth- er thing to turn your nose up ай the diehards who stuck by you in those seriously crappy, one triple- A-title-a-year N64/GameCube days, Nintendo. Who do you think is camping by their monitors dur-

ing your E3 conference, anyway? Marge Johnston in Sabina, OH? No. It’s the rabid but increasingly irritated fan base that has stuck by you in the lean times, only to see “core user” acknowledge- ment dwindle over the last couple of years. Where are the Zelda announcements or glimpses into the future of Metroid? Star Fox? Yes, Animal Crossing: City Folk is anice step in the right direction, but what was up with Ravi Drums and your dreadful Wii Music performance? Oh, the tears that were wept that day.

Game That’s Got Us Worried: Judgment

A Castlevania fighting game with full 3D movement and simple controls doesn’t sound like such a bad idea on paper—both Power Stone and the original Bushido Blade executed the idea well. Maybe it’s the weird character designs or the Wii's not-so-friend- ly-for-fighting-games controls, but something about Judgment at E3 just felt off.

stlevania

Best Gardening Game Since Pikmin: Flower The Zen gaming masters who made microorganism cannibal- ism so relaxing in flOw return with another genre-bending downloadable offering, and this one has you germinating fields and triggering blossom bonan- zas as a Sixaxis-controlled wind zephyr. It's simple, unique, and gorgeous—the perfect antidote to the plague of predictably gritty shooters and uninspired licensed swill hitting store shelves this fall.

Supersleeper Hit: Fat Princ

Thin is so out. A proud-to-be- portly princess acts as a prize in this madcap reinterpretation of capture the flag that pits two 16- player squads (each with its own castle and pampered princess)

in an all-out war to capture the opposing side’s increasingly hefty royalty. Cuddly (yet comically

a TES $8 a % 2 2% RT

E" e

си

gory) cartoon-shaded visuals and an innovative real-time class- changing system further sweeten the deal.

The Looks That Kill Award:

2

Killzone 2 is gorgeous—in a

very miserable, postapocalyptic, never-want-to-go-there sort of way. Forever mocked for its stun- ning E3 2005 trailer that ended up being little more than smoke and mirrors, it's finally, for real, looking the part three years later. Sporting some of the most stun- ning lighting, animation, and tex- tural details we’ve laid eyes upon, Killzone 2 should be labeled “HDTV required.”

Too Late to the Bandwagon:

The successful sounds of Rock Band and Guitar Hero can't be music to the ears of guitar-game creators Konami. After years of watching from the nosebleed section, the original music-game innovators are finally starting a band of their own. Only, uh, three years too late. Can you say one- hit wonder? We already have.

Best No. 2: The Whole To be No. 1 at this year's E3, you actually had to be No. 2. Or three. Or, hell, even four. The biggest games this year were all sequels: Gears of War 2, Resistance 2, Rock Band 2, Fallout 3, Killzone 2—need we say more? We were going to, but we're saving it for the sequel...

how

Best Game We Couldn’t Cover $

on 1UP.com: у Ват

Не

Publishers

typically skip coverage-limiting nondisclosure agreements (NDAs)

at E3, but Sony snuck one in for developer Quantic Dream's Indigo Prophecy follow-up. But now that the NDA has expired, we can tell you that Sony showed an incred- ibly tense scene where a female journalist snuck into the house

of a taxidermist/murderer, only

to then see him arrive home and have to think up an escape route. Swap around a few characters and some control ideas, and this is essentially Indigo Prophecy 2.

MIA Game Award: Aliens: ;olonial Marine Halo maker Bungie made big news at E3 by hinting at an announcement and then cancel- ing it at the last minute, which was apparently Microsoft's deci- sion. What didn't get as much attention: the absence of devel- oper Gearbox's Aliens: Colonial Marines. Sega announced the game would be at ЕЗ during а preshow press event—but ulti- mately declined to show it. Hmm.

Best Game You

Wouldn't Think Was Good: Spider-Man: Web of In addition to watching ап awe- some aerial boss battle against the Vulture, we recently got our first hands-on time with the lat- est Spider-Man game. God of War-style combos and on-the-fly switching between normal and dark-suit Spidey make this the first Spider-Man game we've been excited about in years— much to our surprise!

Shadow:

1

The Screens Don’t Do It Justice Award: Prince of sia

Don't be deceived by the screen- Shots. In motion, this Prince looks royally good and moves with the

greatest of ease.

You spent more money on your alien costume for the gamers convention.

Exclusively at Best Buy®: the incredibly affordable Toshiba Qosmio" X305. Check it out, and let us help you assemble the perfect gaming package with all the right gear and best games under one roof. Learn more at http://www.bestbuy.com/toshibagaming

* 17'widescreenLCD display* itel® Core" 2 Duo Processor P7350 /|DIA® GeForce® 9700M GTS 512MB GDDR3

„В BUT

©2008 BEST BUY. BEST BUY and the tag design are trademarks of BEST BUY. “Screen measured diagonally. You, Happier.”

Pixel Painter:

HP Play videogames Же” enough, and they might consume your life. Paint well enough, and they might consume your bedroom, too—that's the case with Aussie visual artist Antoinette Citizen. Inspired by a pixelized plumber, Citizen re-created World 1-1 of Super Mario Bros. on a wall as part of an art installation. We recently chatted with Citizen to hear more about her magic kingdom.

+

When you came up with this idea, you weren't, uh, on any magic mushrooms, were you?

| think it went something like this: “I want to make a life-sized Mario world." "But why?" "Because it would be so freakin' awe- some!" And that was that.

Why go with Super Mario Bros.? Did you not dig the scenic landscapes of Atari's Adventure?

Yeah, Adventure would've been great, too! Except it may have been mistaken for an abstract painting. | must say, I’m ап avowed NES girl, born and bred. It's like home to me—fighting Bowser cross-legged on the living-room floor with a chorus of cheers from my brother and sister.

We didn't notice any enemies. Were any Goombas hurt in the making of this installation?

They weren't being very coopera- tive, so | fired them.

No, really—can we try some of those magic mushrooms? We could use an extra life.

| don't know if it’s a good idea... You'll probably end up spending three weeks painting a Mario wall because you wanted to reconnect with your inner child.

"bite

No, that's not a warp door.

ЗО * ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

FOREIGN OBJECT.

JAFAH

TSUNOKO VS. CAPCOM: CROSS GENERATION OF FIGHTERS

Platform: Arcade

Likelihood it'll come here?

Some kind of console port is guaranteed in Japan, but for now, you'll need to find an arcade that's hip with the fighting scene.

Street Fighter's new challengers

What vs. Capcom? Huh? Are you saying that you haven’t heard of Tatsunoko Production? Does Gatchaman ring a bell at all? Or Yatterman or Casshern? Or...uh, Gold Lightan? Anyone? Well, think about it this way: You know all of the clichés you've seen a million times in Japanese kids’ action shows—color-coded heroes, giant transformable robots, and people shouting out the ponderously long names of special moves before executing them? Tatsunoko invent- ed all that stuff with the anime they produced т the 1960s and "705, finding time in between to come up with shows like Speed Racer and Samurai Pizza Cats.

What’s this have to do with videogames? Think about it. What better bunch of characters to take on Ryu and the rest of the Capcom stable than the greatest metallic spandex-wearing superheroes that Japanese kids’ TV ever had to offer? And so we have Capcom's first proper “versus” fighter since

one that features Chun-Li flexing her hips against Ken the Eagle and the ever-alluring Morrigan having her way with Yatterman No. 1, an anime hero straight out of your trip- piest '70s hallucination. And even if you've never heard of any of these guys before, everything that made Capcom vs. SNK memorable—the massive finisher moves, the crazy aerial combat—is here, and it's just as addictive.

His list of demands is short and sweet.

The days of peaceful ріһаба gardens are over. The evil Professor Pester is bacK and he won't rest, until hes got your piñatas and all the candy іл ‘em. And with dozens of new piñata species and two brand-new environments to take саге of, this garden is anything but relaxing.

xbox.com/vivapinata

EY) aps EVERYONE Vi у ^ A 7 В D g | „ренда ЯВ Microsoft ЕЕШР eim

@ ХВОХ LIVE

, Square Enix President Yoichi Wada shocked attendees by revealing that previously PlayStation 3-exclusive Final Fantasy XIII would also be heading to Xbox 360 in North America and Europe. While this was certainly a startling announcement, it wasn't completely unexpected—rising development costs and a relatively slow start for the PS3 could've made it impossible for Square Enix to recoup their development costs on a platform- specific FFXIII.

But a few weeks later at the publisher's invite-only DKX3713 fan event, Square Enix seemed to be inching back toward Sony's good graces. This bizarrely titled show- case centered on the vast array of titles being developed by Tetsuya Nomura, the FF character designer and creator of Kingdom Hearts. First, he revealed that he's adding roughly 30 minutes of new content to the spruced-up Blu-ray release of the divisive FFVII motion picture, Advent Children Complete. But it gets even better: When the movie hits Japanese shelves in March 2009, it'll be bundled with a playable demo of Final Fantasy XIII for PlayStation 3. (Sony also plans to offer a PS3 hardware bundle with ACC in Japan.) There's no word on whether the U.S. version of ACC will ship with this demo, but rest assured that the Japanese disc will play just

...And Quentin Tarantino's lawyers spring to action.

=,

32 + ELECTRONIC Bela MONTHLY « EGM.1URCOM

> FINAL FANTASY FEST

МОМОНА5 НЕНОЕ5

Square Enix's visionary creator showcas- es Final Fantasy XIII, Kingdom Hearts, and Parasite Eve at a private event

fine on your American PS3.

Nomura went on to confirm that FFXIII will definitely ship in Japan by the end of 2009, but he warned that the eventual U.S. date will be held back to coincide with the launch of the Xbox 360 release... which won't begin to be ported until the PS3 ver- sion’s finished. He went on to reveal that Final Fantasy Versus XIII, the action-oriented offshoot of the larger "Fabula Nova Crystallis" multigame project, remains exclusive to the PS3 across all global territories. Nomura then wowed the audience by showing brief snippets of in-game footage from both FFXIII and Versus. The FFXIII clip. showed heroine Lightning leading her party members around a lush wooded area; although no battles were shown, she has the ability to jump and roll while exploring the game's fields. Meanwhile, the fleeting Versus demo had the game's princely protagonist leaping around a vaguely Grecian ruin. While neither of these demos revealed terribly much, it was heartening to finally see the games up and running.

Nomura further re-upped his Sony allegiance by announcing that Final Fantasy Agito ХИ! (a card-based mul- tiplayer *Fabula Nova Crystallis" off- shoot) and The 3rd Birthday (a sequel to the sexy PS1 survival-horror series Parasite Eve) are no longer being developed as mobile-phone games but rather as PSP exclusives for 2009.

"Did you hear who's making the best trades?"

Atthe ultimate video game store, trading season's never over. You always get the sweetest deals when you trade in your old games for new titles. Hit gamecrazy.com for a store near you.

PSP е Holiday 2008 и <

1999's Ehrgeiz for PlayStation was a fighting game with Final Fantasy characters, but Dissidia is a step beyond: a fighting game for Final Fantasy characters. This is no technical Virtua Fighter, though; a better comparison would be Capcom's Power Stone, with flashy powers

and effects and over-the-top chain combos. But you level up with the experience you gain after

battle, and you can trick out your hero (or villain, including FFV/'s Kefka Palazzo) with new gear.

+ Kingdom Hearts: 358/2 Days

DS г 2009

An ambitious multiplayer take on Kingdom Hearts, the oddly named 358/2 Days wasn't nearly as impressive as Birth by Sleep. Square Enix may simply be asking too much of the humble DS hardware, and the lack of an ana- log controller hurts, too. Worse, rather than making ene- mies clever and challenging for four players to take down, the developers simply bumped up their hit points. There's hope for this one, but it definitely needs work.

Composer Yoko Shimomura was an invisible but pervasive pres- ence at the event; her music will grace both Kingdom Hearts titles, the new Parasite Eve, and Final Fantasy Versus XIII. In fact, her new CD, Drammatica, features

the only piece of FFXIII-related anything available to the public: the track “Somnus.” “I think it's very rare to put out just one track from a game way before its release," she says. "I'm grate- ful that Square Enix allowed it." But even with this one piece finished, her work on Versus is far from complete. "It's like there's a huge black mountain in front of me," she jokes.

34% ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

Kingdom Hearts: Birth by Sleep

PSP е 2009

The standout title of the DK 23713 event, Birth by Sleep brings the polish and craftsmanship of Final Fantasy VII: Crisis Core to the oddball Disney/Square fusion of Kingdom Hearts. Oddly enough, this side story doesn't star Sora, Roxas,

and the usual gang but rather a trio

of unknowns named Terra, Aqua, and Ventus. It still plays like the PS2 games, but the skill system seems to have been derived from Chain of Memories for GBA—which is а good thing.

I Sigma Harmonics DS * Summer 2008 (Japan)

An oddball hybrid of Phoenix Wright-style adventure game, RPG, and card battle, Sigma Harmonics follows the adventures of a supernatural detective named Sigma and his flaky priestess pal, Neon. Battles play out through a music-driven card system, and you solve cases by collecting and plac- ing clues. It's different—maybe too different to reach U.S. gamers. ќа.

EGM Extras: Hit for an interview with Square's merchandising division head, complete with photo tour.

CATCHING UF мотами TORT"

Final Fantasy XIII Director Motomu

Toriyama isn't talking much about

his game, but a look back at his

career—which has been spent direct-

ing cut-scenes in Final Fantasy titles

and overseeing spin-offs like FFX-

2—suggests that he's more than up

to the task. Of course, as FFX's event

director, he was responsible for that

game’s infamous, awkward “laughing scene.” “But the laughter was supposed to feel unnatural,” he says in defense. “Yuna had just experienced something terrible, and she was forcing her- self to act cheerful even though she was devastated.”

А FANTASTICAL STORY OF RÉBELLION AND VIGILANTE JUSTICE BUILT ON А 10 YEAR LEGACY.

|

The all new Tales of Vesperia now brings the legendary RPG series to

Alcohol Reference Xbox 360? Come celebrate the revered RPG зепез 10 year anniversary | od OSA ват with the signature battle system, all new graphics and broadcast quality G б)

4 Mild Language HD animation in the most legendary Tale ever told. www.TalesRPG.com. SEL ое Thermos

Tales of Vesperi. 08 NAMCO BANDAI Games Inc. ОКОЗУКЕ FUJISHIMA, Microsoft

box 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

@ ENE

GAME CI Ss

As always, we cherry-pick the best game-related video clips and put them all at

for your perusal.

Soulcalibur IV character combos MyCheats’ top cheaters have com- piled clips of key combos for each fighter. Watch the videos and read

the SuperGuide to be the jerk no one wants to play against!

ЖАУ LP Penny Arcade Ex Gabe and Tycho We sit down with the creators of Penny Arcade for hot chat and unso- licited back rubs.

Ж ро:

Michael Donahoe

vs. Comic-Con

ЕСМ" own man-of-many-costumes infiltrates Comic-Con to rescue Princess Leia. He fails.

SEPT ET.

Games Convention 2008 Coverage

We've grabbed the best trailers and gameplay footage from this year's Leipzig Games Convention.

36 ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

Still search- ing: The 360 is the only home console not to offer a web browser.

> ONLINE SCENE

NEW

ONLINE GAMING USED TO BE DIRTY, reserved only for hardcore obscenity-hurlers. Not anymore—this year’s Electronic Entertainment Expo (ЕЗ) proved that all three compa- nies are scrubbing up their online services to provide a squeaky-clean experience that even your mom can enjoy. To see which system offers the best all-around features for casual newcomers, we graded each system using your mom as a constant (don’t worry—we won't tell your pops).

Xbox Live What will your mom like? Almost . ма move to make things ., easy enough for casual dimwits—your mom—to understand), Microsoft announced it plans to give Xbox Live a complexity downgrade

USERS

Online services try to connect with casual players By Michael Donahoe

this fall. “With the update coming this fall, we wanted to make Xbox 360 and Xbox Live more accessible and easier to navigate for every- one,” says Marc Whitten, general manager of Xbox Live. In addition to the dashboard update, Microsoft also announced a partnership with online-movie-rental site Netflix and the option to create Avatars to take into new Live game-show titles like 1 vs 100.

Will your mom use it? Definitely, considering she knows how to use a computer (or at least a microwave). Everything's so simplistically stream- lined in a way that almost insults

the intelligence of the people the 360 caters to. But, really, who cares about those crazy kids?

PLAYST le ! 9 ATION.Store

GRP About Us

rivacy Policy | Terms of Service

Clockwise from let 1

^ а Nin

>) Sony's new download store, an o

J Î city Folk, which makes use of the new WiiSpeak

PlayStation Network Vhat will you се? The stuff she can figure out how to use. Unlike Xbox Live, it takes a little time to understand all of the inno- vative features PlayStation Network offers, like the ability to transfer movies from the new download store to your PSP. Luckily, Sony is looking to help your mom learn. “In terms of [feature awareness], we’re going їо Бе doing а lot of educa- tion efforts on a retail level—and even our own website—that will break down everything much more easily,” says Susan Panico, senior director of PlayStation Network.

Lyou з) Maybe, but your tech-savvy dad might dig it more. Options like the movie-to-

: Microsoft's mom-friendly makeover,

PSP feature definitely set PSN apart from Xbox Live. Plus, the whole “being free” aspect doesn’t hurt, either.

Nintendo Wi-Fi Connection Wha о ke? Just about everything. Especially the new community blabber-box WiiSpeak. Too bad actually рау- ing games online is hampered with needless friend codes. But, hey, at least your ma can check the weath- er online with ease.

Vill your то se it? Hell, your grandma can hop on your Wii wi out hesitation. But unlike the PS3 and 360, the Wii doesn't offer long- lasting noninteractive entertainment services (movies, TV, etc.). ќа.

itendo's Animal Crossing: microphone.

клей» Мс] „Гы Or LIVES

Outspoken developer Denis Dyack is brave. Even though his epic Xbox 360 action-role-playing game Too Human (reviewed on page 88) has endured many development demons, the man valiantly defends it like the brave Silicon Knight he is. So when we challenged him to a battle of wits, he gladly agreed. Is Dyack too smart or too stupid? Let's find out....

Denis Dyack: God, yeah—it was worked together with [author Orson Scott Card]. Umm...Advent Rising?

EGM: Correct.

Lives Remaining: 9 9 а 9 а

DD: Pious is first. Paul Luther, Peter Jacob, and Edward Roivas.

EGM: Correct.

Lives remaining: 9 a a а a

DD: Defiance. We didn’t make that one, but it’s Defiance.

EGM: Correct.

Lives remaining: B 9 a а а

DD: Катео and Perfect Dark. ЕСМ: Correct.

Lives remaining: a а 9 a

DD: He’s talking about the Nexus-6 in Blade Runner. EGM: Correct.

Lives remaining: а а 8 a

Game Over: Damn, either our questions were too easy, or Dyack’s just too intelligent. Let’s go with the latter, because the former makes us look stupid, and that wouldn’t be smart of us.

ELECTRONIC GAMING MONTHLY * EGM.1UP.COM * 37

What other people play

Since stepping out of the purely "hardcore" (an archaic tag that's los- ing its meaning) world a year ago

and working with people that could be best described as more "casual" consumers, l've seen and learned a lot. It’s been an eye-opening time, so | figured Га spend each month report- ing back to you what l've learned.

First, the obvious stuff—the Wii is hot s***. And so is the DS. The PS2 is still humongous, too, and during the quiet patches on XB360 or PS3, these three "lesser" systems play host to the vast majority of gaming experi- ences. PlayStation fanboys will hate me for saying this, but so far, Руе only seen one PS3 game resonate with this crowd: Grand Theft Auto IV.

Games tied into significant pieces of youth-focused pop culture are more powerful than anything, and interest in the SpongeBob games or D3Publisher's Ben 10 titles will pretty much always outweigh that of, say, Metal Gear Solid 4: Guns of | the Patriots. This audience doesn't care about review scores, and they're as likely to buy a game a year а: release as they are on the first dayı,

| could probably blow the next few. columns on the power of Ben 10. ü alone. Prior to launching What They Play, l'd never even heard of it. After a little research, | found that while the show is one of Cartoon Network's big- i i gest ever, all of the associated media ; is even bigger. The game on Wii, PS2. DS, and PSP has been a consistent seller. The Flash-based game creator on the Ben 10 website generates a million pieces of user-created content a month, and there's.an upcoming MMO called FusionFall that brings together the Ben 10 characters with those from Dexter's Laboratory and The Powerpuff Girls, among others.

More people are playing games, but the latest generation looks at them quite differently. As “aficionados,” does that make us out of touch?

>THE BIG ONES

We grab new details and deliver them straight to your news box

John Davison, former у editorial director of the 1UP Network, is the cofounder of family gaming website What They Play (www.whattheyplay.com) and a regular guest on the 1UP Yours podcast.

38 * ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

E Call of Duty: World at War

PS3/XB360 Activision Fall 2008

Activision recently showed off two of the coolest features for Call of Duty: World at War: co-op gameplay and Kiefer Sutherland. 24's Jack Bauer voices a commanding officer as two players zip through a scenario that involves a crashed American plane, a booby-trapped corpse, flamethrow- ers, and a massive battle over a contested airfield. Besides having play- ers fight together while Sutherland yells, one of the levels demonstrated destructible environments, as players will need to burn the hiding spots of Japanese soldiers.

Resident Evil 5

PS3/XB360 ® Capcom е 2009

Capcom finally confirmed an ongoing rumor: RES will support online co-op. Chris Redfield, an agent for the Bioterrorism Security Assessment Alliance (BSAA), is investigating the Progenitor Virus in Africa. Local beauty Sheva Alomar, an operative from the organization's West African branch, tags along, and either the А.І. or another player can control her. The co-op emphasis opens up new fea- tures, such as the ability to share equipment between both characters, multipart puzzles that require two people, rescues, and good old-fash- ioned "two guns are better than one" gameplay.

Wolfenstein PS3/XB360 е Activision е ТВА

ld and codeveloper Raven Software finally showed off more of this game at id's annual QuakeCon event. Wolfenstein contains much of what we've come to expect from the series: dastardly Nazis, fancy graphics, and hid- den caches of Nazi gold. What's new is the Veil, an alternate dimension that series protago- nist BJ Blazkowicz can enter at any moment to access special powers. Raven only showed off one Veil power, Mire, which is Nazi-occult-dimension-speak for "bullet time."

"Leaves the competition standing" - Official PlayStation Magazine UK

“те most impressive graphics, intuitive

gameplay, and advanced AI of any racing title."

- Game Informer

B ІЗ ОШОЛ

errari

Challenge

PlayStation.e

Ferrari ПОШТА “earns

EVERYONE: g

Visit www.esrb.org for rating information

NINTENDA S,

ACTIVISION.

Association. PlayStation",

(92008 System 3 Software Ltd. & Mark Cale Productions. Produced under license of Ferrari S.p.A. FERRARI, the PRANCING HORSE device, all associated logos and distinctive designs are trademarks of Ferrari S.p.A. The body designs of the Ferrari cars are protected as Ferrari property under design, trademark and trade dress regulations. Developed by Eutechnyx Limited. Activision is a registered trademark, of Activision, Inc. All rights reserved. The ratings icon is a registered trademark of the Entertainment Software

"PLAYSTATION" and "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc.. Wii, the Wii logo and and Nintendo DS аге

trademarks of Nintendo. © 2006 Nintendo. All other trademarks and trade names are the properties of their respective owners.

UNCHLIAIN 1:

i Special Attacks __ ща Ш.

_ Slashing Canon

РА КС;

Order Jailer,

КИ Mild Blood Mild Language

Suggestive Themes Use of Alcohol

ЕДЕН Violence SQUARE ENIX.

2d. Developed by tri-Ace Inc. Infinite Undiscovery, Microsoft, Xbox, Xbox 360, Xbox LIVE, and the з are registered trademarks of the Entertainment Software Association. All other trademarks are t

logos

© 2008 SQUARE ENIX CO., LTD. / Microsoft Corporation. All Rights Re companies and are used under license from Microsoft. The ESRB rating

09.02.08

INFINITEUNDISCOVERY.COM

Sid's Revolution

For many hardcore PC gamers, the coming of Sid Meier's Civilization Revolution was something discussed as if it would be accompanied by

a plague of frogs. The granddaddy of all PC game developers making

a console game? Apocalypse con- firmed! The great news for everyone, when the game did come out, was that despite the fact that everything had been somewhat simplified for faster console play, it was still a great, addictive, and challenging Civilization game—completely worthy of belong- ing in the canon of this classic turn- based strategy series.

So this column is for console gamers who may have just been bit- ten by the Meier bug and want to know where to go next. First is the next Civilization game, due out this October from Firaxis and 2K Games: Colonization. Technically, it's another expansion to Civilization IV. But really, we're talking about a brand-new game, in terms of theme and game- play, and it's a standalone game that doesn't require the original to play, making it a perfect jumping-aboard point for newbies. Actually, if you're as old as | am (107 this week!), you may already know that Colonization is a remake: Meier did this once before in 1994, and it was freaking awesome. Four European countries (Spain, France, the Netherlands, and England) vie for control of the New World, the land that will eventually give birth to McDonald's, Wal-Mart, and According to Jim. Civ IV fans will find lots new here, including a lovely new interface and many more diplomacy options, while new players may appreciate the somewhat-less-daunting playing turf.

But in my few remaining words, let me strongly suggest that new Meier fans (and old ones who missed it) seek out Sid Meier's Pirates!, а 2004 gem that blends strategy with puzzle gaming, adventure gaming, sword- fighting, and, uh, ballroom danc- ing. It's still available online (www. 2kgames.com/pirates) and may be the best pirate game ever made. Yarrrgh

1UP PC Editor-in-Chief Jeff

Green still hasn’t gotten a

Domination victory in Civ

Rev. Point and laugh at him at Jeff_Green@1UP.com.

42 * ELECTRONI

С MONTHLY е EGM.1UP.C

` WARHAMMER ONLINE: AGE ОЕ ВЕСКОММС

Let's hunt some orc! By Jeff Green

Platform: PC Publisher: EA Games Developer: Mythic Release Date: September 2008

SINCE ITS DEBUT IN 2004, Blizzard’s World of WarCraft has so dominated the massively multiplayer online role-playing game (MMORPG) landscape that it’s been almost sad to watch anyone else try. And cer- tainly, Electronic Arts and Mythic both have a lot to prove with their upcoming Warhammer Online: Age of Reckoning, an ambitious MMO with a long four years of development, now finally coming out this September. The good news for both them and us? After extensive time spent with the beta, we’re here to tell you: This one actually looks like it’s bring- ing it. And while it'd be borderline moronic to deem апу дате a “WOW killer" at this point, we can say that Warhammer Online might be the first MMO since Blizzard's game to significantly advance the genre's gameplay conventions in ways that actually work—and are fun to play. Based on Game Workshop's fan- tasy tabletop games, Warhammer Online depicts ап endless, bloody conflict between the factions of Order (Dwarves, Empire Humans,

and High Elves) and Destruction (Greenskins, Chaos Humans, and Dark Elves). If this sounds sus- piciously familiar, be aware that Warhammer has been around since the early '80s, predating WarCraft— So if anyone has cause to complain, it may not be Blizzard.

In any case, yes, this is yet another online fantasy role-playing дате in which you will be playing as a Goblin, Orc, Dwarf, Elf, or Human, killing things and leveling up so you can kill bigger things. We’ve done this before. But in every other respect, Warhammer Online is its own game. Mythic has smartly designed the game to help players overcome one of the biggest obsta- cles in MMOs: getting us to play with others and cooperate against a mutual enemy—including other play- ers. Solo players пеедп fret: Mythic says there’s about 200 hours of PVE (player versus environment) content on your way from level 1 to level 40.

But the developers really don’t want you playing by yourself all of the time and have made some great

innovations to help ensure you won't. First—and easiest—are the public quests, which are chunks of content running on a repeated loop that you can participate in merely by being in the vicinity. You don't have to group up or even talk to anyone if you don't want to. Walking into a public-quest area automatically pops the quest's goals on your screen and immediate- ly makes you part of the action. You can jump in and out at will, but the longer you participate and the more you contribute, the better chance you have of getting one of the three loot drops when the quest is over. And even if you just play for a min- ute, you still gain Influence points, which you exchange for goodies specific to your character class. What Warhammer Online is really all about, though, is massive realm- versus-realm (RVR) combat. Mythic’s paired up the game's six player races into three opposing factions: Dwarves versus Greenskins, Empire Humans versus Chaos Humans, and High Elves versus Dark Elves. Throughout the game, each pair-

ing will be engaged in a constant tug-of-war battle for the control of zones, which grant everyone on the winning side character bonuses and buffs. To prevent high-level players from dominating, Mythic’s divided each of the three pairings into four level-based tiers. And when a high- level player goes to a lower tier to “gank noobs”? He'll be turned into a chicken that can do exactly one point of damage.

RVR combat is fought on numer- ous fronts, from random skirmishes to 12-on-12 and 18-on-18 scenarios to full-on, massive 100-plus player assaults on enemy keeps and for- tresses (manned by both players and NPCs). It all culminates in tier 4, when one side eventually battles all the way to the enemy’s capital, loot- ing and pillaging the city, shackling

and dragging the opposing (NPC) king home, and locking all of the opposing players out of their home base for a set amount of hours, in shame, before Mythic resets the entire war to the beginning again.

Obviously, we're just scratching the surface here. We haven't even told you yet how players can level up cities—shoring up defenses, spawning more powerful defensive NPCs, and unlocking new public quests. Or that player guilds can capture enemy keeps and hoist their tabards on the walls. Like all MMORPGs, Warhammer Online is a humongous enterprise. It'll take months, at least, for players to fully explore and grasp it all. The great thing is that, for once, a game other than WOW is actually making us want to do just that. да.

= When a higher-level player 27 travels to a lower tier, Не"!!!

Ж be turned into a chicken.

ELECTRONIC (

AMING MONTHLY EGM.1UP.COM 43

Bhar energ EA ا‎ еее «бә

Tragedy has brought you to а crossroads, and now you must choose. Revenge or acceptance? Justice or retribution? But choose wisely. The paths are many, their consequences severe.

And the future of Albion is in your hands.

Who will you become?

Microsoft | ABLE ТІ

Blood Language

Sexual Content Use of Alcohol

bara LIONHEAD ESRB CONTENT RATING www.esrb.org STUDIOS

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GOING MOBILE]

Highlights from the brave new world of iPhone gaming

IN THE SHORT TIME SINCE THE LAUNCH OF THE IPHONE 3G and its App Store, the do-it-all mobile device's game selection has virtually exploded. Check out a few of the noteworthy offerings currently available for download.

Crash Bandicoot: Nitro Kart 3D

Vivendi е $9.99

If you've played...well, any kart racer in history, you know the drill: wacky characters racing around

at opponents. The gimmick is that the game's controlled almost entirely by tilting the iPhone, and it works surprisingly well.

Critter Crunch

Publisher X $9.99

Though the premise of Critter Crunch is a little odd (you feed little creatures to bigger creatures to make them explode), the gameplay is pure puzzle bliss. In a twist on the falling-block formula, you aim for big combos via careful overfeeding of the colorful creatures above you: Grab a small one, suck it down, then spit it into the mouth of a big- ger one. Sick? Sure. But it's fun.

De Blob

THQ $7.99 It’s pretty much a 2D re-creation of the Wii game: You control a ball of goo trying to add color to a black-and-white world by rolling through globs of paint while avoiding or battling the dreary forces of the Big Brother-like INKT Corporation. But the inclusion of optional tilt control brings something new to the game, making painting the monochro- matic cities a breeze.

Texas Hold'em Apple г $4.99

Normally, these sorts of titles tend to be shovel- ware on mobile platforms. But Texas Hold'em has been dominating the App Store charts. Sure, that's probably largely thanks to its dirt-cheap $5 price tag. But the game actually has something under the hood, including nine-player Wi-Fi play and a novel first-person perspective that shows oppo- nents’ "tells" through full-motion video.

E Vay

SoMoGa г $4.99

A port of a cult-classic Sega CD role-playing game? Yes, please. Vay follows the story of Prince Sandor as he attempts to rescue his beloved from the hands of evil robots. Sure, it's as straightfor- В Орел Monu ward as Japanese role-playing games get, but there's something about mixing old-school flavor with hot new tech that can't be beat.

Hi 27 gou 5 е? гие 22

Play Fable" И Pub Games on Xbox LI

for free when you Pre-order now.

www.xbox.com/fable2

Resurrected Rumors:

Back in our May 2008 issue, we spilled the beans on Insomniac's plans for a downloadable expansion/sequel for Ratchet & Clank Future: Tools of Destruction. Now, mere months later, we're all diggin’ into the bargain-priced (and wisely stand- alone) Quest for Booty on PSN.

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my intrepid informants I’m worried about. I've recently heard horror stories of game develop- ers being raked over the coals by their superiors after choice bits of insider intel appeared in this column. The Q's not trying to put anyone out of a job with these tantalizing nuggets of wisdom, but I’m prepared to do whatever it takes to get the juiciest rumors to our readers month after month.

Your Guitar Hero gently weeps

This year's E3 gaming conference proved that our beloved industry is threatening to morph into one huge plastic-toy drum circle, as Activision, EA, Konami, Disney, and Nintendo all vie to capture your living-room jam-session dollar. As the plastic-instrument arms race heats up, sign- ing exclusive contracts with big-name bands

is becoming more and more crucial...and our spies tell us that one of the music industry's holy grails—the Beatles—will be landing in the Guitar Hero camp. It's unclear whether the famous lads from Liverpool will simply get their own stand- alone version à la Aerosmith, a suite of down- loadable tracks, or perhaps...something much more ambitious altogether. Considering how carefully the Fab Four license is controlled, don't expect to see the fruits of this union until 2010....

Rockstar's secret weapons

A few months back, Q-Mann revealed that Rockstar was clandestinely working on a third Max Payne offering that's poised to release alongside the DVD of the Marky Mark-starring Hollywood adaptation. Here's an update: Don't expect Max Payne 3 to hail from series creators Remedy Entertainment, as those wacky Finns are (allegedly) still hard at work on Alan Wake

46 * ELECTRONIC GAMING MONTHLY EGM.1UP.COM

for Microsoft. Nope, the internal Rockstar team responsible for The Warriors is handling the development of this new entry. Upgrade? All signs point to yes.

Oh, and as for that mysterious Rockstar-devel- oped PlayStation 3 exclusive that Sony blabbed about back in 2007? We definitely know that it's not L.A. Noire (that's going multiplatform), but our agents tell us that, whatever it is...it’s cur- rently being made by Rockstar North, the fine Scotland-based lads behind Grand Theft Auto IV.

Duel of the duels

Neither of the studios making Star Wars games for Wii knew about the Wii-mote accuracy upgrade MotionPlus ahead of Nintendo's ЕЗ announcement, and the team working on Star Wars: The Clone Wars—Lightsaber Duels was especially annoyed when they found out. So now LucasArts is considering developing yet another Wii lightsaber game—a real lightsaber game that uses MotionPlus—for next year. 84.

а-ТІРЕ

* WiiWare will get some serious indie street cred when fan-favorite PC adventure Cave Story makes its way to Nintendo's download service this fall.

* Don't worry about the fate of Tim Schafer's Brütal Legend. Even though Activision recently dropped the title, look for MTV Games/EA to publish it in 2009.

* The slick CG teaser Sony recently showed for God of War III has everyone stoked...but belay that enthu- siasm, as the game probably won't ship till 2010.

О eS

President Dupri

> COMING SOON

ing harvest

5 gaming

October’

Fable Il

XB360 * Microsoft Game Studios

"Be careful whom you invite into your world," Lionhead Designer Peter Molyneux warned the audience at a Game Developers Conference 2008 presentation. In Fable II

(read more in our Legends of the Fall feature on pg. 54), the ambitious role-playing game where all your actions will reportedly affect the world for better or worse, events that play out during a jump-in-or-out-at-will co-op session carry over into your single-player world. In a game that lets you flirt, get married, have children, and go on eventful—or not- So-eventful—adventures, you don't really want a jerkface neighborhood kid to come in and spoil it all by accidentally (or so he claims) setting your house and family on fire. And,

yes, your dog, too.

Saints Row 2 PS3/XB360 г THQ

OK, we already know what the coolest feature in Saints Row 2 is: customizable gangs. You can personalize your gang's car, graffiti tags, colors, hand signs, and, best of all, outfits. The game has plenty of options, but we're confident our favorite, the ninja, will be immensely popular. Finally—a game that lets you park a DeLorean knockoff on the curb and have a pack of pink shinobis jump out to start claiming the streets.

48 ELECTRONIC GAMING MONTHLY EGM.1UP.COM

т вена Mama: World Kitchen

Wii e Majesco Everyone's favorite over-encouraging chef is back for her second Wii outing, with the expected recipe additions to the cookbook and a new art style. With difficult-to-execute tasks from the first Wii game—like cracking eggs—receiv- ing new and easier motion controls and secondary minigames that let you sal- vage would-be mistakes, World Kitchen seems intent on giving even the most inept virtual chefs a chance to match whisks with Mama. We just wonder if it's too soon— World Kitchen is the fourth entry in the series in three years!

> МОРЕ OCTOBER RELEASES

SOCOM: Confrontation PS3 е Sony СЕА

Castlevania: Order of Ecclesia DS * Konami

Guitar Hero: World Tour Wii/PS3/XB360/PS2 Activision

Spider-Man: Web of Shadows Wii/PS3/XB360/PS2/PSP/DS * Activision

Dead Space PS3/XB360 EA

Project Origin PS3/XB360 е Warner Bros.

MotorStorm: Pacific Rift PS3 е Sony CEA

NBA Live 09 Wii/PS3/XB360/PS2/PSP * EA Sports

МВА 2К9 PS3/XB360/PS2 2K Sports

(Ай dates on this page are subject to change.)

EVERYONE

Mild Lyrics E 4 PI PLAYSTATION =

ESRB CONTENT RATING www.esrb.org

© 2008 THO Inc. Developed by 2XL Games, Inc. 2XL Games and its logo are trademarks of 2XL Games Inc. THQ, Baja: Edge of Control and their respective logos are trademarks and/or registered trademarks of THQ Inc. АН rights reserved. All other trademarks are property of their respective owners. "PlayStation", "PLAYSTATION" and "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group used under license from Microsoft.

copyrights and are.

Y

“your JOURNEY ——

PLAYSTATION. Ə E Games for Windows /

box, Xbox 360, Xbox Xbox logos are trademarks of the Microsoft group of companies, а: s for Windows" and the Windows Vista Start button logo are used under license from Microsoft. re registered trademarks of Sony Computer Ent Inc. © 2007 The Codemasters Software Company Limited ("Codemasters") Al rights reserved.

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17+ ; WE BLOOD AND GORE LIVE PO RED BY MILD SEXUAL THEMES gamespy, ШЕ ENTERTAI ммемте ESRB CONTENT RATING www.esrb.org

"Codemasters isa registered trademark owned by Codemasters. "Argonauts (m), "The Rise of the Argonauts (m and the Codemasters logo are trademarks of Codemasters, GameSpy and the sory GA design are trademarks of GameSpy Industries, Inc. Al rights reserved. А! other copyrights or trademarks are the property of their respective owners and are being used under license, Developed by Liquid Entertainment Inc. and published by Codemasters.

С)

NDS OF THE FALL

By the EGM and 1UP all-stars

Maggie Q (Mission Impossible III) іп Need for Speed: Undercover.

52 ELECTRONIC GAMING MONTHLY ЕСМ 1UP.GCOM

We're not trumpeting the phrase “Legends of the Fall” because it’s a fine film starring both the dazed stoner from True Romance and the mead- loving King Hrothgar from Beowulf. No. Rather than just writing goofy-yet-useful blurbs about the 700 or so games slated for release this fall, we put a much tighter focus on titles worthy of your attention. Мече pared it down to 16 games (including this month’s cover story, Mirror’s Edge, and LittleBigPlanet), in addition to a half dozen downloadable games, that we feel will earn the title of “future legend"— games that will be fondly remembered in the far future when we're flying around with our personal jetpacks.

ki

d

Ш Platforms: PS3/XB360 (also on Wii/PS2/PSP/DS) Ш Publisher: EA Games Ш Release Date: November 2008

A return to form

Fifteen years. Tens of millions of units sold worldwide. How can Electronic Arts’ near-ubiquitous Need for Speed franchise be consid- ered anything but legendary in terms of popularity? Well, we’ve watched EA shift the concept from arcade thrill ride to pseudo-simulation and back again...not always with stellar results. We've blazed trails through some of the most spectacular locales in the world, however, driving the most exotic vehicles imaginable.

_ We've witnessed mysterious story-

d even an all-Porsche install- last year's NFS: ProStreet,

\ downplayed the chase, the

story, and the underground ambi- ence, focusing instead on a realistic ride and sanctioned events. Critical

reception was mixed, with some feeling that the game was too con- servative and the driving too clinical. That definitely won't be a problem when Need for Speed: Undercover emerges this fall. We got the chance to tinker with a preview copy at developer Black Box's studio, and we quickly realized that Undercover signals a return to the fast-and-furi- ous ways of yesteryear, complete with oodles of police pursuits, more crashing and banging than an anger- management convention, and heavy doses of style. Indeed, the game's central mode works harder than ever to make us think we’re in the midst of a movie. Gone are the computer- generated cut-scenes of old; they’re replaced by full-motion video featur-

ing such talents as Maggie Q (Live Free or Die Hard) and singer/actress Christina Milian.

We're also pumped about the game's revised physics model. Granted, Undercover is a far more action-oriented experience than ProStreet ever was, but let's just say that bootleg turns and all the other wheelman gymnastics necessary for survival are satisfying. Toss in the certifiably wild Highway Battle mode, which smashes through the high-speed thoroughfares of Undercover's massive, free-roaming world and challenges you to inflict as much body-crumpling damage as possible, and you might just have a recipe for the most adrenaline- pumping Need for Speed yet.

ELECTRONIC GAMING MONTHLY ЕРМПОРСОМ» 53

Ш Platform: XB360 Ш Publisher: Microsoft Game Studios Ш Release Date: October 2008

Could all the hype actually be justified?

For the past few years, we've heard Peter Molyneux, the head honcho over а! developer Lionhead, до оп and on about Fable Il essentially being the second coming—how every single aspect of his game would be so revolutionary that

it'd put all other titles to shame. It was starting to get really old—but

having played the final game, we're starting to wonder if the hype, or at least a good portion of it, is actually justified. The surprisingly fluid combat engine features simple-to- execute—yet extremely rewarding— attacks and combos. And the

story and interaction with the other characters are both remarkable—the

game's scope boggles the mind. But most impressive is Fable II's polish, from the voice acting to the sharp visuals. The entire thing just feels like something incredibly epic. The proof will, of course, come from long-term play with the game, but from what we’ve seen, this tale should have a happy ending.

В Platform: PS3 Publisher: Sony CEA Release Date: November 2008

Releasing the beast

The gigantic Cloverfield-esque monster shown smashing open buildings during the Resistance 2 demo at Sony’s E3 press conference is impressive enough on its own, but what's most exciting about the game is how much other stuff that developer Insomniac’s promising. The single-player campaign spans

54 ELECTRONIC GAMING MONTHLY * EGM.1UP.COM

across the United States, and an equally ambitious co-op campaign features two to eight players intersecting with main character Nathan Hale at key points. And if you think eight-player co-op’s a big increase from the norm, just check out the multiplayer—up to 60 players will square off in squad-based online

combat with unique objectives that go beyond the average “kill anything that moves” vibe of most shooters. Throw in plans to build a strong community through official fan site MyResistance.net and you've got the formula for what should be a very long-term shooter sensation on the PS3.

Ш Platform: PS3/XB360 Ш Publisher: Bethesda W Release Date: October 2008

Finally, it’s the end of the world again! Yay!

Fallout fans have waited a long time—10 years, to be exact—for a follow-up to this classic PC role- playing series set in a postapocalyp- tic America. But this October—bar- ring, say, a real apocalypse—Fallout 3 is finally arriving, and for consoles as well as PC this time. And it looks better every time we see it.

With original developer/publisher Interplay in limbo, Bethesda, mak- ers of 2006’s outstanding The Elder Scrolls IV: Oblivion, are helming this one and have given it a modern facelift, turning the formerly isomet- ric, turn-based game into a stunning first-person affair. Dedicated fans needn't fret, though: Bethesda's rei-

magined Fallout’s singular look faith- fully, and recent demos have proven that the combat—while more action- heavy—still allows for the tactical decision-making that helped make the originals so great. Fallout 3 has lots of haters in the fan community, but we're hopeful. After 10 years of waiting, ме want to believe.

В Platform: XB360 (and eventually PS3) Ш Publisher: Square Enix Ш Release Date: November 2008 East does West

Sure, this is a risky prediction—but just like the mavericks behind this ambitious Japanese take on Western role-playing, we don’t play it safe. Inspired by the deep customization in fare like BioWare's Mass Effect, Square Enix aims to fuse expressive Japanese visual design with Western gameplay sensibilities—and ona

grand scale, too. We're talkin’ army versus army in epic, full-on war. Don’t take this for some throwaway vanity project, either—Nobuyuki Ueda shows true passion, describing the fight to green-light The Last Remnant as “one of the toughest things Гуе had їо до аз а producer.” Also, Executive Producer Akitoshi

Kawazu is famed for his bold design decisions—and while he did helm the disastrous Unlimited Saga, he also guided the vastly underrated Romancing Saga series. His

teams do nothing halfway, either succeeding brilliantly...or failing spectacularly. We're betting on the former here.

ELECTRONIC GAMING MONTHLY е EGM.1UP.COM е 55

Ш Platform: XB360 Ш Publisher: Microsoft Game Studios Ш Release Date: November 2008

War—what is it good for? Vehicles and more multiplayer mayhem

Gears of War 2 has plenty to live up. to—the first offering was surpris- ingly popular online despite its bare- bones multiplayer offerings. The sequel looks to add more features with A.I. bots and a new five-player cooperative mode called Horde,

in which you hop online with up to

four squadmates and battle through waves of enemies in an experience that’s described as “Geometry Wars meets Smash TV.” If it captures Geo Wars’ just-one-more-game addic- tive nature, consider us hooked. Meanwhile, the single-player cam- paign will pick up where the original

left off, as Delta Squad attempts to take out the Locust invasion before the human enclave of Jacinta is destroyed. Luckily, our heroes won't have to hoof it everywhere: They get the chance to pilot a flying Reaver and eventually a gargantuan Brumak to rain destruction from on high.

E Platform: PS3/XB360 Publisher: Rockstar Ш Release Date: October 2008

The best way to drive around L.A. without actually going there

It's not any one particular thing that makes Midnight Club: Los Angeles

a standout title—it's one of those “everything comes together so damn well” situations. Think of the fun you had racing around Grand Theft Auto IV's fictional Liberty City in snazzy fake-but-obviously-based-on-the- real-thing cars. Now, change that

56 ELECTRONIC GAMING MONTHLY е ЕОМ.ІУР.СОМ

to racing around a fine, open-world re-creation of Los Angeles in real cars. Throw in some crazy-in-depth car customization that lets you cre- ate sparkly purple on gold Aston Martins, and a wide variety of race types (including а freeway race that has you zipping around and against freeway traffic like in To

Live and Die in L.A.). Finally, top it

all off with some snazzy looks and you've got MC:LA. Of course, none of these things individually make this a standout racer, but like GTA4, the way they all come together will result in comments like, “1 remember Midnight Club: Los Angeles. Now that was a damn fine racing game."

OLE SIDEBAR Get acquainted with the finest down- loadable fare headed to WiiWare, PlayStation Network, and Xbox Live Arcade this fall.

PSN * October 2008

Sony's squad-based online shooter finally advances to the PS3, offering 32-player action across 12 international locales. Homebodies can download the full game from PSN, but diehard fans will want to cop the Blu-ray release to score the new PS3 Bluetooth headset.

PSN * Winter 2008

This 16-player offering blends a class- based capture-the-flag concept with

a cartoony, blood-soaked top-down action-RPG. The goal is to fatten up your royal (making her harder for

foes to lug) while trying to kidnap the opposing side's (ideally svelte) damsel.

PSN * Winter 2008

Games rarely get as trippy (or relaxing) as this esoteric offering that has you directing a gust of wind via Sixaxis motion controls. It's your job to guide airborne petals across landscapes, ger- minating blossoms in your wake.

XBLA * Fall 2008

Rare's beloved Nintendo 64 classic will bring its time-tested, Super Mario 64—

inspired hop 'n' bop action to the plat- former-deprived Xbox 360 to coincide

with the launch of BK: Nuts & Bolts.

PSN/XBLA * Fall 2008

This high-resolution, online-play- enabled remake has been delayed to hell and back...but we remain hopeful for a bug-free launch this autumn.

WiiWare/PSN/XBLA * August 2008 Capcom's blue bomber kicks it really old school in this all-new yet purpose- fully antiquated tussle against Dr. Wily's evil robot creations.

NARUTO:

ULTIMATE NINJA STORM

W Platform: PS3 Ш Publisher: Namco Bandai

E Release Date: October 2008

You can’t keep а good orphan down

To ignore the fourth game in devel- oper CyberConnect?'s long-run- ning Naruto series on PS2—and now PS3— would be folly indeed. Whether you're invested in the moti- vations of Naruto and company or not, this is one of the hottest-look- ing games we've ever seen. While the previous PS2 games owed a bit to Nintendo's Smash Bros. series, Ultimate Ninja Storm breaks free

of the former games' side-scrolling trappings and explodes into full-3D water-running, monster-summoning, jutsu-using, tag-teaming, all-combat,

TOMB RAIDER: UNDERWORLD

Ш Platform: PS3/XB360 (also on Wii/PS2/DS) Ш Publisher: Eidos Release Date: November 2008

The best of both of Lara's worlds

We've mentioned before how developer Crystal Dynamics" takeover of the Tomb Raider franchise was going to be huge. And if any game's going to define that decision, it'll be Tomb Raider: Underworld. Crystal's previous entries, while good, never excelled

in all facets. Tomb Raider: Legend was great at turn-

ing Lara into a bona fide action-movie heroine—at the

expense of exploration. Tomb Raider: Anniversary was a fantastic exploration game that neglected the combat side

of the formula. In that whole "third time's the charm" type of deal, Underworld’s going to blend the two together. Based on Crystal's track record, we're confident that Underworld will be remembered as the one where Crystal got everything right—and kept Lara relevant.

all-the-time mayhem. Yeah, we've all seen the stylish cel-shading visual technique before, but not like this. In what's gotta be the ultimate measure of fan service, CyberConnect2 has taken each of the character's sig- nature moves and gone crazy with them. Play this game around people who aren't into Naruto and watch as their eyes pop out of their head. A true showcase for a high-def enter- tainment system and a hell of a lot of fun to play, Ultimate Ninja Storm will be the manga/anime-based game that actually stays in your collection.

PRINCE OF PERSIA

W Platform: PS3/XB360 lil Publisher: Ubisoft W Release Date: November 2008

Even the Prince could use a hand

Plenty of games have attempted the computer-con- trolled-partner thing— with mixed success. Either your А.1. counterpart required far too much hand-holding (making you play the role of babysit- ter) or had too much freedom (inevitably leading to frustration when your partner acts like a fool). Prince of Persia may just have А.І. co-op nailed, though, with the introduction of its female support character, Elika. Dressed in white and possess-

ing some magical powers, she feels very reminiscent of Ico’s Yorda—except Elika actually, you know, does stuff. She can help you cross chasms, fight in battle, or even save your life if you step off a cliff. But the beauty is that it's all kept straightforward— calling on her requires a simple button push, which, in various contexts, performs different actions. Combine that with the sweet- looking cel-shaded animated style and we smell a winner.

58 * ELECTRONIC GAMING MONTHLY EGM.1UP.COM

BECAUSE BOMB-SNIFFING DOGS DON'T WORK WELL UNDERWATER.

ANIMAL CROSSING

CITY ЕОСК |

E Platform: Wii E Publisher: Nintendo Ш Release Date: November 2008

Another addictive stroll through town, but with big-city dreams

It's hard to pinpoint what, exactly, is so captivating about this social- simulation series. Is it the endless hours of fishing, bug catching, fossil digging, and gardening? The strange and humorous neighbor animals—nosy and needy but nev- ertheless charming? Or is it your bulbous-headed in-game character

and its increasingly cluttered house that ultimately keeps us visiting our Animal Crossing towns day after day? Regardless of the reason, one thing's certain: It's addicting. From the series' start on GameCube through its handheld success on the DS and now to its return to home consoles on Wii, we have no doubt

that Animal Crossing will, yet again, charm the pants off us. Besides

the new city area to explore—full

of boutiques and relatively bustling with action—City Folk adheres to the series' formula. And the ability to chat online via the WiiSpeak micro- phone is a (small) step in the right online-multiplayer direction.

Platform: XB360 Ш Publisher: EA Games Ш Release Date: November 2008

They had us at *co-op multiplayer zombie apocalypse shooter"

We're pretty much mad fiends for anything involving zombies, so Left 4 Dead, which is about four play- ers—called Survivors—cooperatively going through a level teeming with the undead and merciless Infected, already has Ше concept going for

it. The fact that it's coming from the team behind Counter-Strike just

60 ELECTRONIC GAMING MONTHLY ЕСМЛОРСОМ

cements its future-legend status. Because teamwork's ingrained in the fundamental design (you'll need to work cooperatively for healing purposes and for handling certain ambushes), going lone wolf trans- lates into instant death. What also helps is the А.І. director system, which somehow manages to main-

tain perfect horror-movie tension by pacing out the Infected to come in waves—while also giving Survivors a "breather" in between. During our hands-on time, the game realized that every player was near death and extremely low on ammunition, so it responded by doling out the Infected in smaller and slower groups. h

Charge Base 2“ for PlayStation®3 Charge Station for Nintendo Wii" Charge Base 360 for Xbox 360™

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Platform: PlayStation 3

Publisher: Sony CEA Developer: Media Molecule

Release Date: October 2008

> EXCLUSIVE HANDS-ON PREVIEW

LEVEL HEADED

A primer on getting creative with Sony's innovative DIY platformer, LittleBigPlanet By Shane Bettenhausen

GOING PLANETSIDE

Ever since it first debuted to rapturous applause at 2007's Game Developers Conference, LittleBigPlanet has become the industry’s most hotly anticipated, paradigm-shifting buzz magnet. As a simple side-scrolling platformer starring an expressive anthropomor- phic beanbag named Sackboy (or Sackgirl, for those seeking burlap- sack gender equality), LBP appears modestly charming, but the game’s true depth lies in its stunningly deep level editing and sharing tools. LBP allows you (and up to three friends) to simultaneously create your own original stages, objects, and enemies in real time, either while you're all huddled around one TV or online via the PlayStation Network.

But before you can even begin to wrap your head around LBP's elegant level-creation toolset, pre- pare to undergo some crucial on-the- job training. After customizing and accessorizing your avatar, you'll then have to complete Ше дате first set of professionally constructed Story Mode stages, which are accessed from a branching map screen straight outta Super Mario World (complete with a visual cue denoting if a level has multiple exits). Here, you'll learn the gameplay basics: running, jumping, grabbing, drag- ging objects, and the crucial fore-

ground-to-background 3D movement (despite the apparent 2D gameplay, action takes place on three distinct horizontal planes). Since a realistic physics system underlies LBP’s hop "n' bop action, don't expect it to feel exactly like an everyday Mario or Sonic jaunt. Jumping, in particular, requires a little practice, as your ver- tical leap goes considerably higher than a lateral one.

As you venture through these stages, you'll also uncover oodles of raw materials, decorations, and functional objects for use in Create Mode. Plus, уои"! get to see how these elements have been imple- mented in functional stages—the game is scalable enough to allow for levels ranging from simple, single- screen coordination challenges a la Mario Party to complex, multipath platforming stages rife with enemies, vehicles, secret areas accessible only by multiplayer posses, and mas- sive boss monsters. Once you've experienced enough to get inspired, it’s time to get your hands dirty with your own LBP masterpiece. While you'll certainly want to return to Story Mode later to unlock additional construction fodder, you should prepare to lose several hours forging your first creation. Turn the page to gaze upon our virgin voyage into the stormy waters of creative freedom....

СЕЧЕС НЕНПЕП (co)

| MADE THIS

When you first venture into LBP's Create Mode, prepare for a battery of hands-on tutorials that teach you the ins and outs

of creating, deleting, and modifying items. While the prospect of forging a level that's unique, fun, and attractive might seem daunting, these bite-sized editing lessons (triggered whenever you try to use one of the various tools in your handy "Popit" menu) are an absolute must. Seriously, you're forced to ace each exam before you can actually utilize individual editing instru- ments. But don't fret: These lessons are

Споозта Ше

right material

You'll amass a vast assortment of different build- ing materials, but use care when choosing the right one for your level. LBP features a highly realistic physics system, so flippantly placing big, heavy slabs of concrete around your stage will quickly result ina domino effect that leads to tragically flattened Sackboys. Here, I’ve chosen to begin my level amid ribbons of light- weight polystyrene packing material. It's both harmless and fun (because you can pick it up and toss it around), and I've placed it on two of the game's three horizontal planes to give players a quick heads- up on the importance of 3D movement in this world.

2

64 * ELECTRONIC GAMING MONTHLY * EGM.1UP.COM

Get ready for your close-up

If you want to : import your own images into LittleBigPlanet (and trust

те, you do), you're going to need a PlayStation Eye cam- era. Plastering objects with whatever you hold in front

of the lens is a cinch, and

it’s the simplest way to give your creations a personalized edge. Here, I’ve created some spongy wheels adorned with Angelina Jolie, a tower featur- ing The Hills’ Lauren Conrad (check out the zoomed-in shot below), and some additional architecture emblazoned with a tasteful Playboy centerfold.

brief, entertaining, and best of all, worth- while, as you'll unlock a bundle of addition- al goodies after solving each one.

Also, while you may be tempted to fly solo in order to convey the purity of your grand inspiration, we suggest inviting a buddy or two along for the ride—having multiple Popits going in unison allows for more efficient construction...assuming your pals are willing to go along with your mas- ter plan. And even if they're not cooperative (very possible with four players onscreen, all trying to impose their will), at least Player

4

Simple obstacles can be fun When you first start editing, you'll soon learn that forging complicated, multipart obstacles isn’t always easy—

1 has the sole ability to undo any edit by simply pressing left on the D-pad.

Look in horror at my senses-shattering first attempt at an LBP level using only the materials I'd unlocked after playing the first set of Story Mode stages. ! (along with-GameVideos.com's David Ellis) crafted this monstrosity over the course of three hilarity-filled hours, and | was pleasantly surprised Бу just how playable it turned out. Perhaps the lessons | learned will help pre- pare you for your new career as a freelance level designer.

Create multiple paths

1 love platformers that encourage exploration by offering

multiple paths of varying degrees of difficulty, so I've cre- ated a few options here. Less adventurous Sackboys can stick to the ground-level seesaws, but more daring folks can attempt to grab on to the spongy pink cylinders and scale the wall. But the true daredevils will latch on to those wildly spinning windmills, using their momentum to take the expert-level high road.

expect to routinely switch into Play Mode in order to test-drive

your creations. Sometimes simple challenges can provide surpris- ingly fun gameplay. Here, a random red stiletto heel, a steep hill, and a precarious chicken drumstick collaborate to offer a poten- tially tricky jumping hazard.

they're opportunity-stakes

This crumbling mountain of crap didn't start out looking like this. But you'll soon discover that the best-laid design plans often end up collapsing after you take too many liberties with LBP's grounded-in-reality physics. My attempt to offer a hidden subterranean passageway went awry, causing my huge hill to collapse onto itself. Rather than rewinding that misstep, | opted to embrace the “destroyed beauty" aesthetic that made Gears of War so damned popular. Perhaps, one day, ІІ go back and try to complete my alternate path. But until then, I've used the game's music-editing tool to remix one of its peppy tunes into a disso- nant, spacey jam that's triggered as you scale this summit.

5 Those aren't mistakes—

After you blaze through the Story Mode's exhilarating skateboard jump, you'll be totally inspired to replicate (or even outdo) that awesome stunt. Turns out it's not as easy as it may appear—l made multiple edits to this leap, switching it зА from tandem motorcycles to a lone skateboard and then carefully shaving down the ramp to assure that it had enough momentum to clear the jump. Unfortunately, you need at least two players to operate this in its current form. I'm disappointed that | wasn't able to forge the spectacular, roller coaster-like track of my dreams, yet I'm determined to work up to that in the coming months.

6 Add a wicked jump

bu СИ»

в e, 5 ж Bring the рат Even though players will likely freak out when they reach

my level’s sadistic final act, | simply had to experiment with some of LBP’s more pernicious elements. This includes the lazily swaying (yet totally invincible) ghost that provides the final line of defense before the level’s end. A more advanced brand of enemy creation allows you to make foes with specific weak points and abilities. The stage ends, appropriately enough, with a trium- phant flagpole. ёф

ќ ә” p + | mm - м те в а ә T. V" Ж Dream big, but keep it under control While messing around with some moving platforms and conveyor га P ` Бенз, | discovered that they could be fused together with spongy material... | x y EGM Extras: ` and that their innate movements combined to form this giant, unpredictable Can't get enough _ _ platforming puzzle. Scaling this constantly shifting monstrosity requires some LittleBigPlanet? Head serious dexterity. But be careful when crafting such autonomous structures— to to before | corralled this beast to a relatively safe section of my stage, it leapt to monitor our progress as

the left and began wreaking havoc on my previous architecture. budding level creators.

ELECTRONIC GAMING MONTHLY е EGM.1UP.COM 65

ЕАз DICE studio not only wants to rein- vent the concept of first-person action

with Mirror's Edge, but it also wants to bring it to new heights with a

parkour-infused experience the

THE POLICE COME BARRELING OUT OF A DOOR on the far end of a pristine rooftop, forcing you to run toward the opposite end, where death stares at you from the concrete 40 stories below. You take cover behind some air ducts to hide from the gunfire and hope that some kind of exit presents itself, but there's nothing— that is, until a helicopter swoops down to monitor the situation. With no other choice, you take a deep breath and sprint toward the aircraft, thinking that this might be the end—you might not make it. But with a leap of faith and a little luck, you grab hold of the helicopter's landing struts as it flies away, which grants a brief respite until the cops track you down again. That's just one of the many heart- pumping scenarios that Faith, the quick and nimble protagonist, faces throughout Mirror's Edge, a first- person action game that appears to have been inspired by a number of elements, not the least of which is the awe-inspiring—and often dangerous—experience known as parkour. But, as it turns out, Mirror's Edge originally didn't have a magic-

68» ELECTRONIC GAMING MONTHLY * EGM.1UP.COM

bullet idea behind it—no one on

the development team at Sweden- based DICE woke up one day and said, "We're doing a first-person parkour game." According to Senior Producer Owen O'Brien, even from the beginning, they felt a clear need to do something that wasn't simply another Battlefield, DICE's first-person shooter series. "It's risky having a studio built on one franchise, because if that franchise fails, then everything fails. It's a desire not to have all your eggs in one basket," he says. "The easiest thing for us to do would've been a Battlefield redressed, or a clone, and say it's our new [intellectual property]. We probably would've been quite successful, but it wouldn't really be a new IP. People would've just thought it's another version of Battlefield with cowboys and Indians or whatever... which might actually be cool."

Still, Mirror's Edge partly owes its existence to Battlefield. "We started off prototyping this game in Battlefield 2," O'Brien says. "We built this urban environment, and we saw these people jumping out of jeeps, running into the buildings or the underground.

Vehicles became less important, and what we wanted to do was move up and down quickly on foot. That's where the desire to do something with movement in first person came from. It kind of grew out of that."

Taking a look at the track record, most first-person games that focus on traditional action elements as opposed to shooting typically haven't been received or executed well, with the possible exceptions of Namco Bandai's Breakdown and Nintendo's Metroid Prime series. But, surprisingly, this wasn't DICE's biggest concern in the early stages of the game's development; rather, it was the idea that if the team couldn't get first- person movement to work—and work well—then the entire project would be a failure. “Рт paraphrasing, but there's something along the lines of ‘If you want to discover new land, you have to lose sight of your own homeland for a long time.' That's kind of where we were, because we left the first-person shooter and went off to the mythical island of first-person movement—not knowing if it existed or not," O'Brien says. "The problem with first-person

movement before was that it was always something other developers tried to add on to a first-person shooter, and when it didn’t work well, they just fell back to bigger guns or whatever. We didn’t have that, so we just had to keep going. There wasn’t just one thing that made it work; there were lots of little problems to solve, whether it was simulation sickness, the field of view, or the feeling of moving.” In fact, motion sickness—the feeling of nausea some people experience while playing first-person games—proved to be of particular interest to Art Director Johannes Söderqvist. “I've been thinking about this a lot, since | have this tendency to get carsick. To me, it comes down to the amount of control that | have—the predictability of the moves. l've noticed it in games where the controls aren't based around skill. The game does something for you while you're running, or you have a lot of outside influences on the body or car or whatever you're using. Then | have problems,” he says. "But | think in Mirror's Edge—what people don't get from the trailers and so on—is

how much skill is involved and how much you actually decide on your own. When | play the game, | decide what’s going to happen, and | know what’s going to happen. My brain blends in with what the game does, and it becomes predictable. | don’t get sick.”

The reticule in the center of the screen may have something to do with this as well. While it mainly indicates when you can use the game's version of slow-mo bullet time (called “reaction time" in Mirror's Edge), turning it off may not be such a good idea for those prone to motion sickness. “It’s like a ballerina doing pirouettes,” O’Brien points out. “If you have a focal point, it’s OK. Also, the camera is simulating eye movement rather than head movement, and | think one of the mistakes people made in the early days of first-person movement was to stick a camera on [the chest as opposed to the head]. So even if you’re vaulting over something, your eyes stay focused on where you’re going. The other thing is the field of view, which is 90 degrees in Mirror’s Edge. But in most first-person

Parkour creator David j Belle jumps around in French flick District B13.

games—because of the atmosphere those games want to create—they want claustrophobia, but for us, we want you to see the whole world and more of your body."

Aside from its combination of first-person perspective and acrobatic action, something else that sets Mirror's Edge apart is its world—or more specifically, its vibrant look—which emphasizes relatively simple and straightforward visuals as opposed to the grittier look found in most of today's first-person shooters. “[O’Brien] told me early on that when we take screenshots from the game, ‘I want people to recognize it almost instantly.' That's a great start. That sets Mirror's Edge up for being kind of bold—it really had to look different,” Söderqvist says, recalling the initial planning phases for Mirror’s Edge’s look. “And my wish was to get away from the standard gaming template of that juvenile, pubescent look of big, hulky guys and T and A. We wanted to do something that would attract even a broader audience. Plus, | came from Battlefield 2142, which was very gray and drab, so | really wanted to do +

GAMING MONTHLY « EGM.1UP.COM 69

something with color."

And he did exactly that. "[Sóderqvist] produced this mock-up of a white city with vibrant colors and said it was an example of what the setting could look like," says O'Brien. “Апа | asked, ‘What? A very white city?’ and he said, “а like to do that so the colors would jump out at you.”

The colors in Mirror's Edge do more than serve as accents for walls, billboards, pipes, or staircases.

Colors direct you and give subtle

(and sometimes not so subtle) hints

of paths that are available to Faith. But, by Sóderqvist's own admission, working with a relatively limited palette to create a unique look while blending it with the gameplay was quite difficult. "Part of it is doing color in a way that

it doesn't become too vulgar. Some

of our areas are really strong and in your face, but at the same time, it can't look garish, like a circus tent—all colors, all the time,” he says. “It has

to be balanced with something that’s very monochromatic. | think one of the main things that’s made this possible is the lighting technique, so we can get

70 * ELECTRONIC GAMING MONTHLY е ЕСМЛОРСОМ

the color balanced and stuff like that. Without that and without the gradients and shadow detail, the game wouldn't look as good as it does."

"There's a phrase we use in Swedish—‘damaged by your work,” Söderqvist says. “You get really anal about details. You see faults in fonts, colors, or whatever. | see that instantly because I’m trained to do that. Now, you can imagine a highly skilled criminal or a SWAT guy would develop similar skills. They'd have a way of seeing the environment. [O'Brien] compares it a lot to Jason Bourne. Where you might see a pen, Jason sees a stabbing weapon. We wanted to bring that thought into the game using color and art style, so the theme of the art direction is ultimately centered on heightened senses—what it would be like to be that person."

Of course, the fact that this person, Faith, is essentially as agile as Spider- Man didn't make things any easier, not to mention that her movements must react to just about everything in the environment, whether it's a fence, a set of stairs, or simply a single pipe.

E Mirror's Edge's story includes other runners— most notably Celeste.

“In а sense, we're actually making а skateboarding game. You should be able to interact with everything. It's really strange if you can jump over one obstacle, but you can't jump over another because it's a little bit higher," says Senior Animator Tobias Dahl. “We have to think about that constantly and place stuff where it feels natural and where you can interact with it without having too much difficulty."

What really seems to pull all of the action together is how much of Faith's body you see at any given time—and how it looks when you see it. When her arms pull up on a ledge or her legs compress when she hits the wall after speeding down a zip line, it looks incredibly convincing and goes a long way toward connecting you to Faith and her skills as a parkour specialist. But, interestingly, none of these movements are actually natural, as Mirror’s Edge uses very little motion capture—most were hand- animated. Additionally, the animators had to manipulate Faith’s model in such a way that it looks natural from a first-person perspective, but if you >

Read

“| think a lot of people on the team are avid comic book fans, so you can see it seeping into various aspects of the game. But there was no specific comic or book that influenced the game. Having said all that, | would recommend the Lucifer comics from the point of view of a world where good and evil are not as clearly defined as you'd think."

Watch "Run Lola Run was an influence for the urgency and pace of the chase as well as the humanity of the lead character. The Bourne films have also had an influence when it comes to Faith's ability to disarm enemies and quickly perceive features of an environment that wouldn't be obvious to a normal person. I'm a big Joss Whedon fan, so Serenity was an influence for the story setup—you can make other people live by your rules even if your society is better. Also [check out] Buffy, Battlestar Galactica, and Alien for strong female characters that appeal to females as well."

Listen “Ап unpredicted and simple texture of sounds trigger instincts; your body has already reacted to what your mind is Still trying to process. With these tools

й of inspiration, Audio Director Magnus Walterstad aims to immerse the player into the world of Mirror's Edge. Key influences are Soil Festivities by Vangelis and Leaving Home by Solar Fields."

Visit SE *New York [shown here] was one M inspiration for the scale of the game and the powerful sense of vertigo. Tokyo's organic structure, particularly when it came to the rooftops, has lent a lot to the level-design process. There was no one big influence on the visual look of the game, as it's really f ап amalgam of all kinds of things, from the clean streets of Singapore to the whitewashed villas of Greece."

were to view that same model in third person, it would look completely awkward. “We did pencil drawings of what people would see onscreen and asked if they understood what was going on because you have to get more of the body visible onscreen than you normally would," O'Brien says. “Normally, when you're hanging, you wouldn't see your arms, but [you see them] in our game. It's cheating, but it feels right."

"We tried motion capture, but that's not what's happening. Your eyes compensate in weird ways by looking at stuff while running in real life," Dahl explains. “It’s easy when you have a gun sticking to the bottom-right side of the camera, but now, from time to time, we have to cheat and show hands there to indicate to the player that you're doing something."

Still, guns are very much a part of the recipe in Mirror's Edge, and they appear onscreen much like they do in any other first-person game. Whenever police or SWAT members confront Faith, she can either run (a smart alternative when enemies

72 * ELECTRONIC GAMING MONTHLY е ЕСМЛОРСОМ

come in groups) or fight. Naturally, she has a number of acrobatic melee moves in her arsenal, including a slide kick and off-the-wall jump kick, as well as standard punches. But by far her most effective move is the disarm—a maneuver that not only takes out enemies in a single, fluid animation but also gives Faith the ability to take and use whatever gun the enemy was carrying.

Weapons played a bigger role in the game early on, but as development progressed, members of the team recognized that it didn't fall in line with its “opposite of Battlefield” approach. “It took a long time for people to get their heads around the idea that DICE was going to do a game without vehicles, and it took an even longer time to get their heads around DICE doing a game that wasn’t focused on guns,” says O’Brien. “We were going for the ‘female Jason Bourne’ kind of thing. It’s not that Bourne doesn’t use weapons, but he just uses them as a means to an end and then usually dismantles them and throws them away. That’s what | wanted to go for.

Sometimes, there's just no place to hide. The best way to take on enemies is to isolate them and then finish them off.

I still wonder if we should’ve done it without any weapons whatsoever, but | like giving the player the option. If we get a lot of feedback from people saying they'd like a game with no weapons, maybe that's what we'd do for the sequel."

But right now, DICE has all of its energy focused on tweaking and perfecting what's there in the current incarnation of Mirror's Edge, and there's certainly no denying that they've come up with something that'll appeal to a broad spectrum of people not just because of the way it looks but also because of the way it plays and how fluid it all feels. Even in the first several minutes, there's an immediate temptation to go as fast as possible—the game does such an excellent job of conveying a sense of urgency and making you feel as though you can do just about anything. Your only limit is your skill—something that becomes abundantly clear when you hold your breath and take that first major leap from one skyscraper to another while a helicopter tries to hunt you down. йй

Mirror's Edge is set N against the backdrop of an enormous city under the tight control of a totalitarian government that monitors information exchanges 2 and other activities under the guise of a safe, clean metropolis. Protagonist Faith is one of several “runners"—members of an underground association that relays information while avoiding government detection. Her sister, who happens to be a сор, is framed for a murder she didn't commit, so Faith sets out to free her and uncover what really happened. We spoke with Rhianna Pratchett, daughter of famed sci-fi author Terry Pratchett and writer for Mirror’s Edge, to get her thoughts on the story, its characters, and its overarching message.

i EGM: jow do you approach writing for a game like this?

Rhianna Pratchett: Each project's different

Това huge number of reasons. Often, this is down to how much work's already been done on the story prior to your involvement, the way in which the narrative folds into the gameplay, and the general roller-coaster ride that is game development. Usually, my job is to work with what's already there in the game—be it characters, story ideas,

level design, etc. If it’s not there, then I

have to help create it. So, sometimes you're just adding flesh, and sometimes you're working from the bones up. There's usually alot of back-and-forth work trying to make gameplay and story sit together well, and that's not always an easy partnership at even the best of times.

EGM: The themes in Mirror's Edge seem to deal with hot-button issues, such as government control over information. Will we see an emphasis on that throughout the game, and how do you balance between trying to convey a message

and lecturing people about the potential dangers of such a world?

RP: For my part, the themes were very much born out of quite small and subtle changes that | saw in my home city of London or read about around the world, spun forward to the extremes. Although, what we've tried to emphasize with the story is that what's sinister about this city isn’t so much the authorities taking control of people’s lives, but the people letting them do that. Surrendering almost intangible liberties for tangible benefits: good schools, safe streets, clean and reliable public transport, orthe best housing. This is a city that really works—and, in many ways, can be seen as good. But “good” isn't the same as "right." This is certainly reflected in the story, but Из not something that we've tried to hammer home. We're not trying to be

preachy. This is a game, after all, and players can interpret as much as they wish; we don't force that on them.

ЕСІ па?з the most rewarding aspect of being able to help bring a world like Mirror’s Edge to life? Do you have any favorite characters?

RP; It’s rewarding when you can get

people exited about a narrative world and genuinely interested in the adventures of the characters that inhabit that world. As far as my favorites go, Faith's great, and so is Mercury, her tracker, who’s one of the main voices you hear in the game. But | always have a soft spot for the bad guys, and a

lot of stuff I’ve done previously—Heavenly Sword and Overlord—had a lot of emphasis on its antagonists.

EGM: Do you ever play through the games that you've written scripts for?

RP: Sometimes, yes. Although, froma narrative perspective, | think it’s great

if you get to do that while the game's in production—that's the best way of telling. what's working and what isn't. But that's not always possible. | helped beta test parts of Overlord, which was an interesting experience. l'Il definitely play Mirror's Edge, although I’m not entirely sure how good ГИ be. | foresee a lot of falling off buildings in my gaming future.

About half of Mirror's Edge takes place out on the rooftops, while the other half's indoors— like in this massive storm-drain tunnel.

в Mirror's Edge Producer Tom Farrer

m addition to a full single-player mode that spans several levels, Mirror's Edge also includes a time- trial option where you race to secure the best time in sections derived from various parts of the game. You can also upload your time and ghost data and race against other competitors from around the world. "We've taken all of our favorite sections, stretches, and parts of the game, and we've cut them into a whole series of courses that are unlocked as you play through the single-player game, but also as you play through the time-attack mode itself," says Producer Tom Farrer. "If you want to unlock the more advanced

and difficult tracks that have higher qualifying times,

74 * ELECTRONIC GAMING MONTHLY е EGM, 1UP.COM

you need to play both. We kept them bite-sized and short so you can grind them and play them and get faster and faster. It’s not like playing an entire level. That’s going to take you a long time to nail perfectly. Obviously, we've got the qualifying times and the star rating for every player, so the faster you are, the more stars you get.”

A word of warning: This mode is incredibly addictive. It’s one thing to play through a level alone, trying to get your own personal best time as you hit all of the checkpoints, but once another player's faster ghost data is thrown into the mix, it turns into an entirely different beast. Not only will you see some moves and shortcuts you never thought were possible, but you'll also spend a good amount of time attempting to create new ones that the other player didn't even think to try in order to shave a few milliseconds off your time. Let's put it this way: It's one of those modes where, if you screw up even once, you'll go directly to the menu and hit restart so you can do it over and over again until you get it right.

“This was one [of] the things that we really had to think about while building the single-player maps as well, because a lot of the routes and spaces are really subtle,” Farrer says. "Even in a small space, there's a way to do it quickly if you can find it. On the first playthrough, you're not going to find those kinds of things, but here, they're all there to be found, explored, and exploited, so you can go as fast as you can."

ж ж ж 00:52:38 02:00:73

Ghost data іп a time trial is represented by a red figure that leaves behind footprints, so you can _ literally follow in Из footsteps to each checkpoi

дою с

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Terror has a new hat.

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zomg.com

A cover is born

Since EA and DICE were kind enough to make this month’s EGM cover to our specifications, we thought we'd show you some of the initial mock-ups they

did based on our original concept. With few dynamic angles left to exploit,

we didn't want to follow the same path as previous Mirror's Edge сом

out there. So, taking the “mirror” concept to the extreme, we suggested

seeing Faith’s face reflected in pieces of a shattered mirror—which, after considerable tweaking, resulted in the explosive cover image: ee |

Gotta Have Faith

How. the lead character in Mirrors Edge came to be

Faith owes her existence in Mirror's Edge to a happy accident. She wasn't the intended lead, but when she first appeared, everyone knew she was a perfect fit. “We had a multiplayer mode as part.ofthe game early on; she was one of the multiplayer characters, and we just fell in love with her. We took her out of that context and worked on her some more and made her the lead,” says Art Director Johannes Söderqvist. “Faith’s grown a lot through the two years since she was ‘found,’ so to speak."

And where'd her look come from? “Нег shoes—that was just the concept artist having some fun, and the split toes are cool. And the tattoo on her arm came from her being a tech girl, like a hacker. We didn't want something like the yakuza—the dragons or the flowers," he adds. “1 wanted something more unique that would key into who she is as a person. If she was into electronics, she'd have a tattoo that looks like a circuit board. You can interpret it as a map of the city. It just ties in with her and the city."

76 * ELECTRONIC GAMING MONTHLY * ЕСМЛОРСОМ

Sid Meier's classic strategy game reinvented in the world of Civilization IV. #5 no mere expansion pack—this is a whole new game power and prestige as you build a new civilization of experience reimagined from Sid Meier's legendary 1994 your own. All new graphics, loads of new features, and classic, Colonization. Set out from one of four European См5 legendary “one more turn” addictive gameplay nations to discover and colonize the New World. make this instant classic a must-have for Civ fans, Conduct trade, negotiations, or declare war to acquire Colonization fans and new players alike.

А : Ма: B : bu M s р m Sid Meier's classic epic Colonization, updated Set out from your homeland to discover New timeline from 1492 -1792, this is Civ in the amazing world of Civilization IV. and explore the distant shores of a new like you've never experienced.

world - colonize a land of your own.

NOI È TVILIZ ATION Гу

GAMES

Alcohol Reference { ғ ; Build your own nation. V ЛИС у Tobacco Reference ЕР, -- а Mild Violence WW civil уп.сс қ a

ESRB CONTENT RATING www.esrh.org : FIRAXIS

©2005-2008 Take-Two Interactive Software, Inc., and its subsidiaries. Sid Meier's Civilization IV: Colonization, Civ, Civilization, Colonization, 2K Games, the 2K Games logo, Firaxis Games, the Firaxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. The ratings icon is a trademark of the Entertainment Software Association. All rights reserved. Windows and the Vista Start button are trademarks of the Microsoft group of companies, and ‘Games for Windows’ and the Windows Vista Start button logo are used under license from Microsoft. All other marks and trademarks are properties of their respective owners. All rights reserved.

r Windows

2REVIEWS

Sabers of light, piñatas of might, a Dyackian plight, and good games for geeks

Not to make a habit of it, but consider last issue's Soulcalibur IV scores—from Shawn Elliott and myself— amended. In light of SC4's fantastic online play (which, as disclosed in our review, wasn't implemented in our early review copies), we hereby bump our respective В+ scores to As. Incidentally, this new trio of As (taking into account lead reviewer James Mielke's own A score) also earns SC4 our coveted Gold award. Trust me—if you haven't picked up SC4 yet, you're really missing out. —Ryan Scott Executive Editor, Reviews

80 Mario Super Sluggers

81 МНІ. 09 82 Star Wars: The Force

Unleashed

84 Tiger Woods PGA Tour 09

84 FaceBreaker

86 Disgaea 3: Absence of Justice

86 Tales of Vesperia 88 Too Human

90 Viva Piñata: Trouble т Paradise

92 Guilty Gear 2: Overture

92 Spore: Creatures 93 Dragon Quest IV: Chapters of the

Chosen

94 Download Wrap-up

78 ELECTRONIC GAMING MONTHLY EGM. 1UP.COM

Чиј

VIVA PINATA: TROUBLE IN PARADISE

THIS MONTH'S REVIEW CREW

Check out all editor blogs and bios at ReviewCrew.1UP.com

James “Milkman” Mielke

Mielke's recent Journey marathon has prompted him to go on a real journey—to Japan, during picture-taking time. Jerk! Now Playing: Journey

Greg Ford

Geometry Wars 2, Space Invaders Extreme, 1942: Joint Strike...Ford hopes the cheap/awesome trend

continues for, like, ever.

Now Playing: Arkanoid DS

Jennifer Tsao

Jennifer's getting excited for the busy season— not just all the new games, but massive, massive amounts of television. Now Playing: Geometry Wars 2

Giancarlo Varanini

Giancarlo visited Sweden for this month's cover story, and all he. got was this stupid Allen wrench. Now Playing: PixelJunk Eden, Soulcalibur IV, Lego Indiana Jones

Ryan Scott

Deep in the eye of the storm, Ryan's making preparations for the hairy holiday-review season. Now Playing: Soulcalibur IV, Galaga Legions

Nick Suttner

Nick spent the month giving Batman voice lessons, to sound less stupid in the next film.... Now Playing: LittleBigPlanet, Psychonauts, Braid, Geo Wars 2 ШР NETWORK

ABOUT OUR REVIEWS We believe that games are more than the sum of their parts, so ме tackle them subjectively, as experiences.

You can always find our reviews (or lead reviews, in the case of three-man reviews) on 1UP.com, as well as reviews we didn't have room for in print.

Anthony Gallegos

Anthony's Mexican heritage always taught him that piñatas are for beating, not for breeding. Now Playing: Viva Pinata: ПР, Braid, Space Siege (PC)

Jeremy Parish

8-bit Mega Man 9, a new Bionic Commando, but no Servbot- based RTS? Capcom, Jeremy's tears are everyone's tears.

Now Playing: Dragon Quest IV

GRADES/AWARDS А+ to A- EXCELLENT B+ to B- GOOD

C+ to C- AVERAGE D+ to D- BAD

Е TERRIBLE Also on deck...

The following awards are

based on these grades: Shane Bettenhausen Ray Barnholt, David Platinum: All A«s Ellis, Andrew Fitch, Gold: All A-s and up Philip Kollar Gord Goble, Joe Silver: All Bs and up Rybicki

Game of the Month: Andrew Pfister

Highest-rated game with

all "Good" scores

Shame of the Month:

Lowest-rated game with

all "Bad" scores

ELECTRONIC GAMING MONTHLY е EGM.1UP.COM * 79

LIT 52225222 Е

Im

Фо

Publisher: Nintendo Ш Developer: Namco Bandai Players: 1-4 Ш ESRB: Everyone

The Good: Solid controls, player chemistry.

The Bad: Brain-dead baserunners, not very balanced

Please Use: The optional Nunchuk controls

Power surge

+ с. FORD: Mario Super Sluggers has all the markings of a typical Mario Sports game, with chirpy voices, saccharine eye candy, special-move- busting characters, and fun, arcade- style gameplay...which isn't a bad thing. And thankfully, this brand of baseball makes a nice transition to Wii, utilizing simple Wii Sports-esque pitching and swinging motion con- trols, which are usually on the mark (though frustratingly, the occasional flick doesn't register). Whether it's due to more-forgiving motion controls or just some tweaking, hitting's much easier and rewarding here than in its GameCube predecessor.

The one-player challenge mode is nothing special, featuring some fetch quests and menial baseball tasks, but

80 ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

the on-field action is always enjoyable, especially since Super Sluggers adds some depth by making player chem- istry a factor. Match up characters (a couple of Kongs, for example), and they'll receive jumping and throwing boosts in the field—and bonus items to use at the plate. The fields also show some creativity—while Mario Stadium's expectedly bland, parks like DK Jungle have barrels rolling through the outfield and giant flowers that

put players to sleep if they tread too close. Baseball's a sport with unique fields, and that's embraced here—to an almost absurd degree.

The requisite minigames round things out, each focusing on different gameplay mechanics, such as hitting Bob-ombs for home runs or delicately

Ш Bowser’s throwing gas... for all the wrong reasons.

MARIO SUPER SLUGGERS

throwing pitches through multiple walls of ice for maximum points. Meanwhile, the Toy Field game is a little more fleshed out and certainly entertaining, supporting up to four players in a hitting and fielding game with a goal of earning the most coins.

Super Sluggers succeeds and fails as most Mario sports games do: Its quick, arcade-style action is easy to get into and fun, but this comes at the expense of the nuances you'll find in a sim. Between the creative fields, chemistry boosts, and supermoves, any given contest has a lot going on, delivering a hectic but entertaining experience. Lousy А.І. baserunning and some balance issues can dampen the excitement, but Super Sluggers is good for a matinee. $h

Xbox 360 (also on PS3)

NHL 09

В Publisher: EA Sports Ш Developer: EA Canada Ш Players: 1-12 Ш ESRB: Everyone 10+

mew Bigger, better, and still quirky

GORD

mode is both innova- tive and appealing The Bad: Occasionally weep- worthy A.l.

Rookie Alert:

More tutorials, more guidance, clearer button-assignment explanations

+ GORD: What can you say about a game that delivers so much, institutes so many new features, and looks this fluid yet continues to exhibit several of the same maddening gameplay glitch- es we've seen for years? You can say it was expected.

NHL 09 is a stunningly grandiose affair. It doesn't so much allow you to play hockey—it allows you to experience it from every angle. If you're a control freak, you'll love the new dump-ins, stick lifts, 360-degree sweep checks, and defensive-postur- ing opportunities—all of which build upon an already colossal roster of actions. If you're old school, set the gamepad to NHL '94 and travel back to a simpler time when two buttons did it all. Budding management types

will flock to the game's Dynasty mode, and multiplayer fans should appreciate the lag-free environment and unadul- terated immensity (including 6-on-6 team play) of its online component. Now, if you prefer seeing hockey through one pair of eyeballs, the new Be A Pro mode covers you. Here, you begin your professional hockey life on an NHL farm team (or alternately, you can adopt an already established player) and progress through a career where gameplay experience and favorable coaching reviews garner apportionable attribute upgrades. Granted, those reviews are pretty darn forgiving—yet it's surprisingly chal- lenging to control just a single player, adhere to on-ice visual cues, and get all of the little things just right.

But wouldn't it be nice if more time was spent fleshing out long-running gameplay quirks? Wouldn't it be nice if bizarre last-minute goals and empty-net whiffs weren't so frequent, if the best defensive approach weren't to hack players to the ice, and if the programming didn't so often dictate which shots bulge the twine?

Still, NHL 09 proves more than ever that a gamepad makes a great hockey Stick. It welcomes veterans, newcom- ers, and front-office suits with equal enthusiasm. And when you're totally consumed with moving Columbus left winger Rick Nash toward the net, pushing off a defenseman with one hand, pulling a deke with the other, and burying it over a prone goalten- der, much сап be forgiven. $h

ELECTRONIC GAMING MONTHLY е EGM.1UP.COM е 81

ЕЕЕ

PS3/XB360

STAR WARS:

THE FORCE UNLEASHED

Midi-chlorian count: pretty low

Ш Publisher: LucasArts Ш Developer: LucasArts lil Players: 1 Ш ESRB: Teen

GIANCARLO

C

AVERAGE

MILKMAN

AVERAGE ANDREW P.

GOOD

The Good: Force powers The Bad: Combat The Horror: Soun glitches in

па getting stuck in walls in both

+ GIANCARLO: Sadly, we're not treated to any real unleashing of the Force in this latest entry to the Star Wars saga, which delves deeper into previously unexplored post-Episode Ill апа pre-Episode IV plot territory.

In fact, a better name for the game would’ve been Star Wars: The Force Mildly Contained—only in the first few levels does the Force truly feel like the ultimate weapon, something that separates you (Darth Vader's not-so-secret apprentice) from the rabble of stormtroopers, Rodians, and Felucians. As it turns out, some of these enemies find a way to negate your best Force powers with energy shields and other technical sorcery, which effectively gimps the one genuinely entertaining aspect of TFU’s

third-person action.

Sure, it makes sense that you can’t just pick up every single enemy and fling them around—the game would’ve been way too easy if that were the case—so you're forced to find other ways of defeating your dumb opponents. Still, it's just not very fun when a game called TFU falls back on sloppy combat mechanics as a means to challenge you...especially when vaguely unresponsive controls (imagine playing an online action game where a slight bit of lag haunts you the entire way) render combo attacks less than useful.

Still, it’s a nice-looking game, and Star Wars geeks will undoubtedly enjoy the story to some extent—as long as they can excuse some manip-

ulation of canon to accommodate it. Just don’t expect the action to back it up.

+ MILKMAN: I’m conflicted about TFU. On one hand, it’s easy to see the effort that the developers put

into things like the story (making it feel as plausible a part of the Star Wars mythology as Knights of the

Old Republic ever did), the ambitious graphical detail, and the significant use of the actual Force; it all makes TFU seem like a game deserving of the Star Wars name. On the other hand, it’s hard to overlook the rough execution. The levels are so huge that they border on sprawling—but in that bad way that makes you wish the level would just end already. The cam-

era forces you to do all of the work, too, making every step feel twice as laborious as it should. Finally, char- acter animations and enemy А.І. are so clunky that the whole thing feels like a mediocre third-person action game from 1999—when, in reality, it's a mediocre third-person action game from 2008. An ambitious—yet ulti- mately dissatisfying—effort.

To expand on what Giancarlo said, it’s a bit of a tease to give me these amazing grip and push Force powers, only to then introduce an enemy type who just happens to have an energy shield that can negate them. Admittedly, it makes sense to encourage players to vary combat tactics, but when all of these enemy

variations attack at once (and then continue to hit you while you’re down), it’s precisely the time when you want to really unleash. Instead, | made

for the nearest hiding spot while my Force energy recharged and looked for stormtrooper fodder to pick off so | could replenish my health. Some fear- some Sith | turned out to be.

Even if the combat pretends to be smarter than it actually is, the sur- roundings are still beautiful enough to smash your way through, and the plot—while I’m not sure my inner geek can accept it as official Star Wars canon—is interesting enough to see through to completion...especially the climactic fight, which occurs at a very familiar location for fans of the Star Wars films. жай

Regular stormtroopers are the best fodder for your Force powers.

Like pretty much every Star Wars game in exis- tence, The Force Unleashed features a shock- ing amount of fan service—but in this case, it's clear that the developers had some fun with the lore. Keep an eye out for Jar Jar Binks frozen

in carbonite, a mounted Salacious Crumb head, and the appearance of a very popular character that hasn't been seen for a while. And, no, we're not talking about that rather portly dancer from Return of the Jedi.

EGM Extras: Trouble finding

secret costumes for Vader's apprentice or extra lightsaber crystals, you have? Visit EGM.1UP.com and our SuperGuide to find them and to unlock other secrets of the Force, you will!

C GAMING MONTHLY е EGM.1UP.COM г 83

PS3/XB360

FACEBREAKER

Ш Publisher: EA Sports Developer: EA Canada Players: 1-2 Ш ESRB: Teen

If you ever wanted to punch Peter Moore...

DAVID + DAVID: At first glance, FaceBreaker eschews the haymaker punch in favor sense (like EA Sports head honcho C - looks like a spiritual successor to of a crane kick, and his ninja abili- Peter Moore), while other inclusions cartoony arcade-boxing games like ties allow him to teleport. Fights are (The Hills’ Heidi and Spencer and Kim AVERAGE, 2. Mike Tyson’s Punch-Out!! or Ready a button masher's dream: The action Kardashian from Keeping Up with the The Good: 2 Rumble Boxing. They all feature unfolds too fast for any serious stra- Kardashians, among others) are com-

Personalized fighters The Bad: Repetitive, button-mashing

diverse casts of eccentric boxers with bombastic moves that you've gotta learn how to counter in order to move

pugilism

Reality Beatdown: up the ranks and win title belts. That's Fight as Heidi pretty much where the similarities

is преси from between FaceBreaker and its prede-

cessors end.

FaceBreaker is more casual fighter than pugilist-laden spectacle. Basic attacks—high punch, low punch, throw, and the all-powerful haymak- er—can be charged up for more pow- erful blows, and each character sports their own variation on this move set. Steve, the bulbous Karate Math-lete,

GOLD AWARD

Links reawakening

+ JOE: Though I’m a big fan of the Tiger Woods series, | wasn't thrilled with last year’s edition. While the game packed in lots of new features, the designers’ tinkering resulted in

а clunky marriage that combined an unpredictable, Hot Shots Golf-style “three-click” system with an oversen- sitive analog swing.

Well, this year brings more tinker- ing, but this time, the planets appear to have aligned just right. The issues with swing sensitivity are addressed with a swing-feedback meter, which clearly illustrates any deficiencies in your swing (plus, the game throws in a robust club tuner to help counteract any tendencies to draw or fade your shots). And the three-click meter seems a bit more forgiving this time;

able controls, simul- taneous multiplayer The Bad: New com- mentators are simply awful

The Troubling: No skills? No problem! Just buy top-notch gear online!

84 * ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

tegic play, and attacks follow a rock- paper-scissors approach (jabs beat haymakers; haymakers stop throws). If you grow tired of beating down the available characters, though, you can create your own fighters. The game stitches together a reason- able facsimile from photos uploaded to your system; the process takes a long time, but it's worth the effort. Pounding your buddy's virtual dop- pelgánger—then laughing at him while he sits next to you—is pretty damn satisfying. Several included custom characters make perfect

while it still goes supersonic if you break 100 percent power, | found it easier to make clean shots than in last year's game.

This strong foundation makes it easier to appreciate all of the extras layered on top. Take the enhanced integration with EA's GamerNet: Now, when playing a hole in any game mode, you may see a message pop up indicating that another player has issued a GamerNet challenge for your current location. Top it and your feat's automatically entered in the books.

| also dig the new skills system. Each of the four categories (power, accuracy, short game, and put- ting) adjusts based on your in-game experience: Simply perform well and your skills improve. Even better, your

PS3/XB360

TIGER WOODS PGA TOUR 09

Ш Publisher: EA Sports @ Developer: EA Tiburon ш Players: 1-4 ESRB: Everyone

pletely baffling.

Despite FaceBreaker's simplistic fighting mechanics, the computer- controlled characters get pretty relent- less. Even at the lowest difficulty, winning the higher-rank championship belts borders on impossible. It's frus- trating to watch opponents suddenly block, parry, and counter almost any attack, making for a minimal chance of victory. FaceBreaker is fine if you want to mindlessly mash buttons and beat the hell out of friends, but if you want a deep, balanced boxing game, look elsewhere.

skills actually decrease if you don't stay on top of your game. It provides a surprisingly powerful impetus to approach each shot with care.

I'm also particularly pleased with one major change to the multiplayer options: simultaneous play, where all four players take shots at the same time, with opponents' shots indicated by colored trails. This makes it pos- sible to polish off a full 18-hole game without committing an entire evening to the enterprise.

Sadly, the previous games' excel- lent voiceovers have given way to two new (and embarrassingly wooden) commentators...but, really, aside from that, Tiger 09's a wholehearted improvement. I’m curious to see how (and if) EA tops it next year.

25 d 52 Е ч e БЭРИ

WHEN you стоке в тонот, you INHALE | “FOUR TIMES #5 | | much TAR Ps f

; 02 32150| [utaq15^oqp 15428 3H1 Vy 139 том Зу: зазтз ми

б OL варење

а и

spoof on RPG clichés, smart writing The Bad: Could've been done оп PS2... or PS1

At $50: Not a bad PS3 deal

A. FITCH

PHILIP.

с

AVERAGE

The Good: Fast- paced battles The Bad: Story deserves a better script

Bonnie Pink: Her J-pop theme rocks

ФА. FITCH: Some love Nippon Ichi tactical-role-playing favorite Disgaea for its hardcore strategy elements— this is a series that sees you traverse 100-level gauntlets inside your own weapons in order to power them up, after all. | play mostly for the silly, over-the-top plots that ruthlessly sav- age stale Japanese-RPG conventions, though—much аз love the genre,

ГИ be the first to admit that it needs

a good mocking from time to time. On that note, Disgaea 3's demonic- schoolboy protagonist, Lord Mao, doesn't disappoint: He's an awkward, nerdy social recluse who's hopelessly addicted to manga and videogames. Oh, and he's also sworn vengeance on his father—who just happens to be Overlord of the Netherworld—after

TOTAL DAMAGE 110

he deletes our young antihero's save- game data. Frankly, that's a helluva lot more relatable to the target audience than any plucky, world-saving teen. Lord Mao plots his devilishly deli- cious revenge from the halls of the Netherworld's Evil Academy, which serves as D3's hub area and stands in for the castles and towns of previous games. But don't expect any social- sim elements or Persona-style suc- cubus dating; the new setting's mostly window dressing, and the classroom simply serves as a tactical war room. The strategy doesn't feel quite so fresh, either, though D3 offers a couple of twists on the formula: Geo symbols, which imbued the battlefield with myriad status effects in previous Disgaea entries, are now geo blocks

“= PlayStation 3

DISGAEA 3: ABSENCE я OF JUSTICE

Publisher: NIS America Developer: Nippon Ichi Ш Players: 1 Ш ESRB: Teen

If уви say you don't relate to this RPG hero...you're lying

that you can throw around and climb on. Additionally, humanoid characters can join forces with monsters to craft some pretty bizarre weaponry. The series' trademark Prinnies—exploding demonic penguins—can transmogrify into badass, laser-spewing guns. After five Disgaea releases in five years, though, it all feels very familiar, and

| worry that the hardcore bent might leave casual players behind.

Still, while the setting, strategy, and sprite-based visuals are a tad disap- pointing here in 2008, they're also all quite serviceable. They're really just a means to an end: D3's wacked-out, literally laugh-out-loud tale is the real star. If you're an RPG fan who's sick of feisty tomboys and spunky, giggling kids, give this one a shot.

Welcome. You may rest here for 300 Gald. Will you be staying?

A traditional triumph?

+A. FITCH: With its choppy, chug- ging overworld and interminable load- ing, Tales of the Abyss—the previous console release in Namco Bandai's decade-old action-role-playing series—felt like a modern jet trapped in the chassis of a WWII fighter plane, an intended epic constrained by its antiquated PS2 hardware. Vesperia takes the otherwise solid foundation laid by Abyss and crafts perhaps the finest franchise entry to date.

Sure, Shane might mock the tradi- tional tropes and nitpick alleged "lo-fi" visuals, and while the game's got its lows (an uneven translation and not quite as many endgame goodies as га like), the highs shine so brightly that any extended criticism feels silly. From the snappy, strategy-laden,

86 ELECTRONIC GAMING MONTHLY EGM.1UP.COM

fighting-game-style combat (more Soulcalibur than Suikoden) to the quick, intense pacing to some sur- prisingly mature plot twists, Vesperia delivers. In fact, I'd say this tops both of Final Fantasy mastermind Hironobu Sakaguchi's Mistwalker efforts on 360.

+ SHANE: Allow me to confirm Fitch's clairvoyance by deriding Vesperia’s standard-issue narrative and blurry, detail-deprived graphics that seem

to have crawled their way back from 2003. After a decade of playing Tales titles, l've come to expect minimal innovation from this prolific yet unadventurous franchise. Series vets should expect déjà vu from Vespería's linear town-dungeon-town progres- Sion, superfluous cut-scenes, and

Xbox 360

TALES OF VESPERIA

Ш Publisher: Namco Bandai Ш Developer: Namco Tales Players: 1-4 ESRB: Teen

lame cooking minigames. Luckily, Vesperia's remarkably speedy, action- packed battles elevate the otherwise average adventure into something weirdly exhilarating and addictive; level grinding is rarely this fun.

+ PHILIP: Vesperia is my first Tales game, so for all | know, Fitch may be right in calling it the best in the series—but that doesn’t speak very highly for it. Combat flows smoothly, and some environments are a blast to explore. But these good parts

are interrupted too often by droning cut-scenes that rarely lead anywhere interesting. | realize Japanese RPGs aren’t known for their brisk pace, but Vesperia’s is so molasses-slow that it will bore most players to tears.

и '

ты

Video games are all about objectives. If yours is to be the next industry giant, or at least to play 819 role in creating the next generation of games, then you need to arm yourself with the right education. And that starts and ends at The Art Institutes. More good news: Мете here to help you every step of the way, including financial aid for those who qualify and job search assistance.

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ШЕСЕ]

Xbox 360

TOO HUMA!

Too little, too late

Ш Publisher: Microsoft Game Studios Ш Developer: Silicon Knights Players: 1-2 Ш ESRB: Teen

GIANCARLO

= AVERAGE

MILKMAN

С-

AVERAGE

The Good: premise

The Bad:

feels so tedio The Very Bad: Falling through the floor is so 1998

+ GIANCARLO: Too Human is not

a good role-playing game. The five available character classes (Berserker, Defender, Champion, Commando, and Bioengineer) initially offer some strate- gic gameplay differences because of their proficiency in certain skills. But beyond the first level, these differenc- es become less substantial; methods for defeating enemies are largely the same for all classes because almost every single enemy attacks with the same rushing-horde mentality. It also doesn't help that the skill tree is lim- ited and doesn't offer much in the way of variety for combat. But the most disappointing thing, by far, is the loot factor. The game offers no shortage of weapons and armor, but the fact that you're always finding better equip-

NTHLY е EGM. 1UP.COM

ment makes even crafted blueprint items seem ordinary, and the whole process of sorting and equipping items—thanks in part to an inelegant inventory system—feels tedious.

Too Human is also not a good action game. While it deserves some applause for a reasonable translation of PC classic Diablo's mouse-driven controls, its reliance on the right analog stick as a means for attack only works at the most basic level. Attempting fancy aerial attacks expos- es just how inadequate and unrespon- sive this control method is, and long- range attacks aren't any better—it's often a struggle to get the camera into an optimal tactical position and to manually select targets. Interestingly, multiplayer action fares a little better,

as long as one player focuses on guns and the other on melee weapons.

This game's simply schizophrenic; it attempts to be all these things to all people, so the end result is in dire need of polish and focus.

+ MILKMAN: Contra, Devil May Cry, Diablo, Halo. Too Human wants to

be all of these things—and ends up being none of them. The game's big- gest problem is its unsatisfying con- trols, which rely partially on Monster Hunter-like melee combat mapped to the right analog stick. Feeling like a PC game shoehorned on to a console, Too Human tries to mix juggle-wor- thy melee combat with third-person shooting that recalls long-lost BioWare title MDK2...but gone horribly wrong.

As much of a fan of dungeon-crawl- ing, loot-whoring games as | am,

the nightmarish camera angles, lack of an overhead map (to track your partner with), and mediocre high-level loot drops sent me flying back to my experience-grinding games of choice. Conceptually, it's obvious that a lot of work went into the storyline and visual reinterpretation of Norse legends...but perhaps more effort should've gone into developing simple, satisfying con- trols. After all, Diablo в still popular for a reason.

+ RAY: Too Human starts out decent- ly, with a nicely paced first level that makes the combat feel fast and fun. But after that, nearly everything takes a nosedive: The art design gets uglier,

Too Human tries a lot of things, but it doesn't do any of them particularly well.

the dialogue cheesier, and the deaths more frequent. That last one's the real problem—whether | was spamming powerful attacks or honestly trying to be smart with combos, it barely mat- tered in a hailstorm of enemy arrows that would inevitably clip my character and force me to watch the excruciat- ingly long death sequence...again. And the loot whore in me didn't feel too satiated by drops that all used

the same long, goofy naming struc- ture, which makes everything blend together and feel less than special.

| had no problem with the game's general length (about 15 hours), and

| could deal with the camera most of the time, too—but they're not part of the big picture. If only the whole game was like the first level. ќа.

REVIEWS

> WHAT THE HELL JUST ННЕЕЕНЕПЦ“

Too Human has an interesting cyberpunk/Norse mythology backdrop, but it’s hardly explored or really even explained properly within the game. Some may have a hard time following what’s going on, but it’s not like it matters—the story ends abruptly and with a pretty lame and predictable climax. But what’s worse is that it feels like it was cut off just so developer Silicon Knights could have something to save for future titles in what's supposed to be a trilogy of games.

EGM Extras: Need help finding that special armor or

having trouble figuring out what you should do with those runes? Venture over to and read our Too Human SuperGuide for these and other helpful tips.

TROUBLE

ANTHONY

EXCELLENT

Plenty of

new creatures for the tenured gardener

The "story"

never really develops

Gardening with friends? Yes, please!

The original Viva Piñata remains an addiction of mine; it still surprises me just how fulfilling it is to cultivate multiple gardens and com- plete tiny objective after tiny objec- tive in order to attract new species of piriata—l have the same sort of experience when running quests in an online role-playing game. Which is why | love Viva Рїйаїа: Trouble in Paradise even more. While it's not groundbreaking and is pretty much the same as the original, the myriad refinements and user-friendly changes make the game even more welcoming.

It's easy to appreciate the new inter- face additions, like the ability to more easily locate a specific piñata in your garden or quickly plant a certain seed. The handful of annoying and tedious

90 ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

VIVA PINATA: IN PARADISE

What's better than two candy-filled gorillas? Nothing. Absolutely nothing.

Xbox 360

Fun for anyone and everyone

B Publisher: Microsoft Game Studios Ш Developer: Rare Players: 1-4 Ш ESRB: Everyone

actions from the previous game were rethought and streamlined, making everything smoother—and a lot more fun. Even the stuttering framerate

that would occur during autosaving is mostly gone, which really helps keep уо r focus on working your green

thu nb rather than noticing how much you. own thumb hurts from playing for hours on end.

Other new features more dra- matically change the way you can experience Viva, if you so choose. TIP features both local and online multiplayer (two players on a couch or up to four online), but it's the com- munity aspect that has the potential to really take off. Players can take in-game photos to upload straight to a community site or scan special

Piñata Vision cards—which they can create themselves—that allow them to make instant changes in their garden, including the immediate acquisition of more coveted pifiata species. |, for one, can't wait to share the gardening fun with friends. And if you're wor- ried about someone trying to screw up your immaculate garden, you can always adjust their permissions so that they have limited interaction with your world.

If you hated the original, ПР isn't going to change your opinion. If, how- ever, you somehow missed out on the piñata party the first time around, | implore you to check it out—it's cer- tainly much deeper and more addic- tive than its playful visuals would lead you to believe. sth

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Xbox 360

GUILTY GEAR 2: OVERTURE

Publisher: Aksys Ш Developer: Arc System Works B Players: 1-4 Ш ESRB: Teen

Over the hill

+ RYAN: You ever see Halloween III? It's a terrible movie—a lack- luster follow-up to a pair of classic slasher flicks. It ignores every- thing one expects from the series, chucking the spooky story of a babysitter-stalking bogeyman in favor of a tale about some nutcase toymaker who manufactures a bunch of Halloween masks that melt kids' faces.

Guilty Gear 2 is a lot like Halloween III: After four high-quality 2D fighters (and a handful of revisions for each), GG2 magically trans- forms the series into Dynasty Warriors with control points. OK, so that's slightly reductive—but if you're a Guilty Gear devotee expect- ing another beautiful sprite-based fighting game, it's not inaccurate; СО? will leave you scratching your head, as this game was certainly not made for you.

Even if you consider GG2 strictly on its own merits, it’s mediocre in most respects. The campaign mode's story is a heap of gibber- ish that only the nerdiest anime fanfic writer could possibly love (let alone comprehend)—something about series protagonists Sol Badguy and Ky Kiske tangling with creepy jailbait villainess Valentine over the power contained in an alternate dimension known as “the Backyard." It makes perfect sense...if you're insane.

And once you learn to ignore that jibber-jabber, the actual game part is a clunky mashup of genres. You're pitted against an oppo- nent on a variety of smallish maps; each of you controls a main “master” character capable of wreaking all kinds of button-mashed havoc, and whoever destroys the other’s base—using a variety of summoned units, purchased via your finite reserve of mana—wins. Additional mana-producing control points dot each map, and you can issue attack/guard orders to your units in an effort to secure these areas and issue beatdowns.

Problem is that neither the strategy nor combat elements are developed in any meaningful way. All but the most strategy-savvy gamers will regard the capture-and-hold mechanics as primitive, and as for the combat...well, | really wasn’t kidding with the Dynasty Warriors comparison. Guilty Gear 2 tries to juggle two genres, exe-

а cuting both at only a fraction of their individual Ra potential. The uneven, oddball fusion might be worth a quick peek, but don’t expect it to hold

RYAN М

your interest for long. С- АМЕВАСЕ The Good: Great music

The Bad: Underdeveloped gameplay mechanics КЕЗБЕ Should've Been: An awesome 2D fighter

92 ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

SPORE: CREATURES

W Publisher: EA Games lll Developer: Foundation 9 Wi Players: 1-2 Ш ESRB: Everyone

Not quite what Darwin had in mind

+ JENNIFER: I'm excited about Spore on PC, and I’m a fan of simple DS games, so Spore: Creatures seemed promising. This stripped-down action game has role-playing elements and creature creation—you're a simple organism on an evolutionary journey, traveling from planet to planet in pursuit of your kidnapped friend. Defeating enemies along the way earns you new body parts that enable you to tackle bigger challenges.

Throughout levels on the game's six planets, you complete basic missions (return lost hatchlings to a nest, feed a starving creature specific foods, etc.) and collect a smattering of items. It's simple. It's competent. Unfortunately, it's also half-assed in pretty much every important way.

My biggest complaint is the creature creator, which just doesn't work that well. You can't easily see how new body parts affect your creature's stats, and finding the optimal anatomical configura- tion boils down to trial, error, and satisfaction with “good enough." Whenever | got new parts, basically dismantle my creature and reconfigure it using my newest or highest-stat pieces. That meant | never got a sense of satisfaction from evolving my creature; it changed radically with each upgrade. That's fine for making a more powerful beast...but the whole point of Spore is evolution, and Creatures utterly fails to convey that.

The other big problem: No matter how hard | tried or how perfect- ly | placed body parts, my creature always looked ugly. The graphi- cal style—an unfortunate fusion of 2D objects in 3D space—makes most creatures look like sorry paper dolls no matter how much care you put into their creation.

The game's obviously geared toward kids; dialogue is golly-gee dorky, and minigames involve making friends with other creatures by cuddling and dancing with them, which seems fine until you realize that's all you can do. The few unique challenges—like defending your buddies' food supply against invaders by throwing rocks at them—are either idiotically hard or just forgettable. And neither combat nor exploration make much use of the touch screen.

Downloading creatures via Wi-Fi to populate if cae nea your world adds a fun randomness, but it isn’t enough to elevate Spore: Creatures to anything

JENNIFER % А C above "meh. AVERAGE The Good: Populating the world with friends’ creatures

The Bad: Even the well-crafted creatures look a bit lame Star Power: Befriending a beastie designed by Will Wright

DRAGON QUEST М: CHAPTERS OF THE CHOSEN

@ Publisher: Square Enix Ш Developer: ArtePiazza Players: 1 Ш ESRB: Everyone 10+

JEREMY

GOOD

Crisp

remake of a classic 3D patina doesn't mask some dated elements Ze cutesy accents, zey are trés overdone

A winning rendition of a slime-slaying classic

Aside from its PlayStation-style visuals, Dragon Quest IV: Chapters of the Chosen isn't terribly different from the game NES owners played years ago as Dragon Warrior IV. But perhaps owing to the series' simple, traditional feel, its humble graphics and familiar role- playing-game mechanics feel more at home on the DS than its more daring contemporary, Final Fantasy IV. Or maybe it's just that rather than focus- ing on melodrama and innovation, DQ is about creating a well-defined cast of characters and an open world full of mysteries and then setting the player loose to find their way. Characters are the heart of any story, and DQ4's cast is as appealing as it was 15 years ago.

The game's story is broken into

multiple chapters, each focusing on

a different would-be hero chosen by destiny to aid a warrior of legend on his (or her) mission to prevent the reawakening of a long-sealed evil. Each of the first four chapters is a few hours long and covers a wide swath of themes, ranging from two sisters' mission of filial vengeance to an unas- suming shopkeeper's dream of mak- ing his own fortune, and these brief vignettes endear the side cast to the player before they join the true quest:

the massive, open-ended fifth chapter.

The overall structure is rather similar to that of Final Fantasy VI...except, of course, for the fact that DQ4 actually came first.

р04 RPG mechanics аге as famil- iar as they come, with random battles

must

and turn-based combat. But the game moves at such a brisk pace and has so many interesting quirks (aforemen- tioned merchant Torneko’s unpre- dictable behavior, for instance) that battling through legions of monsters never becomes tiresome. It helps

that the original NES game’s more dated elements (like the inability to control anyone but the hero in chapter five) are scrapped as concessions to modernity. But generally, it sticks to the source material—and that’s not a bad thing at all.

Dragon Quest has always been a stolid counterpoint to Final Fantasy: predictable but full of heart. This remake won’t wow anyone with its looks, but give it a chance. It'll win you over with its personality. ж

ELECTRONIC GAMING MONTHLY EGM.1UP.COM е 93

MERCENARIES 2: WORLD IN FLAMES

В Publisher: EA Games Ш ESRB: Teen

We've only had a few hours to get into this successor to the 2005 sleeper hit shooter, but so far, so good. The first main operation involves capturing a mansion to use as your PMC's headquarters. It's a blast to spray AK- 47 bullets and fire the rocket launcher, but we're a concerned about the generous blast radius of rockets and grenades, which could be a problem in such an explosive game.

A lot's changed in the open- world genre since 2005—next month, we'll let you know if Mercs 2 has adapted.

BRAID

Ш Publisher: Microsoft ESRB: Everyone 10+

Regret. Guilt. Romantic expectation. Braid doesn't just touch upon these things in passing; rather, its narrative and clever puzzles and platforming exist symbiotically. The game rules are simple—move, jump, and control the flow of time—but their applications are anything but. Likewise for the story, which is built upon stimulating musings of life, love, and a search.

Excellent but intellectually

limited as a puzzle-platformer, Braid is truly divine thanks to its emotional depth.

94 * ELECTRONIC GAMING MONTHLY е EGM.1UP.COM

GEOMETRY WARS: RETRO EVOLVED 2

В Publisher: Activision Ш ESRB: Everyone

How do you make a worthy sequel to a

$5 twin-stick shooter that single-handedly defined the Xbox Live Arcade service and ensnared a generation of Achievement junk- ies? With six excellent modes (King and Pacifism are our new favorites), ingenious leaderboard integration, and chaotic-but-fun four-player offline multiplayer.

Retro Evolved 2 may not feel quite as balanced or as fresh as its prede- cessor...but it's jam-packed with enough shape-shooting fun to last lifetimes.

STRONG BAD'S COOL GAME FOR ATTRACTIVE PEOPLE: EPISODE 1— HOMESTAR RUINER

Ш Publisher: Telltale Ш ESRB: Teen

The company responsible for resurrecting the Sam & Max franchise brings the inaugural episode of SBCG4AP to the console crowd. Hilarious dialogue, clever inventory puzzles, and an easily digestible length (three-ish hours) mark Homestar Ruiner as the WiiWare platform's first genuine killer app.

SBCG4AP captures the Homestar Runner web cartoon's signature humor style through and through. If you're a fan of Strong Bad—or adventure games in general—this one's unquestionably for you.

DREAMERS WANTED

THE SALES CHART

Amazon.com's Top 20 for July/Aug

Name Platform ЕСМ Scores 1 Rock Band: Special Edition Wii B- (on 1UP.com) 2 = Wii Fit Wii B+ B- B 3 Super Smash Bros. Brawl Wii A A- А- 4 Mario Кап Wii with Wii Wheel Wii В+ C+ с 5 Guitar Hero: Оп Tour DS B-

How many people out there have hand cramps right

now? Over 300,000 of you, 4 ПИЩИ apparently—On Tour sold

more than that in its first

week on shelves.

6 Metal Gear Solid 4: Guns of the Patriots PS3 A- A- A 7 NCAA Football 09 XB360 A- 8 Civilization Revolution XB360 в+ А- А- 9 Final Fantasy IV DS B

This is the fourth version of this game to come to the U.S., and while it potentially could reach an entirely new audience on the 0$, we can't help but wonder how many people have all four versions in their collection.

г

10 Rock Band: Special Edition PS2 A (on 1UP.com) 11 Civilization Revolution PS3 B+ А- A 12 Soulcalibur IV Р53 А B+ B+ 13 New Super Mario Bros. DS А+ А В+

е т 2 ЕЗ т т a Е о е = 5 е S m 5 > 2 = > = 5 2 v

е 5 Еј > = > E] Az a Фо е m е. 2 2 v

m = = m 5 = = = т = Еј = © а = m bi a v

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а = 5 = E] ЕЗ E е = 5 = Еј E е E е = = 2 5

14 Lego Indiana Jones: The Original Adventures Wii B (on 1UP.com) " With sales like these, it's

probably only a matter of time

before we see a Lego Indiana

Jones game starring Lego

Indy and newfound sidekick

р 4 | Mutt Williams. | SCHOOL OF

800.226.7625 : 3300 university Boulevard + Winter Park, FL 327

+ Accre

15 > Ме Ski Wii A (on 1UP.com) ancial aid available to и chool, ACC

16 NCAA Football 09 PS3 A-

17 Mario Kart DS DS A A- A ОМЕ [9] 5 ТНЕ

18 Brain Age: Train Your Brain in Minutes a Day! DS A- A A- ТОР ВМЕ 1 [^ GAME-DEGREE

19 Brain Age 2: More Training in Minutes a Day! DS в+ B- с+ PROGRAMS Ц Ж А

IN THE WORLD Real World Education

20 Soulcalibur IV XB360 A B+ B+ Electronic Gaming Monthly

© 2006 Full Sail Inc. All rights reserved.

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САМЕ OVER

102 Blu-ray Bungalow ( WG > & $ Ж

КЕ 106 Top 10: The Undead

Press continue for puppies, zombies, old-school RPGs, and movies

98 ELECTRONIC GAMING MONTHLY EGM.1UP.COM

+ SERMEABY'S REST СЕ THE CRAP

SNUGGLY BUDDY PALS

This month in cute!

THE GAME BOY ADVANCE IS BEING SLOWLY TRAMPLED

TO DEATH under a stampede of beasts, and I’m not talking about That's So Raven. I'm talking about the onslaught of pet games hap- pening right in your nearest video- game store. If you do your game shopping by letting out a giggle and grabbing for the cutest box, then you already know this. But the sheer number of animal-petting games has Nintendo developing a га ез vaccine add-on. Until that vaccine’s released, | urge you to please avoid playing any of these games at home.

Despite the fact that it’s inexcus- able for me not to have invented one by now, no standard way to judge terrible games exists—even ones about puppies. So in the tradi- tion of standardized pet evaluation, РП be rating each of these games based on the Transformers scale of strength, endurance, firepower, and courage. These findings will then be covertly hidden from all forms of detection, revealed later by looking through a red plastic bookmark, and then translated into the stan- dard rating system of Iron Chef, with each pet game rated on taste, plating, and originality. This will be on a scale of 1 through 10, and to avoid confusion, each rating will then be replaced with an entirely different one.

Petz: Vet

Gameplay: 1 out of 10

You play an intern at a pet clinic in a town named—get this—Pawville. This was the final name chosen from hours of brainstorming. To the writer's credit, he didn't have much time to come up with the game’s town, since he became

а father during production апа

had to think of names for his twin sons, Childboy and Sandwichwant.

Obviously, they were born shortly before he wanted a sandwich. As for the gameplay, it's made up of walking to and from text menus with breaks for small talk. It's almost as if it’s daring you to hate it more than it hates itself.

Graphics: 1 out of 10

| spent most of the game trying to talk my supervisor into letting me give dogs sex changes, and | found the digital renderings of this proce- dure almost condescendingly car- toony. Do they expect me to believe there wouldn’t be a whirlwind of

fur and blood? | hold this confused animal’s future in my hands, and it's represented by a single frame of badly drawn puppy. Why give me the power of a god and then treat me like a child?

Sound: 1 out of 10

Try to imagine the kind of person you'd hire to write music for this kind of game. Now imagine that they blew it. If you have a better imagination than that, picture a choo-choo train that can talk but is somehow mentally challenged and is caught in a time loop that forces it to relive the same four seconds over and over. The worst part is that it knows this, so it's screaming.

Misspelling in the title: Yes, that’s not how it’s spelled.

Cuteness: 1 out of 10

The only thing cuter than the com- bination of sick animals and terrible graphics is anything. I’m not trying to sound tough when | say that | s*™ cuter than this.

Puppy Luv: Spa and Resort Gameplay: 1 out of 10

You're in charge of a pet salon in Puppy Luv, only it's less exciting . than that. Sometimes you click a

button to feed a cat and he eats, and other times you get a minigame where you guess what kind of food it wants and then guess again if you’re wrong. It’s like a sick prank by des- tiny if you're to ever cross paths with this game.

Graphics: 1 out of 10

If you had no formal art training and you used your computer mouse to draw a dog in Microsoft Paint, these graphics would be your fourth or fifth attempt. Some onlookers might decide that they see a dog, but only if you wrote “dog” next to it and they had a master’s in dog identification. What's amazing is that neither—and 1 said neither—of the drawings in this game are animated. Who was the speed freak who decided they need- ед to get a дате about са! shampoo out so quickly that they didn’t have time to do a third pet drawing?

Sound: 1 out of 10

Throughout the course of your first and only play session, you'll wash, feed, and groom pets. Which means these lazy idiots Пай to come ир with a total of three sound effects or music cues. They didn’t. Puppy Luv is like a rough draft for the worst concept ever. It’s such unfinished garbage that they could’ve just sold me a Post-It note that said “Stupid Idea" and I'd hate it exactly the same. Га demand an apology if |

thought the sloppy bastards could finish one.

Misspelling in the title: Yes.

Cuteness: 1 out of 10

You can't shampoo ugly off. The only supplies this evil pet salon should Stock are a shotgun and a mop.

Dogz 2

Gameplay: 10 out of 10

This game captures the entire saga of pet care, starting with a puppy survey. The puppy survey really is the crowning achievement of survey technology. No human will ever not want to answer questions about their favorite puppies. | think that’s how they detected Terminator robots in the future. Back to puppy: After test- ing, buying, and naming your puppy, you will then teach it tricks. My favorite trick turned out to be "carry." It's not so much a trick as it is pick- ing up the dog and then walking around with it. Pointless, maybe, but | liked to follow up my puppy's daz- zling carry trick with a harsh scold- ing—l wanted my puppy to expect

the unexpected. After that, | praised it for incorrectly performing his next six tricks. I’m trying to find exactly the right combination that will cause it to attack Eskimos but leave regular people alone.

Graphics: 10 out of 10

The adorable puppy graphics will remind you why you paid to simu- late puppy ownership to begin with. And its playful comments—it's as

if puppy itself bought a typewriter, pinned you down, and typed "joy" directly onto your eyeballs.

Sound: 10 out of 10 “Bark!” What's that? Oh, | love you, too, puppy!

Misspelling in the title: 10 out of 10

Cuteness: 10 out of 10

Maybe this game is getting to me, but is there anything more terrific than a hug from your best friend on а sunny day? | can rate this дате’ cuteness in 12 words: Climb in my pocket and be with me forever, Puppy the Funpuppy! 88

zl Ра demand ап apology if I ~ thought the sloppy bastards

could finish опе. =_

These doggy games are dirty: Watch "ет pee in Petz: Vet (top left), wash tht Luv: Spa and Resort (bottom left), and see "ет stand on piss-staine:

mcis While Seanbaby enjoys caressing virtual pups, he’s way more excited about the game he’s work- ing on: Aquamanz: Fishy Frolics.

ELECTRONIC GAMING MONTHLY EGM.1UP.COM * 99

ща iar

ми. шам

10 M s Ago...

On the cover:

Star Wars: Rogue Squadron EGM traveled to a place not so far away to see what was shaping up to be the most visceral Star Wars game yet. We detailed a few levels and looked at how characters and loca- tions not mentioned in the movies (some were brought in from the books and comics) fit into the ever-expand- ing Star Wars universe.

Shame of the Month: Batman & Robin One of the most

i: impressive things about this game is that it was as bad as the movie. We gave a nod to the large environments that you could explore but agreed that nothing else worked. “B&R is more than just a mess—it's such a mess that it's nearly worth buying for the shock value," said former EGM editor Crispin Boyer.

The next PlayStation

The PlayStation was an unstop- pable success, so as the first bits of information started to trickle out, we looked at the possibilities of the next PlayStation and asked whether or not Sony could pull off a repeat perfor- mance. (Spoiler: They did.)

100% ELECTRONIC GAMING MONTHLY г EGM.1UP.COM

RETROWAUTS РРЕЗЕНТ =

А DRAGON QUEST

DRAWS NEAR!

The past, future, and remakes ofa

classic RPG series By Jeremy

BEFORE THEY BECAME STEP- BROTHERS (Brady Bunch-style, in the merger that created Square Enix), Final Fantasy and Dragon Quest were the bitterest of rivals. The hard feel- ings have cooled in recent years, but a fundamental philosophical divide between the two games remains—in fact, it defines them. Whereas FF has long since defined itself as a flashy, cinematic series whose role-playing roots are often glossed over, DQ is quiet, simple, and conservative.

And that's just how Japan likes it. When Square Enix first revealed the upcoming Dragon Quest IX: Protectors of the Starry Sky on DS, American gamers freaked at the thought that the series' next chap- ter would be taking a step back technologically: After the gorgeous Dragon Quest Vill for PlayStation 2, р09% rudimentary DS-based 3D is a true shock. Yet Japanese gamers didn't care about that—after all, the DS was the only system that anyone was playing over there at the time. No, what shocked them was the fact that this new DQ looked like an action-RPG. They were fine with Final Fantasy XII playing like a single- player MMO because FF has always been about tinkering with gameplay systems. But this was Dragon Quest they were tampering with—a national institution! Square Enix probably would've caused less of a stir by sell- ing Tokyo Tower to the Koreans.

DQ creator Yuji Horii downplays the controversy, though. “When we first

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announced DQ9, we wanted to show off how fun the multiplayer functional- ity would be,” he says. “А that stage, the battle system was still in devel- opment, and what you saw was a prototype. After further development, we decided to stick with the traditional battle system, as it's the most acces- sible system for players." Be that as

it may, there's no denying the outcry. Online polls were hastily assembled, significant percentages of fans pro- claimed their beloved “DraQue” dead to them, and Square Enix quickly compiled a new 009 trailer featuring a good old-fashioned turn-based battle system. All has clearly been forgiven: As of press time, the DS rerelease of DQ5 was closing in on a million copies sold after just two weeks.

The series' staying power is truly remarkable, especially given Japan's waning interest in games. "Maybe players feel a timeless and universal appeal т DQ,” suggests Horii. “Just look at old animated movies from Disney. Even though the animation isn't as technologically advanced as today's, they're still very enjoy- able to watch. | think DQ is similar in this regard. The series has always

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been about pushing players to use their imaginations...allowing them to become emotionally involved with a countless number of characters."

In many ways, DQ is perhaps the single biggest beneficiary of Japan's nostalgia for Nintendo's 8-bit Famicom (besides Nintendo, of course). Known as the NES in America, the system was Japan's first major homegrown console, and Famicom-inspired mer- chandise and art are omnipresent in Tokyo; pseudo-8-bit games are a new cottage industry. Likewise, the origi- nal Dragon Quest was Japan's first major homegrown take on the RPG; while American imports like Wizardry and Ultima had found a loyal niche in the early '80s, it wasn't until DQ that an RPG resonated with the average Japanese gamer; it was simple, acces- sible, and forgiving despite its difficult challenge level, unlike the dense and punishing fare of previous entries in the genre. “The series’ menu-based battles allowed players who were not used to action games to enjoy them at their own pace," explains Нот.

Unlike Western RPGs, DQ featured bright, colorful characters and mon- sters designed by famed manga artist Akira Toriyama along with a single hero battling his way through a world of monsters. Its game mechanics actually owed a great deal to Horii's previous work, an adventure title called The Portopia Mysteries. The first-person view that allowed players to inter- rogate and investigate in Portopia became DQ's combat perspective, and the story even offered an intriguing twist on an already hoary videogame cliché: Once you rescued the inevi-

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table captured princess, you learned that your mission had just begun.

“The original DQ was the first tra- ditional RPG for the Famicom, so people were hesitant to try it out,” says Horii. “But news about the game spread by word of mouth, and we ended up selling about 1.5 million copies. Still, many Famicom games were selling around a million copies at the time, so it didn’t really feel like a big hit. Dragon Quest II’s release was preceded by a fair amount of hype, and people started lining up at game stores for their copy. When Dragon Quest Ill came out, there were articles in the newspaper describing the winding lines of customers waiting to get their hands on the game. On the release date, | actually went to take a look at the lines myself. That's when | finally realized | had a hit."

Horii's conservative approach to game design means that the series hasn't changed much since the '80s—battles play out much the same, and it wasn't until the eighth chapter that a DQ game actually looked like a big-budget production. Yet despite its reputation for being changeless, the series has innovated freely in its quiet way. DQ2 added two additional char- acters to the hero's party, ООЗ added а class-change system that ЕР/// would borrow to great effect two years later, the first dozen hours of DQ4 focused on individual characters who would later band together to become the hero's entourage, and DQ5 fea- tured a generational tale somewhat similar to Phantasy Star ИГ5, but bet- ter. DQ9 will continue this trend of modest innovation by offering multi- player cooperation within the context of a traditional single-player RPG.

"When I’m making a game, | don't focus too much on the power of the console," says Horii. “I wanted to make a game utilizing the DS' wire- less communications, and after care-

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ful consideration, | chose DQ as the medium for this idea. DQ9 represents the evolution into a multiplayer experi- ence. I'm sure that with past titles, players have shared their adventures in some manner, but DQ9 will finally give players the chance to actively participate together."

The real question is whether or not this curiously small-scale take on the multiplayer RPG will boost the series' consistently modest showing in the U.S. Square Enix gamely publishes nearly every DQ-related title to come down the pipeline these days, but none of them seem to find much of an audience outside of a dedicated core of followers. While Dragon Quest МІГ slow pace and painfully dated visuals did it no favors with American audiences in 2001—it looked like a first-generation PS1 game, yet it was released just weeks before the stunning Final Fantasy X for PS2—DQBS's beautiful graphics seemed like a no-brainer. Square Enix even upgraded the soundtrack and interface for U.S. release, but to no avail. That the DS remakes are being localized in advance of DQ9 suggests that the company hasn't given up. Or perhaps they're simply content for DQ to remain a niche player in the West. After all, it's still a powerhouse at home. In a time when Japanese devel- opers are desperately retooling their flagging brands to appeal to American audiences, the smartest thing Dragon Quest can do is stay the course.

"| can't say for sure why DQ has done as well as it has," admits Horii. "But what | can say for sure is that with each title, | make an effort to cre- ate a game that any player can enjoy. So maybe that has something to do with it. In the past, computers had а cold and distant image, so | tried to make the DQ world as bright and exciting as possible." ri

[35] EGM Extras: Check out EGM.1UP.com

for a full rundown on the history of the Dragon Quest series.

ELECTRONIC GAMING MONTHLY е EGM.1UP.COM 101

Appleseed: Ex Machina Publisher: Warner Bros. Details: The much- ballyhooed sequel

to 2004's Appleseed movie is a merging of director Shinji Aramaki and producer (and

in his spare time, director) John Woo's considerable talents. Reading the Blu-ray jacket, you might expect sci-fi/action-freak nirvana, but propped up on a big screen, the film's tepid content

reveals the pitch as little more than premeditated geek trap. Where the 2004 original was the vibrant, popcorn- action-flick yin to Mamoru Oshii's ponderous, pretentious Ghost in the Shell 2: Innocence yang (both released in the same year and based on material by manga artist Shirow Masamune), the follow-up makes the mistake of taking its conceits far too seriously. The usual distillation of Masamune's favorite topics—cyber crime, political intrigue, and the military consequences р that follow—Ex Machina lacks the humor peppered liberally throughout the manga, and it tackles the source material from atop a guileless, heavy- handed cyber soapbox. Even the CG, which bristled with a crisp veneer in the first film, arrives homogenized

for round two. As far as major anime borefests go, Appleseed: Ex Machina isn't quite as coma-inducing as, say, Steamboy, but it's almost twice as insufferable because of its potential. Director: Shinji Aramaki

Rating: C- Bonus Material: В+

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that transform into an unexpected neighborhood phenomenon. While the movie is mostly about the gimmick, the laughs are genuine, and the ideas percolate from beginning to end. Director: Michel Gondry

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The Bank Job Publisher: Lionsgate Details: If Jason Statham keeps

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cashing in those crap-action-movie checks he’s gotten for dreck like Crank, In the Name of the King: A Dungeon Siege Tale, and his upcoming vehicular-carnage flick Death Race, he'll never emerge from his chrysalis and transform into the Bruce Willis-like butterfly Hollywood so desperately wants him to be. But if he sticks to smart crime capers like The Bank Job, he may yet discover career longevity. Statham’s a one- note actor—specializing in pissed- off looks—but when the script and setting around him fit, it works like a charm. In the case of The Bank Job, in which Terry Leather (Statham) and an old flame must break into the vault of a London bank to retrieve some scandalous photos of British royalty, all hell eventually breaks loose in the manner of the finest crime flicks. As the plot’s myriad threads finally weave together toward the tense, pulse- quickening finale, you'll realize that The Bank Job is a superior alternative to the stylish-yet-hollow Guy Ritchie- style machinations that have lately flooded the genre.

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> PREVIEWS

[ Resistance 2 (PS3) Dead Space (PS3/XB360)

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RESIDENT EVIL 5 5 за Aim for the head! And the body. And, hell, the legs, too—next month we're shooting down the door of evil for an exclusive blowout of the

PS3/XB360 survival-horror shooter Resident Evil 5. Co-op is the big feature this go-around, so we're buddying up with a pal to see if two

2 МЕХТ MONTH

November Issue (#234) е On зае October 14

brains are better than one. We think so. And that's not because we're too scared to go at it alone or anything. На ha. Anyway...

In case parasite-infected Africans weren't enough to frighten you, we'll also take a look at the PS3's alien-infested first-person shooter, Resistance 2. We're not resisting, either—come invade us already!

Are these too eerie for you? Then come back for an interview with Suda51 (No More Heroes) to hear what he's got cooking over at his

development house. There's a chance it won't contain zombies or aliens.

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BADASS UNDEAD

Thriller night Ву Scott Sharkey

Half-Life Legacy of Kain series Monkey

series (PC): (PS1/PS2): Raziel Island Headcrab zombie Maybe taking the “undead” idea a series (PC): What's worse than little too far, Raziel is a kind of double- LeChuck being a zombie? Not undead, returning from a second helping A not entirely much. Unless you're of death to feed brilliant villain

who usually clues you in to his weakness (hint: It’s always voodoo), LeChuck’s versatility makes up for what he lacks in common sense; he shows up as an evil still conscious and your screams for help hadn’t somehow ghost pirate, evil zombie pirate, and an are muffled by your testicle-hat until some : 1 2-4) made him twice as i evil undead-demon-zombie-ghost pirate. bearded jerk throws a saw blade at you. i х Is >. whiny. i That covers the undead-pirate spectrum.

a zombie with a giant gonad stuck to your head. It's even better when you're

on other vampires. This would've been more awesome if his double-resurrection

It’s hard to forget the unsettling moment when we first came across these things. By that point, we were pretty happily used to offing Covenant goons, and then bam: space zombies and exploding zitmon-

sters all over the place. That'll teach you to ever feel like you know what you're doin:

4 Resident Evil 3:

Nemesis (PS1): Nemesis Nemesis is hardly a sparkling сопуегза- tionalist, and he has the world’s worst

case of smoker's gums, but

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eti, walls like they’re made

| A. El Final Fantasy X (PS2): Auron

While he was already the awesomest char- ra acter іп the entire cast 5 Ж (being the only non- re crybaby helped), Auron 4 S 5

ll series (various): Nurses These things are somewhere near the top of the hierarchy of psychosexually

disturbing Silent Hill monsters. Putting the ends up burying the = of kitten farts before "dead" in "dead sexy," they'd be really hot needle on the cool meter = T < punching your head if they didn't have heads that looked pretty when it's revealed that MC „2 / N off. And really, much like week-old hamburger. If you didn’t not only has he been Гая ? $ f that’s all he needs have problems with women before, Silent dead the whole time, ES я є to до. Keep it

Hill can help you develop some. i Бий he’s too laid-back to brag about it. f simple, stupid.

Castlevania series (everything):

Dracula Веща the Pac-Man (everything): Ghost 3 : Я ombie in x We may never know what Inky, Dracula is the undisputed King of $. d пе Undead, if only RUM j Peper EN а E Es Blinky, Pinky, and Clyde were like in their he's died Неа ties than Su ea Б а ка former lives, but whatever tragedy cut anyone else. Death him- Ерика 8 Y | them down left their spirits more than a eit is Dracula's best : ў The only thing fun Ze little pissed off. You can run from them, седат (m у nier than Stubbs + hide from them, and even eat them...but off him коку ; killing people with gir you can never stop them. God help us all much a given that : butt-gas was Ше stink U.S. Senator Joe И Ву ever ger out ofthat тага 9

Lieberman made complaining about the game’s “endorsement” of cannibalism, calling it “the worst kind of message to kids.” His reminder that eating each

_ other is bad barely saved America from an orgy of misguided brain consumption. Thanks, Joe.

back to life next week, long with his 50th castle 7

АМ ANCIENT EV WITH BEASTS, = E LADES AND MAGIC

Blood and Go Language

Partial Nudity р Violence < PLAYSTATION. Z3

© SEGA. SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo and GOLDEN AXE BEAST RIDER are either registered trademarks or trademarks of SEGA Corporation. All rights reserved. SECRET LEVEL is registered in the U.S. Patent and Trademark Office. SECRET LEVEL and the SECRET LEVEL logo are either registered trademarks or trademarks of Secret Level, Inc. "PlayStation", "PLAYSTATION" and “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners.

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пу of their respective overs, "Pickup at time of purchase, While sup

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