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FIGHTER PEGACY

The Creative Minds Behind Street Fighter IV, Mortal Kombat, Dead or Alive, Tekken, Soulcalibur and More Discuss the Influences of the SF Series and the Future of the Fighting Genre

$6.99 US/CAN

PLUS SF Champs Dissect Super Street Fighter IV

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Vi O | ence * PiayStationsNetwork

mee DAT Le WITHIN BEGINS

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“heen ae eae, PUBLISHER AND EDITOR-IN-CHIEF

SENIOR EDITOR: Brady Fiechter MANAGING EDITOR: Marc Camron NEWS EDITOR: Kyle 0 REVIEWS EDITOR: Mark Bozon REVIEW CREW: Danny Boutros.

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PC EDITOR: John Keefer

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SAN FRANCISCO EDITOR: Uouglas

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Matt Chandronait (www.Area

CONTRIBUTORS: Dan “Shoe” Hsu.

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PRESS START

NEWS

FLASHBACK

REVIEW CREW

RED STEEL 2

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MONSTER HUNTER TRI CAVE STORY 7 INFINITE SPACE COMMAND & CONQUER 4 IPHONE / MOBILE GAMING

Ww IGM SPRING 2010

May contain content inappropriate for children. Visit www.esrb.org for bay «ating information.

_ FROM THE MAKERS OF GRAND THEFT AUTO

RED DEAD REDEMPTION

UTLAWS TO THE END

ROCKS TARGAMES.COM/REDDEADREDEMPTION 2 a i XBOX 360. ie

PlayStationsNetwork ©2005;2010 Rockstar Games, Inc. Rockstar Games, the §, logo, Red Dead Redemption and all related marks and logos are trademarks and/or registered trademarks of Take-Two Interactive Software, inc. in the U.S.A. and/or foreign countries. Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. “PlayStation” and the “PS” Family logo are registered trademarks antl “PS3" is a trademark of Sony Computer Entertainment Inc. The PlayStation Network Logo is a service mark of Sony Computer Entertainment inc. The ratings icon is a trademark of the Entertainment Software Association. Ail other marks property of their respective owners. All rights reserved.

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89 | CIMLIZATIONV ane aC GAME OVER

92 SHOE

94 KEEFER 96 BRYN 97 SEANBABY

t was a little more than a year ago that an

unsolicited email popped into my computer

containing an unexpected proposition: Did | have

an interest in reacquiring the publishing rights to Electronic Gaming Monthly?

That message would reshape the next year of my life.

For those who don't know the finer intricacies of EGM's history (which, for those who care, is laid out in a piece that begins on page 24 of this issue), | was the publisher of EGM prior to its sale to Ziff Davis Media in 1996. | operated a company called Sendai, that produced EGM and many “sister” magazines over the years like, Super NES Buyers Guide, Mega Play and Computer Game Review.

| was also EGM' first Editor-In-Chief, shepherding (with the assistance of many talented writers and gamers) many of the familiar sections and editorial elements that survived right up and until the magazine was shuttered, during the first week of 2009.

So, as you might expect, this opportunity held a different meaning for me than it might for someone simply looking to trade on the name of a once proud publishing franchise.

Before acting on the offer, however, | did my research. | met with many people—including former editors and those who had helmed the magazine or contributed in senior positions prior to the ZD/UGO purge—to get a sense of whether or not a market even existed for EGM. | heard many different opinions, but one in particular stuck with me. James Mielke, who had edited the magazine up until it suspended publication after the January, 2009 issue, expressed his belief that EGM was still a valuable brand—and ripe for a relaunch. It was that conversation, more than any other, that convinced me that resurrecting EGM was a risk worth taking.

Now, that’s not to say that there weren't detractors (there were). Many told me that bringing a magazine back to life in the same format as before was contrarian, a fool's errand. | agree with those people wholeheartedly.

Because what few knew, when the announcement of EGM's return was made on the eve of the 2009 £3, was that it would be something different than before. Something that takes advantage of new technologies and acknowledges

The Only Constant

ls Change

the world in which we now find ourselves.

The industry insiders who warned me that getting into print, at precisely the time when most were scrambling to get out, would have been correct in their conclusions if my idea was to bring EGM back in the same form. Especially with the same business model that has proven to be so difficult for other publishers in the magazine space over the past few years.

There is still a market for print. But I’m also not trying to convert anyone who prefers to find content that is indexed on a website or presented in a digital format, on the iPad or a computer. You can make money in print provided you don’t make the mistake of giving your product away (or, worse yet,

newsstand) you can enhance your digital experience by inputting the special iPASS code (emailed directly to subscribers or found on the bind-in card located in the middle of the magazine if you bought a single issue). This service brings you more content, more video and more special features that readers of the basic version of EGMi won't be able to access.

Of course, the best publishing brand in the world—even with the fanciest technology—is worthless without editors and writers who can give it a true voice. In that regard we have assembled a group of veteran gaming journalists that includes EGM alumni like Dan “Shoe” Hsu and Demien Linn, Michael Donahoe, Ryan 0’Donnell and Matt Chandronait, as well as new faces like Brady Fiechter

Many told me that bringing a magazine back to life in the same format as before was contrarian, a fool's errand. | agree with those people wholeheartedly.

paying for people to read it—standard operating procedure for years in the magazine business) in exchange for heady circulation numbers that don't ultimately benefit the magazine or the advertisers that support it.

We're taking a different approach, by producing a high-quality product for those that enjoy the experience of turning a paper page. And we're focusing on what print does best by playing to the strengths of the medium.

Our plan also integrates digital and print in a brand new way, using technology that allows us to present content on computers and tablets that is not just linear, but also has depth that you can control, to dig into the areas of a story that interest you most. Our digital companion, EGMi: The Digital Magazine, uses new technology that literally brings pages to life and allows us to present gaming information in brand new ways.

Another way we're integrating EGM in print and EGMi digitally is via a new feature called the iPASS. With every copy of the print magazine (either as a subscriber or when you purchase a copy on the

(formerly EIC of Play magazine), Mark Bozon (former editor at IGN), John Keefer (formerly EIC of Crispy Gamer), Arnold Kim and Eli Hodapp (operators of the popular TouchArcade.com), and many other names you'll recognize and respect. | plan to continue the same editorial philosophy that has served every one of the 25+ magazines I've launched in the past well: Know your audience and write for them. Now, as was the case in past iterations of EGM, you the reader are the audience we will cater to without exception. If we succeed in that regard everything else will work out fine.

Finally, before | let you crack open the first issue of EGM you've seen in awhile, I'd like to extend a very special “thank you” to everyone who has offered encouragement, and sent letters of support. | really appreciate all of the kind words that have poured in from the thousands who have followed my Twitter and Facebook announcements over the past months. Your continued interest and enthusiasm are very much appreciated.

Enough of my rambling on. | hope you enjoy the new EGM. Dig in! G2

© Copyright 2010, EGM Me )

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EGP SPRING 2010

It seems

only fitting that Street Fighter IV oroducer Yoshinori Ono's

latest chapter in this seminal Fighting game series paints the cover of our relaunch issue.

Journeymen

lectronic Gaming Monthly's been

on quite the journey these past 20

years, not unlike the game biz itself.

I was gearing up for my last year

of junior high when EGM launched in the summer of 1989. Videogame magazines at the time were... | dont even really remember what they were, other than nothing much what I wanted out of a magazine dedicated to covering my growing interest in all things Sega and Nintendo. But then along came this awkward, earnest, awesome love letter to the fledgling games industry, giving it the new and exciting voice it deserved.

A few years later life took a strange and unexpected turn, forcing me to sell off every last game in my collection. (Curse you McVan's Video Game Trader!) As issues of EGM continued to roll in, | remember ca- sually flipping through a holiday issue and came across 1992's game of the year, Street Fighter I. Something about the images of Capcoms infectiously colorful fighting game prompted me to take whatever scarce money I had, speed to Kay-Bee Toys, and purchase a Super NES and a copy of the game that would bring my withered obses- sion roaring back to life.

The pages of life keep turning, and here we are at the rebirth of Electronic Gaming Monthly, with a massive Street Fighter cover feature standing at the heart of the issue. Street Fighter debuted just two years before EGM, and they have quite a storied history together. Their influences have touched a long line of gamers and game makers alike, so it seems only fitting that Street Fighter IV producer Yoshinori Onos latest in this seminal fighting game series paints the cover of EGM 238.

‘This feature is an example of the kind of coverage youll find in the new EGM. Introspective, retrospective, and defini- tive features on games and the people who make them are at the core of what we hope to accomplish within these pages.

You'll find evidence of this approach on page 64. There you'll read the first in our series of interviews with the people behind the biggest games, beginning this month with a profile of David Jaffe, the guy who created God of War and Twisted Metal. He

talks about his new game, past mistakes, and how he got his first industry job thanks, in part, to reading an issue of EGM.

Every month we'll bring you a similar interview that looks beyond the basic details of life on the job and deeper into what makes a particular game maker tick. Of course were also sticking to all the stuff that youve come to love about EGM over the years. Everything from the Review Crew to Next Wave to Seanbaby’s The Rest of the Crap, which wraps up the issue on page 97.

You ll also see some new and expanded sections that reflect the changing nature of the games industry and how we think it should be covered. More commentary and opinion, more features and interviews about the games and game creators who breath life into your favorite titles.

The stories in this special issue reflect the spirit of big comebacks. Like the 2D Revival feature, beginning on page 56.

Dwelling in the past and enjoying nos- talagia is alwasy fun, but looking forward is what our industry is all about. ‘The way were presenting coverage is all about letting the games show themselves off while offer- ing up the kinds of insight and opinion that youve come to expect from EGM. Among the titles we're profiling in this issue include Alan Wake, which you can read about on page 72, as well as new information on a slew of others. Our plans are to always high- light the big games youre interested in, as well as smaller titles deserving of attention. As our editorial calendar catches up with these game releases you can be assured that we'll have detailed coverage on the games that matter most to you.

The new EGM steps into this climate of aggressive change, where old media arche- types are disintegrating all around us, giving way to awesome new prospects like the iPad. As a gamer who is intrinsicly drawn to evolving technology, it's exciting to say the least. There's a wider variety of people playing a wider variety of games than ever before, and making a little sense of it all is where we come in. The issue you hold in your hands is the warmup, but know that as we cement our return it’s only going to get better.

Free to download, free to play, no monthly fees Extensive dual class system

Versatile spells and attack combinations Enthralling background story

Unique dual class character progression

Extensive character upgrade system Dynamic character customization features Guild and player housing

Frequent content updates

Thousands of quests, monsters and items PvP arena battles and guild wars

Preagrter Fregrter ©) Fregrtrer

© Radiant Arcana is the copyright and trademark of Runewaker Entertainment Corp. All rights reserved.

© Runes of Magic published by Frogster America Inc. All rights reserved.

Questions,

answers, and wanton debauchery

aU" MOoUWGe | @ ope N | L | ( ) 3

(BELATED) LETTER OF THE MONTH: Delayed Gratification

Do game publishers assume gamers have wallets filled to the brim with disposable income? Apparently so, if the recent

rash of releasing downloadable content merely one week after a game release is any indication. For example, was there

any reason the DLC for [games like Super |

Street Fighter IV| should not have been included in the actual game itself? Yes, it was because Capcom knew gamers would shell out extra cash for it.

Sadly, it seems to me that the only way developers will stop doing this to gamers is if gamers stop letting them. Gamers must stop gobbling up the DLC released immediately after a game. Because videogames exist for the sole purpose of making money for videogame companies (what else?), the only thing that really talks to developers and publishers is the almighty dollar. Oh, sure—they say they take gamers’ suggestions into consideration for future development. And sometimes, they really do consider them. But if they really were interested in what gamers want more than they were interested in profits, they would stop this nonsense with DLC that should have been in the game.

Matthew Millsap

EGM: We wrote a response to this letter, but it’ll cost you 80 Microsoft points to read it. For a different take on the issue of DLC turn to page 62.

All Hail EGM... Hello EGM! | am glad to be talking to you again! This is the first time | have

gq Games With DLC

ever wrote a letter to you, but | have been a longtime follower. | was so happy to see you return, especially with some old faces. When | found out about your demise | was crushed, | did not know what | would do, or what | would read

while—ahem—taking care of business. So | (regrettably) subscribed to a competitors

magazine and every day while reading

it on the throne | felt lost, and confused, knowing it wasn’t the same. | even felt like | was cheating on you. But, lo-and- behold, you are back! | subscribed the DAY the subscriptions came up and | can

not wait to have the first issue in my hand!

(And check out EGMil). Daniel Riegel

EGM: Where’s Joey Greco when you need him?

Review Crew Rewind

Since you’ve been gone for awhile | thought I’d ask you for review scores on a game that was released when EGM suspended publication. What are you thoughts about Wheelman?

—Jeremy Smith

EGM: Seriously? You get one shot at this and you ask about Wheelman?

Dr. Evil Would Be Proud

The Nintendo DS has sold like a billion units worldwide. It’s a no brainer that Nintendo will keep making offshoots of the DS, but can they ever go back to a single screened system? If they could, would they? Also, will we ever see the Game Boy brand ever again? —Andrew Davis

EGM: It’s doubtful we’ll see another Game Boy anytime soon since the DS is still about 875 million units shy of your billion mark. |

You Got Some Explaining To Do

| was once a subscriber to the former EGM. | wasn’t a long-time subscriber; about 5 years I’d say. However, | thoroughly enjoyed each issue. But | don’t quite understand how it wasn’t possible to simply re-subscribe everyone (if they so choose) to the new EGM. Surely the list of subscribers still exists. The fact that we were sent Maxim magazines proves this. Why wasn’t this possible? You’ve stated you weren’t able to get the list of subscribers (or something to that effect). Why not?

—Evan

EGM: We’d like to give out free magazines, but that strategy doesn’t seem to work so well if you want to stay in business. All kidding aside, Evan, when the rights to EGM were acquired, the subscriber list had already been sold. The list existed, but was no longer available.

The best-selling portable game. system in history-but that’s still not good enough for some EGM readers.

BACKGROUND NOISE

You Talking To Me?

As a longtime reader of your publication I’ve got to say that I’m extremely disappointed by the overly negative tone in your review of Teenage Mutant Ninja Turtles: Arcade Attack that appeared in the December, 2009 issue.

You harp on the fact that TMNT doesn’t take advantage of certain features found on the DS. Well, excuse me—| didn’t realize that you HAD to use a stylus in every game for it to be considered worthy of your praise. Does Street Fighter IV use a stylus? How about Halo, any touchscreen-action there? | don’t remember choreographing attacks with a small plastic faux pencil in Final Fantasy XIll, do you? | suppose those games suck in your book too.

—Jerry W.

EGM: Sorry to be the one to clue you in on this Jerry, but EGM never produced a December, 2009 issue. | think you’ve got us confused with someone else?

An unexpected Showtime marathon of the Martin Scorcese mob classic,

Casino, played during the writing of this section. Hammers to hands,

heads in vices and exploding cars. It’s a wonder why they never adapted

it to gaming. Fallout: New Vegas will have to suffice for now.

Take It Off

Games are certainly not as tame as they used to be. Grand Theft Auto has just about everything a Scorsese film does: dirty language with constant F-bombs, unyielding violence, sexual themes, and so on. But what's up with the “partial nudity”? | have yet to see a mainstream game that bares all. Is this the hurdle developers aren't willing to jump? Although GTA4 has almost-visible sexual acts and nearly nude dancers, the nudity is never in full. Do you think it'll happen eventually? It’d be nice not to have to switch over to Cinemax at midnight while gaming.

Devin T.

EGM: Not likely. At the moment, the console manufacturers have final

say about what's released for their respective systems, and none of them have any interest in their machines being perceived as a porn haven.

And the Cinemax comment? Ew.

Please spare us the mentalimage.

USED GAMES

31.9%

The increase in used game sales between June 2008 and June 2009, according to gamesindustry.biz.

$2.934 Billion Total revneues reported by Gamestop from the

sales of used games at their stores.

BY THE NUMBERS.

73,000,000 HDTV sales, in dollars, directly attributable to the XBox 360, according to the Entertainment Software Association (ESA).

92,300 Average annual salary, in dollars, of a direct employee in the computer and video game industry (ESA).

DID YOU KNOW: Sega was in

| negotiations with Atari

to release their 16-Bit Mega Drive system in the U.S.under the brand name ‘Tomahawk’? An Atari producer, inspired by Star Trek Il: The Wrath Of Khan, suggested the name that Sega would eventually go on to use: Genesis.

| used to think | was dangerous with a pen until | saw Pesci in Casino.

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EGP SPRING 2010

SAVE POINT: 3 Questions With EGM Publisher Steve Harris...

You founded EGM in the 80's. What's different about (re)launching it this time?

It’s actually more

similar than different. The industry has changed in many ways, but | still see a lot of the same faces and franchises. It obviously helps that we're Starting with a brand and writers that have alegacy | with which gamers are

~ familiar.

PE eet WON INE OE: CN THE COURT WaiTH MO 380

What's been up since you sold EGM to Ziff?

| continued to launch magazines through 2005. | then started producing and selling feature films and television. The last publishing project | worked on was with KISS bassist Gene Simmons. Called “Gene Simmons’ GAME." His idea was to create sort of a Maxim meets gaming with himself as the frontman. But his TV show blew up and his energies went there.

You've been working

on movies? Any we've heard of?

We developed a 3-D Amityville film starting s00n, a sequel to Neil Marshall’s werewolf - flick Dog Soldiers, and

a paranormal pic set ona submarine, with a director who recently wrapped a movie based ona gaming franchise. It’s a fun industry but I’m taking a break to work exclusively on EGM.

Where You Been? Having been a reader since issue #1, I’m curious, what the hell has Steve Harris been up to since he sold the mag, and what prompted him to buy it back for the relaunch? —Jimmy Webb

EGM: He bought it back because his lawyers told him that relaunching the magazine without doing

SO was a good way to get sued. As for what he’s been up to (in areas other than weight), check out the ‘3 Questions’ to your immediate left.

EGMi Want More

| read the first issue of EGMi and | thought it was pretty good. | like the way it’s setup to be similar to a real magazine, but with some animations. |’d like to have

a way of downloading so i can archive

it for myself. Also, I’d love to see digital versions of past EGM issues going back as far as possible.

Brian Agatonovic

EGM: We’re toying with a way to allow you to download future issues of EGMi. The capability is there, but we want to make sure that certain performance standards aren’t lost in the transfer. As far as back issues are concerned, we plan to offer a fully searchable archive of every page of EGM every produced, | probably for iPASS users, in the near future. Stay tuned.

That Pesky Extra Chromo

| was disgusted when | read the letter in by Sarah M. [“Girl, disgusted”]. Where was the sarcastic comment at the end that |

so looked forward to reading? Sarah’s statement that “Roughly half of the entire gaming population is female”set you up perfectly. Proclaiming that 50 percent of the gaming community is female is just ridiculous. | went to the midnight release

OUR FIRST LOOK AT THE BIG GAMES OF 2010

of Halo 2 and GTA4. The crowd was full of smelly, sweating, heavily breathing males all talking about how when they go home, they’re all going to play online until the next morning. | saw only a single girl at both releases, so it’s asinine to say that half the world’s population of videogame

- players is female.

Aaron Tessier

EGM: Trouble is, the crowd at a midnight launch isn’t exactly

representative of the population of gamers as a whole. It’s pretty much just the hardest of the hardcore who are willing to make those kinds of time investments. And the seriously hardcore are still, for whatever reason, mostly male. Make sense?

Core Competency The terms “hardcore game” and “hardcore gamer” are both idiotic. So-called hardcore gamers seem to call themselves such because they have nothing better to do in their spare time than play games. And so-called hardcore games don’t

xist. If | play Halo or GTA once or twice a week—i.e., casually—then it’s a “casual game.” If Joe Lunchbox buys Cooking Mama, takes two days off work, and doesn’t bathe or talk to real humans in order to play the game for two straight days, then Cooking Mama could be considered a hardcore game.

_ The term is meaningless. Any game can be as casual or as hardcore as the player makes it. If you play videogames, you’re a gamer. End of story. Calling yourself hardcore doesn’t make you sound cool; to the rest of us normal people, it makes you sound like you need © to leave your mom’s basement and do something else with your spare time.

Brian Di Cesare

EGM: You’d probably feel differently if you were more hardcore.

Mission Accomplished I’m excited to

see the new EGM in action, but

I’m also a little disappointed. You see, it’s my life’s dream to work

for you. To review new games and represent EGM

at E3. | know | have what it takes to be a part of your magazine, and would do almost anything to contribute to my favorite gaming publication. ‘Seriously, I’d eat both shoes if | could just see my name in the pages of EGM.

Tomas Rodriguez

EGM: Need salt with those shoelaces, Tomas?

‘Starting Over

| have a question about the issue numbering. Why did you decide to continue the numbering of the old magazine instead of starting from issue #1?

—Sam Irizarry

EGM: We did start over at #1, Sam. We just decided to skip the first 237 issues.

I Like It Hard

| have a drawer riddled with broken controllers. Twisted, bent, mangled, all in the name of gaming. For me, a game isn’t fun unless it’s hard, not hard enough to make me turn it off, but hard enough to feel satisfied once it’s over. Most games, I’ve found, are either mind numbingly easy or throttle a kitten hard; all lacking a middle ground of torment and virtue, perfectly intertwined. Yes, | could just

Fe ae

Photo courtesy Tracy Baran

change the difficulty setting, but who

is content with steamrolling through something on easy? | know I’m not. Plus, games hardly ever have an achievement/ trophy for beating them on the lower difficulties. | feel like games nowadays get caught up in the size of explosions and lack the attention to playability they so desperately need.

—Joey Paysinger

EGM: | wouldn’t hold my breath waiting for publishers to add ‘Mediocre’ to the difficulty settings anytime soon.

Normal Person + Anonymity

+ Audience = ?

Your article [*10 Things We’ve Learned From Our Xbox Live Headset”] is a perfect illustration of why | do not use a

Andy Baran, 1974-2009

Last July | got the very sad news that Andy Baran, a longtime EGM contributor who was part of the core group responsible for giving the magazine a voice during its earliest days, had passed away after a battle with pancreatic cancer. He was only 35. To say word of his passing was sudden is an understate- ment. Though time and geography had pulled us apart, | had traded emails with him less than three weeks earlier and, while confronting a difficult prognosis, he remained upbeat when speaking about his time with the magazine. The one request Andy made in that email was that he be mentioned in the pages of EGM one more time. And while this short amount of space could never adequeately capture who Andy was or what he represented to so many, it does provide the op- portunity to let those who didn’t know him understand what a talented individual he was, and how his dedication to life lifted everyone around him. He is sadly missed.

- Steve Harris

headset while playing on Xbox Live. In fact, | turn down the TV sound and turn up the music coming from my stereo to drown out the insults, background noise, and stupid comments.

If | want to listen to the other guys I’m playing with, I’ll haul my PC to a LAN party. The members of those clubs, for the most part, are more respectful of their fellow members than the dregs of society you sometimes run across on Live. Part of that civility might have to do with actually being in the same room as the person they are considering “dissing;” it’s not so tempting to be a major jerk when the people you’re considering acting that way toward are right there—and could physically throw you out of the room if you go too far.

—John Enfield

EGM: Wait, you mean it’s possible to not be a complete douchebag when playing games with other people? Who knew?

Playing Favorites

What is the best issue of EGM ever released?

—Jon S.

EGM: It’s hard to pin down just one. I’d have to go with 11, 79, 127, and 201, but not necessarily in that order.

it Burns!

I’m the editor of the yearbook at my school, and | would like to know how EGM handles writers who like to procrastinate, ignore work, and hide during deadline weeks. What do you do to get the troops motivated?

Matthew Moore

EGM: Threaten to put them on Letters. &

CONTACT EGM

by e-mail:

‘a

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EGM" SPRING 2010

Critical

Viass

Reviews aggregator Metacritic has become the arbiter of “quality” in the games industry. How it impacts the games you play and how publishers are

trying to hijack its influence...

<a

By Evan Shamoon

he reviews aggregator site Metacritic was launched in 200. It has steadily grown IN popularity over the past nine years and has effectively become the epicenter of game criticism on the Web. It oulls together reviews of games (along with music, movies, [TV shows, and DVDs) and designates each and every title a numerical score, whether or not one is provided by the reviewer In our increasingly time- strapped culture, it has become the quick-anc- dirty way of Figuring out whether or not something is “worth buying.”

And while the site began as an attempt to provide consumers with a snapshot of how a game, movie, or album was tracking critically, it has since become something of a barometer of a product’s quality —one considered not only by consumers, but also by publishers, developers, and financial analysts. This is especially true in the games industry, where committing to a product Is a significant investment in both time and money (roughly $60 and 10+ hours for a game, versus, say, $11 and 2 hours for a movie), and reviews are more often than not presented as a form of “Consumer Reports” for the medium.

Essentially, aggregator sites attempt to turn the rather unscientific process of reviewing a creative work —ultimately one’s personal opinion based on his or her own experience with the product—into a scientific formula. If the role of criticism is to give art form, the role of Metacritic is to give it a numerical value.

Nuts and bolts

Metacritic’s scores derive from

the weighted average of reviews from hundreds of outlets across

the media spectrum, hand-picked by its founder, Marc Doyle. For those sources that don’t rate on

a 100-point scale, he translates

a score: An “A” becomes 100%, “3/5 stars” becomes 60%, etc.

For those outlets that eschew scores altogether (often the case in movies and music, less common in videogames), Doyle and his team actually assign a score based on what they infer from the review text. Scores are weighted as well: Those from major publications may have

a greater effect on the average than smaller ones. Though it has been a source of controversy, Doyle refuses to reveal how this weighting system works: “You’d just get arguments,” he says. “We’ve taken the time to research our stuff and to know what are the most respected publications,

SO we want to keep it a bit of a mystery there. It’s basically our secret Sauce.”

Of course, Metacritic didn’t invent the notion of “scoring” creative works. Ask any critic worth his or her salt (in any medium) what part of the review process irks them the most, and they’ll almost always point to the grade: Trying to sum up one’s impressions of a wide-ranging, multi-disciplined experience with a number or letter can be incredibly difficult, often feeling arbitrary at best or undercutting at worst.

What does the score even mean? A game can provide a technically superb but emotionally shallow experience or vice versa. It may be made by a team of four trying to express a complex idea or by a team of 400 trying to make your id say “uncle.” It can succeed at being interesting but fail at being fun—or it can be something you enjoyed immensely but have no interest in keeping on your shelf.

Not every videogame is the interactive equivalent of a Van Gogh, certainly, but it still begs the question: Can you imagine looking at a painting —be it realistic, abstract, or surrealist—and then attempting to give ita number score? The more historically significant the art form, it seems, the more pronounced this absurdity becomes. Having said that, Michelangelo’s Pieta is definitely a 97.

From reading the site and speaking to Doyle, it’s clear that Metacritic has an interest in proper criticism. (From the site’s “About Us”

Metacritic

attempts to create a uniform reviewing standard—

with mixed

results.

page: “Personally, we at Metacritic like to read reviews, which is one of the reasons we include a link to every full review on our site... we want you to read them too!”) But look a bit closer and you’ll also notice some Curious editorial absences from Metacritic, including the reviews of G4/X-Play, which are no longer factored into the site’s Metascores. X-Play uses a 1-5 point scale for its reviews, which doesn’t translate very well to Metacritic’s 100-point scale.

“When, for example, a 3 was becoming a 60 on Metacritic, we realized it wasn’t accurately representing our feelings about the game,” says Adam Sessler, G4’s Editor-in-Chief and co-host of X-Play. “We did reach out to Metacritic to see if they’d follow our own table— where a 3 would translate into something in the 70s, namely the C or ‘average’ range— but we were met with resistance and told that evaluating our own scoring system was not valid.” Sessler had been approached by a very upset “high-level game developer” who informed him that X-Play’s translated grade of his game (a 2/5 had become a 40% on Metacritic), in fact, bumped his own game’s Metascore out of the range in which >

“We realized [Metacritic] wasn't accurately representing our feelings."

EGP SPRING 2010

8

PRESS START

“All| want is for Metacritic to preserve the meaning of

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his team would receive its bonus payment. The experience brought the issue closer to home.

“Metacritic has fostered this demented logic in the brains of a lot of the readers of gaming websites and magazines—that somehow this is mathematical,” says Sessler. “If | could do away with reviews, | would. But | can’t, so we minimize them with our 5-point scale. When people complain to us about scores on our website, it’s with this presumption that there’s an inherent value, that the value is universal. And | think Metacritic furthers that unhealthy way of thinking.”

1UP editorial director Sam Kennedy has similar issues with his site’s standing on Metacritic, after unsuccessful attempts to convince Doyle to allow him to “more accurately” translate 1UP scores to Metacritic’s 100-point scale. “All | want is for Metacritic to preserve the meaning of our score,” says Kennedy. “C is average, B is good, A is excellent. | want those translated properly. If you look on the site, though, a C is translated to a 50%. If I’m saying average, | want it to communicate average. And no gamer views 50% as average—nobody is going to buy a 50% game.” Kennedy says he fields calls all the time from publishers about 1UP’s scores as they appear on Metacritic and believes that, as it currently stands, there’s not a publisher in the industry that doesn’t have a problem with Metacritic’s system. “I’ve heard complaints from every single one.”

Doyle is aware of the nature of this imperfect system and notes the challenges inherent in translating all of the diverse scales to that of Metacritic. But he argues that

core.”

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consistency essentially levels the playing field. “As long as an individual publication ts internally consistent with their own scoring” he points to the UK’s Edge magazine as an example, which is known for its consistently tough scale—“then as long as they review a representative number of games, when you have some tough graders and some easy graders, it all comes out in the wash, and the Metascore gives you a good idea of whether one game Is better than another game.”

Metacritic is also something of an easy target for publishers

New Releases

More New Releases

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Prison Break: The Conspiracy

looking for good press. Of course, | s River Toe

public relations departments have attempted to positively skew reviews of their products since well before videogames even existed; movie studios would commonly invite only “select” critics to pre-release screenings of their films, in the hopes of creating positive buzz. A videogame PR department can, of course, send out reviewable products to whichever outlets it so desires—and in whatever order it chooses. The advent of Metacritic did not invent this practice, but it has certainly made it more effective.

“It is absolutely standard | procedure for us PR folks to get our games’ Metacritic rankings as high as possible, as early as possible,” one PR manager, who wished to remain anonymous, told us. “There’s a lot of pressure from up above to get this done, so there’s really no way to avoid it.” As they did in pre-Metacritic days, companies will stagger their mailings of reviewable code to critics, rather than send the code to every outlet on the same day. Which means that Metacritic scores often start higher

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than they ultimately end

up: By choosing outlets or individual reviewers that the PR representative deems to be either a fan of the series, developer, or style of game— or worse, outlets that may be in their pockets for all intents and purposes publishers can significantly boost the ratings of their games in the crucial early stages of release (the “opening weekend,” so to speak). “I generally try to get my games in the hands of reviewers | think are going to like it first,” another PR

told us. “And sometimes | know they’re going to like it. If an editor s**ts on a game in their preview, we won’t send them review code.”

Perhaps the most widely publicized instance of this sort of PR misdirection came with the release of Tony Hawk: Ride. The game’s publisher, Activision Blizzard, told editorial outlets that in order to review the game, they’d have to come play under the supervision of both Activision PR and Tony Hawk himself (and alongside the public, which would also be in attendance as well). Nearly all invited outlets declined the offer, deciding instead to wait to buy their own copies of the game and take the time to review it on their own terms.

Some, however, including websites GameZone.com and GamingTrend.com, jumped at the opportunity: Having the first review provides obvious financial incentive, including click-throughs to the site from Metacritic visitors. Both outlets gave the game a 92%, which is where Ride’s Metascore stood for

the first crucial days after the game’s release. As more reviews trickled in, however, the game’s Metascore evened out at a rather icy 46%. ”| don't regret any opportunity to get time with a game prior to it being released,” says Michael Lafferty, editor-in-chief of GameZone, also adding, "The job of a reviewer is not to follow popular opinion, to follow the herd mentality, to wait until everyone has published an opinion, divine the middle ground and then write something safe. We play games and write what we think.” But could the circumstances under which the reviewers had to play the game have unfairly influenced the scores? “In retrospect, yes, | do regret accepting the offer to review on-site,” says Mike Dunn, Gaming Trend’s reviewer on Ride. “We discussed it internally and our decision was to put the disclaimer describing the circumstances of the review and reserving the right to revisit it later. When | finally got my hands on a personal copy of the game there were several issues that just didn’t come forth when we played it that first time, and | was intending to make adjustments to my review, but by then things had kind of blown over and none of us really wanted

/ J

to go and stir that pot up again. Now, the review that | wrote? That enthusiasm was genuine—we had a great time playing the game.”

Doyle, conversely, believes Metacritic protects the consumer from this sort of foul play. “The great thing about an aggregator is that when it’s all said and done, when all the reviews come in, that score ain’t gonna lie—at least, that’s our take on it,” he says. “If [publishers] think they can game the system, more power to them. But hey, I’m in control of the system, and I’m keenly aware of all of these things.” According to Doyle, however, no outlets were removed from Metacritic after the Tony Hawk: Ride incident.

From speaking to journalists around the industry, it’s clear that it has become common practice for PR departments to allow them to break review embargoes if their score falls in a range the publisher deems acceptable. Kennedy recalls a situation regarding the first Assassin’s Creed: “The PR team had said, ‘lf you’re giving the game above a 90%, feel free to break our embargo.’ The entire week before the game came out [the Metacritic score] was at a 98, and the day after it came out and the embargo for everyone else was lifted, the score dropped to an 83.” Again, this is not rare: This type of “conditional embargo” has become a standard issue PR tactic.

All of this can have a rather insidious trickle-down effect as well, catalyzed in part by poor journalistic ethics. Many in the industry know that

Critic-Schizm

| Give Aggregate Sites a 20%

By John Keefer

ameRankings and Metacritic were thorns

in my side when | was editorial director at

GameSpy, particularly when those sites take a S-star system and rigidly convert it to a percentage (“3 stars is NOT 60%”) . Then try having a conversa- tion with the game’s publisher who only looks at the score on those sites:

Publisher: “You gave our game a 70!”

Me: “No we didn’t. We gave it 312 stars. That means it is a good game. Did you read the review?”

Publisher: “No, but | saw the score.”

Me: “Where did you see it as a 70?”

Publisher: “GameRankings said you gave it a 70.”

Sigh.

When publishers and even readers put so much emphasis on scores and don’t even bother to read

the words associated with the review, then something is wrong with the system. And | believe that the aggregate sites are at the core of the problem. It’s all about the numbers and not about the meaning or the context. When | started the ill-fated Crispy Gamer, | wanted to try to get around that. When a read- er looks at a review, what do they what to know? They want to know if they should spend their money on it. If you are creating a site for the reader and want to be useful, then get them talking about the review and not the score. Crispy’s Buy/Try/Fry system was a simple guideline that was clear on what the site thought of the game. No arguments about a 72 versus a 77 and how the reviewer arbitrarily came to that number.

And | really didn’t give a rat’s ass whether the ag- gregate sites included us in their metric.

In the end, it was probably a bit idealistic. It’s always about the eyeballs but, while the site gener- ated a fair share of traffic and chatter, we couldn’t put enough of a dent in the existing mindset.

| still believe that the scoring system is broken and top-heavy with scores from 7-9 (70% to 90% for the aggregate impaired) and it is the emphasis on the aggregate sites by fans AND publishers that keep it from being fixed.

Unfortunately it will take more than a few isolated voices to change it.

20; PRESS START

“If (oublishers] think they can game the system then

Vite bee icic rounder Mat

~~

videogame critics particularly those who write for “mainstream” outlets existing predominantly outside of the games industry —often look to Metacritic for their own opinions. Need to write a 250-word review of a game and assign it a number score, but you’re only getting paid $50 to do it? The choice for some critics between spending the required 20 hours to properly play and evaluate said game or to simply sponge Metacritic for prevailing Opinions and a score from the critical consensus often becomes an easy one. “I do it myself all the time, and | would call the practice pervasive in the mainstream media,” says one freelancer journalist who wished to remain anonymous. This does not necessarily reflect a fault of Metacritic: For its own sanctity, it’s clear that it does what it can to properly vet the outlets it chooses to include on its site, and there is ultimately no way to “prove” that any particular outlet is on the take. But it does point to the holes in what often has the appearance of a scientifically sound, bulletproof system: The distillation of game criticism into aggregated scores means that a snapshot of multiple reviews from multiple outlets can often be misleading exponentially more so than the odd disreputable review. Because of Metacritic’s success in counseling consumers’ relationships with their wallets, it has become a major focus of attention for the industry as a whole. Publishers across the board use Metacritic as a significant indicator of the success and/or competence of their development teams, stock

oower to them."

analysts reference Metascores on investor conference calls, and as Sessler learned (and subsequently shared with an audience in a “GDC Rant” at 2009’s Game Developers Conference), a game’s performance on Metacritic can directly affect a developer’s pocket.

And the numbers game, some say, can be a dangerous one. “{(Metacritic] can have the added side effect of enticing publishers to produce table wine rather than Chateau Lafite,” says one high- level publisher. “If a game’s going to be summed up in a single number, rather than fairly critiqued on its various attributes, it’s easier to incorporate ‘crowd pleaser’ elements of a game —such as focusing on the graphics or number of vehicles/weapons, etc. —that take time but less effort, than to work on more esoteric, less easily quantifiable quality issues like narrative, gameplay, and accessibility.” Issues upon which many believe the industry needs to focus its resources, if it wants to bring videogames out of their persistent cultural isolation.

Doyle’s weighting of the outlets also has an effect on a game’s Metascore. “He could be giving, say, 1UP far more significance than Eurogamer,” says another industry insider, who has worked both in marketing and as a member of the press. “And if that were accurate, given Eurogamer’s consistently harsh scoring, that would have a significant effect on the final, mean MC score for a game.” Finally, Metacritic can include multiple versions of the same site. “I’m sure they’d protest otherwise, but part

more

of the franchising agreement of

any site from the parent company

is to be roughly in step editorially,” Says our insider. “So having the UK, Italian, French, and Dutch version of the same media organ in Metacritic as separate entities inevitably also skews the results.” Complicating things even further, movies and games are rated differently, and Metacritic, as well as its closest competitor, GameRankings, are both owned by CBS Interactive and sit under the same corporate umbrella as GameSpot— whose reviews are regularly included in the weighted aggregate scores.

It’s tough to argue with Metacritic’s convenience, certainly, but the same thing could be said of McDonald’s. Certainly, many games are in fact simply the interactive equivalent of a Happy Meal: licensed, interactive schlock serving little purpose other than to boost a licensor’s bottom line—and treating them as such doesn’t seem inappropriate. But many other games are decidedly not that; the real crime is that aggregator sites like Metacritic undermine the art of games and foster an implication that a number can encompass the “quality” of a given title. The notion of deciding whether or not to buy a song or an album based on the aggregated scores from a bunch of Critics Seems ridiculous, and at least for the crop of titles that aspire to be more than crass commercialism, one can hope that this perception carries over to games. If we ever want our often-pined-for Citizen Kane, perhaps a change in our perceptions of the critical process is in order. &

Development bonuses can be tied to an aggregate score- leading some to believe that “crowd pleaser” elements will win out over less quantifiable features.

Gamin

Gets

Lost in the Clouds

he BBC is calling it a “consol killer.” PC World thinks it could “upend video games as we

know it.”

qo)

Forbes magazine predicts it will make “games on DVDs and consoles like the XBox ... as old Blockbuster store.”

nat asa

“It” is the concept of streaming video games over the Internet, an idea now bein

(O

pursued by three different companies that want to revolutionize the way you access and play games

Some of the details of how these services will work are still shrouded in secrecy, but the general idea behind each is simple: Games will run on powerfu remote servers, which will take input from the player and return streaming game audio and video over a high-speed Internet connection. In addition to eliminating

high-powered

WU

the need for Expernve a hardware on the user’s end, this mode theoretically fixes a lot of problems with current game distribution, including nconvenient brick-and-mortar stores lengthy downloads and easy piracy. There are concerns about lag and bandwidth requirements, of course, but live demos for each service have shown streaming

games to be at least playable, if not yet

©

perfect. And besides, proponents argu such concerns will likely melt away as bandwidth and processing power increase in the coming years.

The first game service claiming to have licked the issues of latency, server Capacity and consistency of delivery is upstart OnLive. Planning to launc

N

h on June (after several ito the hope of streaming gaming is finally on the verge of going from idea to

will these services

reality. But truly be the “console

killers” they’ve

been described as in the press? Is the Current generation of traditional consoles the last Internet-connected gamers will ever need?

“Games in the cloud, if proven that OnLIve they offer a compelling user experience to a mass audience, have the potential to change the market,” said Lazard Capita Markets analyst Colin Sebastian. “But it’s -intensive service and difficult

a to manage on a large scale, so | don’t 1g direct impact on the console

obstacles to challe

(O

One of the main consoles in the short term, of course, is the money players have already sunk into their favorite systems. “For Sony and Microsoft, consumers have made investments in those platforms, and are going to favor those platforms this cycle over paying another $15 a month to access games on platform,” Sebastian said, referring to the monthly

fee OnLive plans to charge

users before they’re allowed to buy fu

9) 4

games on the service (OnLive says a free companion service will let players rent This kind of monthly fee doesn’t have O be a barrier to entry; OnLive competitor as said they v won't charge any regular fee for their streaming games.

Instead Gaikai,

which has not

SLIP-STREAMING: Is the ps Bete

OnLive finally ready to hettianet

nnounced a firm launch date as of press time, will reportedly cover its costs through advertisements embedded within games and demos, which could themselves be embedded in websites or even show up on other Internet-enabled devices, like ell phones. “We're not trying to replace Gaikai’s David Perry told Gamesindustry.biz, adding that he would De Nappy to stream his service through

Fa U

the consoles,”

existing consoles or even Internet-enabled TVs, if possible.

Moving the currently PC-focused streaming services to the living room HDTV in such a manner will be crucial to getting console gamers to try out these new services. OnLive has announced its

“Streaming is not a business, it's a technology.

a

intention to provide a MicroConsole that will do just that, but pricing and launch dates will reportedly be announced “later in the year.” Game streaming company Otoy has shown demos with the service

running through a laptop hooked up to an

ry Ty

HDTV, but this solution seems impractical

fAr moact+ ed OST

viNg-room users.

f the screen they’re used

on, it’s clear that these services will live or die not only based on their ability to overcome some monumental technical

challenges, Dut also the support they

attract from publishers. Streaming movie services like Netflix have caused a ee Dut not an earthquake, in the movie rental

market, said streaming and online video

analyst Dan Rayburn, primarily because movie studios have imposed high

treaming is not a business, it’s a

technology,” Rayburn said. “It’s all that it is. A lot of people confuse that, say we’re a streaming company. If that’s what you are you'll go bankrupt. You can’t make money from streaming; it’s just a platform. You

make money from the content.” &

Takings (Motion) Contro!

Can Microsoft and Sony Convert Skeptical Gamers to Go Along for The Motion Control Ride?

By KU le Orland

lashback to early May 2006. Mario creator and legendary Nintendo designer Shigeru Miyamoto walks on the stage of the packed Kodak Theatre in downtown Los Angeles, wearing a full tuxedo and holding a prototype of the still mysterious (and recently renamed) Wii Remote. With a maximum of fanfare he proceeds to enthusiastically conduct a virtual orchestra of Wiis in a rushed version of the familiar Legend of Zelda theme. The tempo stutters a bit as Miyamoto’s rhythm falters (or perhaps it’s the other way around), but the song ends to a round of deafening applause from the audience. “What we’re unveiling is the next leap in gaming,” Nintendo President Reggie Fils- Aime says minutes later. The age of motion control has arrived.

Fast forward to October 2008. Wii Music, the game inspired by that E3 conducting demo, launches to mostly negative reviews. Critics cite the game’s limited song selection and largely shallow, directionless gameplay, but also deride the revolutionary new motion controls that were shown off to such strong effect at that E3 press conference just two years before. “Poor controls will have many players quitting the band before its first real gig,” wrote GamesRadar. “The controls aren't particularly intuitive, but gimmicky,” said IGN. In a financial briefing months later, Nintendo President Satoru Iwata admits that the game “has not achieved its true potential.”

The story is illustrative of a common theme in the motion-control era thus far— lofty promises followed by a flood of disap- pointingly shallow final products. While the Wii—along with pack-in Wii Sports —has found purchase with many consumers who hadn’t traditionally played videogames, those who grew up playing with standard controllers have generally been less than impressed by the kinds of titles the motion- control revolution has brought about. “The Wii benefited from bringing the novelty of motion control to new audiences, and that allows Wii game designers to get

away with a lot,” said Concordia University Associate Professor and human-computer interaction researcher Bart Simon. “Gim- micks work with the Wii the same way they worked with the EyeToy for a time... What seems different is the market —there are now more folks that want more games they can play quickly and with friends. Multiplayer mini-games hit that spot.” Enter Microsoft and Sony, whose camera-based Natal and Move controllers are being positioned to spark yet another motion-control revolution upon their re- lease later this year. Both companies argue that their camera-based controllers will fulfill the squandered promise of the Wii by offering more precise, accurate, full- body motion-sensing through 3D space. Demos for the controllers have included the sorts of multiplayer mini-games that have become almost synonymous with the Wii Remote, but also games like Burnout Paradise and SOCOM 4 that have typically been controlled with buttons and joysticks. The promise of this new technology has already generated its fair share of hype: Lionhead’s Peter Molyneux has compared the effect of Project Natal to the impact the mouse had on personal computing. Sony

CEO Jack Tretton said his company’s Play- Station Move will “create franchises that nobody has ever heard of or envisioned.”

But this sort of hype might be funda- mentally incompatible with what many gamers expect out of motion controls. “A lot of my research is focused on this and | specifically talk about the disjunction be- tween the expectation set up by the hype and the play experiences players report,” Simon said. “Hardcore gamers are savvy folks who tend to find flaws in overall game design pretty fast.”

"IF Gears 3 or Halo: Reach only work with Natal, a lot of hardcore

gamers will buy and use Natal.“

-Wedbush Morgan analyst Michael Pachter

Simon isn’t the only skeptical observer. Jesper Juul, Game Center Professor at NYU, agrees. “Traditional gamers will probably remain skeptical about motion controls for the time being,” said Juul.

“The original Wii controller certainly had the problem that it is quite imprecise (apart from the screen pointer)—this is something that gamers pick up quickly. With more precise controllers and some ‘gamer’ games to go with it, that skepticism may go way. It comes down to someone demonstrating that the motion controls can contribute something to an established genre.”

Even if the new camera-based control- lers are more precise than the touchy Wii Remote, Simon argues, they can’t compete with the more direct, cause-and-effect rela- tionship gamers are used to with traditional controllers. “Since the motion-control reso- lution will never be one-to-one, it becomes

tricky for the player to understand the relation between what they are doing and what is happening on the screen,” he said. “Button presses on traditional controllers are different because you need to train your body to do something specific that the software/console wants you to do rather than the other way around. My suggestion is that greater bodily freedom will actually mean less control, and that should open up new avenues of game design that have yet to be explored.”

Indeed, on the Wii, traditional games that require a certain level of precision often include support for the system’s Nunchuk analog stick and face buttons, or even support for the old GameCube controller, as a concession to gamers who want more direct control. Even games that do use the system’s motion- sensing capabilities often just substitute a quick jerk of the Remote for a button press, rather than requiring full-body movements. “The motion controller invented by Nintendo was a solution in search of a problem,” said Wedbush Morgan analyst Michael Pachter. “Most gamers didn’t appreciate why they needed to spin Mario in Super Mario Galaxy in order to break up rocks, as they had been accustomed to using a combination of buttons to do the same thing in the past.”

Sony, at least, seems to recog- nize this potential reluctance among traditional gamers to accept motion controls for some types of games.

“{(With] SOCOM 4, the approach that

we ve taken ... is that for those hard- core, skeptical, bitter gamers who

Say ‘ah, I’ve seen this already,’ they

can play this game the way they’ve always played it, on the DualShock,” Sony Worldwide Vice President Scott Rohde said in an interview with Kotaku. “But on that same disc

Sony and Microsoft promise to expand on the

you're going to get a new control scheme. It's going to allow those people to try it and see if they like it better, and I’m convinced that some percentage of those

hardcore gamers may actually like this W11°S Success, controller better. You’re also going to get Dut is it a group of new people who perhaps were too little, intimidated by the DualShock. So | think too late?

we have the best of both worlds there.”

The question, then, is whether tradi- tional gamers will be willing to invest in a new, unproven technology when traditional controls are still an option. “Il think that hardcore gamers will continue to think that the new motion controls are stupid, and most won't use them unless the game requires it,” Pachter said. “That will limit use to mini-games or to controlling the dashboard. | suppose we'll see, as the software that comes out will largely deter- mine acceptance. For example, if Gears 3 or Halo: Reach only work with Natal, a lot of hardcore gamers will buy and use Natal. | doubt that either game will require it, but I'm just saying...”

Cue angry online petitions from hard- core Halo fans in 3, 2, 1... &

LLL APES, BESET A ALTRI EAE ES STN” OL COOGEE

THE LAST WORD ON

GAINIES

he only constant in the videogame Twenty years after it launched under the suburban-Chicago fanboys to one of the most

industry is that it’s always changing. Sendai banner, Electronic Gaming Monthly is prestigious publications in the entire industry.

First the games came on cartridges, one of the few constants the industry can rely And as the magazine business finds itself slowly,

then on discs, and now they’re on. Few gaming moments from the rise of inexorably dragged online, the evolution’s streaming through the Internet. Sony and Mario and Master Chief to Trip Hawkins trying happening more quickly than ever before. Microsoft, known mainly for the Walkman and to convince us that buying a $699 3DO system How about we take a moment to catch our Word respectively in 1989, have both become was a good idea— have gone unreported breath and reflect back on some of the best billion-dollar gaming kingpins. And it’s no longer within its pages. But the magazine itself has and worst moments from our first ten years of considered cool to play driving games with a also undergone massive changes over its two publication before plunging forward again with Power Glove. decades, going from a garage operation run by the new issue you now hold?

Steve Harris, EGM founder and charter

member of the U.S. National Video Game

Team (which held tournaments in arcades Six months would pass between the first two issues It’s a tumultuous time for games—the NES is still nationwide and also included Donkey Kong of EGM, an unfortunate reality for a magazine with king, but Sega's Genesis and NEC's TurboGrafx-16 are savant Billy Mitchell), spends time after the word "Monthly" in the title. Alas, this trend of threatening to break the market wide open. EGM his day job as a producer at Atari Games semi-monthly releases would plague the magazine responds by transforming itself into a screenshot-laden to launch Electronic Gaming Monthly throughout it's early issues. Nintendo continues to usher mag specializing in previews. Sushi-X also debuts in the nationwide, debuting with a Holiday in a gaming rennaissance as coverage slowly migrates Review Crew, dispensing his anti-Gameboy vitriol. Buyers’ Guide in late 1988. EGM's layout, away from the NES and Sega Master System and the comprised mostly of text and small screenshots, term 16-Bit enters the publication's lexicon. Jai O0 Haris eonretly is awash in rumors of the Super NES and other arranges to grab footage upcoming 16-bit consoles, including the never-to-be- Jul’89 EGM’s multiscore Review Crew makes of the Batman NES game released Konix Multisystem. its debut, although it’s still a little rough at this with the help of a Sunsoft

point Editor-In-Chief Ed Semrad gives 8-bit role-playing game Hydlide a 6 even though he “can’t remember what this game was about.”

producer. Shuttling camera equipment in and out of

a darkened hotel room prompts the manager, fearing the group is filming a porn video, to cut the session short. Sunsoft will subsequently threaten a lawsuit over the cover before ultimately backing down.

Sy Brey e Se

| i

|can't remember what this game was about. That's about all | can say about Hydlide.

VIDEO GAMES

DISPLAY UNTIL MARCH 31, 1969 83°" 74.95 CANADA 1989 ANNUAL

ou

1989 BUY ‘UIDE

Dec’90 Harris features the back-glass image from The

. Lf Simpsons' pinball machine 4 Simes ond i a

Biast Off with eM, the Hottest New Games

NINTENDO. Sept’89 EGM puts a topless Fabio on (the first-and most assuredly the last-instance EGM

gives it's cover to a pinball

the cover of Issue #3. We’d comment

more about it, but machine) to circumvent a

every joke possible competitor's exclusive on Acclaim's Simpsons NES game. Why he would go to such lengths remains a mystery. Inside, Quartermann speaks out against Nintendo’s Dr. Mario and its casual portrayal of pills, calling it “a

terrible case of bad judgment.”

about this cover has

Warp inte Se ae | fi already been made Super Cart= =e ee

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The SNES finally gets released in America, but the hottest Japanese games just aren't getting translated into English fast enough! (The idea that a non-Asian company could produce a fun nonsports console game

"wasn't en vogue for another few years yet.) Responding

to demand, Sendai launches spin-off mags Mega Play, Super NES Buyer's Guide, and Electronic Gaming Retail News and comes close to purchasing upstart competitor Game Informer from that magazine's parent company, Funcoland. EGM was the mag for Japanophiles at this point, its pages filled with coverage of games months before U.S. release and ads for 1-900 game-news hotlines and Japanese importers—some of which had their advertising revoked after ripping off readers. And this was before Street Fighter Il even appeared...

REMMI THE SCREENS EGM publishes its first * JALBED [Ef i ie in the

way that we understand them

developer interview

> | nowadays, at least—depicting " & the staff of Sculptured Software as they discuss forgotten NES game Metal Mech.

The National Enquirer profiles Harris as the videogame geek who became a rich magazine publisher. After reviewing yet another Crappy portable platformer, Sushi-X cracks and admits, that “| don’t think I’ll ever really like a Game Boy game.”

Street Fighter Il, Street Fighter II, and more Street Fighter lI—that sums up 1992 in EGM land. Capcom’s arcade sensation dominates the letters and strategy-guide sections of every issue, with hopeful readers crying for info on the million-selling Super Nintendo port and then cheats and codes to unlock boss characters and other extras after its release. Street Fighter Il and Sega's Sonic the Hedgehog were the two console smashes in an otherwise disappointing year, with the Sega CD add-on proving to be a useless space-age gadget (no Sega CD game averages over 7.0 in the Review Crew in ’92) and

_ Q-Mann’s constant rumormongering over Sony and

Nintendo's SNES CD-ROM attachment amounting to jack.

Harris, supported by

data showing sales dipping

up to 100,000 copies when the cover fails to mention a fighting game, issues a decree to the art designer to highlight one on every issue. It's slightly embarrassing, in retrospect, how many Mortal Kombat covers EGM did. Sorry about that.

Putting 3D holograms on the cover becomes an extremely short-lived fad among game magazines. EGM obliges with a semiunfocused Road Rash II sticker on the front of its holiday issue.

Everyones trying to get a piece of the gaming pie, from 3D0 and SNK to Commodore, whose CD32 barely hits

the marketplace

goes bankrupt. EGM, ballooning to over 300 pages per issue, becomes thicker than most rural phone books. Having to deal w

expands to more than four people. SF2 strategy guides

ith 40 games a month, the Review Crew give way to Mortal Kombat blood codes. Ahh, a simpler time indeed!

“Trickman” Terry, lord of the cheats section, has a rough summer: His car’s damaged, his insurance’s revoked, and he’s evicted from his apartment. “Please, send in more tricks,” the editors write. “We are getting very tired of seeing him sleeping in his chair.”

The N64’s revealed for the first time. In one of

THE POG CRAZE!

many Review Crew controversies, sleeper Genesis hit Zombies Ate

Brian Sandusky Oakland, CA

My Neighbors outscores the Game Boy’s The Legend of Zelda: Link’s Awakening. EA includes a free pog with every copy of NHL ’94.

it seems that Electronic Arts has started ntroducing Pogs with NHL ‘94.

Internet

invented by Al Gore in 1999)

The idea we needed more Star Wars films

before the company

Both EGM and the game industry hit critical mass this year, with over a dozen active platforms to cover—and the December issue broke the 400-page mark. Mortal Kombat II's blood became “sweat” in the SNES port, dominating the minds of gamers even as the U.S.

Senate had a cow about Night Trap and people's spines got ripped out. Not into violent FMV games? EGM was loaded with Saturn and “PS-X” information as well as accusations that Nintendo's “Project Reality” was nothing but vaporware.

Sendai takes EGM bi-weekly with the launch of EGM2, a sister = mag specializing

in strategy and

“3 arcade coverage. It eventually morphs

into Expert Gamer

before suspending

publication in 1998.

ase saanemusician Tommy Tallarico makes a pose for a soundtrack-CD advertisement that he likely

AVAILABLE IN MAY * me Still regrets to

OUR FAVONITE ECOHD “s VEO GAME STORES

y this day.

Presidents Named Bush ° (Either of them)

Miley Cyrus

Ue}SIUEYOJy U! UEgIIe| ay,

Killed in Concept

EGM’s always been known for blowing the doors open on new hardware long before it’s officially announced. We’ve successfully predicted what the next generation would look like many times, but some of the artist’s concepts that we’ve published, er, didn’t quite pan out. A few of our concept masterpieces:

Sega CD, 1990

Just as bulky and ominous- looking as the real thing. Well done.

Accuracy: A

Super NES, 1991 Where does the cartridge go? & We must've thought there'd i bea toaster-style insertion process, like with the NES. Accuracy: 0+

N64 (Project Reality), 1994

From color to shape to number of controller ports, we couldn't possibly be more incorrect. Shame on us.

Accuracy: F

Sega Nomad,1995 This amateur-hour render is loopy, yes, but Sega's portable Genesis doesn't look too far off from this blocky concept. Accuracy: B-

Xbox, 2000

Damn! Except for the protruding, trayless CD drive, we got this one pretty close. And our controller's more compact, too! Accuracy: 8

PSP, 2003

We channeled the Game

Boy Advance SP for this one because that's the only way we figured dual analog sticks would be possible. Sony surprised us by including zero analog sticks. Never mind! Accuracy: D

Nintendo DS, 2004 If this turned out to be real, Nintendo would've gone bankrupt on the warranty service for all the broken controllers and buttons. Accuracy: C-

| The first real “transition” year in EGM’s history—and it showed in the magazine, as news of the Saturn's surprise | early launch backfiring and the PlayStation’s subsequent domination loomed larger than any software released. (There was also the Virtual Boy, but nobody was really paying attention.) The editors took advantage of the lull to spruce up the magazine a bit—fanzine-like layouts

| finally gave way to professional-looking art design,

| although the extreme fonts (who knew you could go wrong with a typeface called “crackhouse’) still look a little too “mid ‘90s” to our virgin eyes.

EGM starts allowing half- point increments in their review | scores, giving readers yet more | to complain about online. Rumors abound about Final Fantasy VII's Ultra 64 debut. Sendai launches NUKE.com, a very early game-news website. Later, an internal debate about whether or not to withhold TGS coverage from the website so it can first appear in print offers a hint of greater changes to come.

The first Electronic Entertainment Expo is held, and a small, surprise shipment of Sega Saturns land in stores. Q-Mann (who’s gotten a

lot more intelligent over the years) analyzes how much of a total money loss it proves to be for Sega—and a victory for Sony.

The Saturn and PlayStation easily dominate the year’s software as the 3D0 and Atari Jaguar fall by the

wayside—but all EGM talks about in the news section

is the newly rechristened Nintendo 64. When’s it coming out? How much will it cost? How many times is Nintendo going to delay the damn thing? It was a mixed blessing when it finally hit stores—Super Mario 64 was great, yeah, but after that, the system faced a software drought that should be well familiar to Nintendo console fans

by now.

Steve Harris sells Sendai to Ziff Davis for an undisclosed sum. Ziff eventually closes most of Sendai’s non-EGM ventures, including NUKE, so it can concentrate on GameSpot.com (which we owned at the time—it’s kinda complicated).

Accolade puts a quote from EGM’s preview of Bubsy 3D on the game’s front cover

that makes it sound like writer Chris Johnston gave it Game of the Year. Sushi-X gives

the grinning bobcat

a 2.5/10 beatdown a month later.

Zt. t. © Par m9 i Ww > 2 jal

ito The Ultimate Holiday Gift Guide Inside.

Nintendo“ PlayStation + Saturn * Super NES * Genesis » Arcade |

Diddy Kong. i | a Q

With EGM now in Ziff Davis’ hands, longtime Editor- in-Chief Ed Semrad leaves his post to take ona correspondent role. He leaves behind an editorial crew that a lot of readers should recognize: John Davison, Dan “Shoe” Hsu, Shawn Smith, Chris Johnston, and Crispin Boyer, all of whom helped contribute to what the mag is today. In the fall, Final Fantasy VII redefines what we all expect from RPGs, and Tomb Raider creates the greatest

demand for a nude code since that sword chick from Golden Axe.

EGM touts Star Wars: Masters of

Teras Kasi in the August issue—it’s up there with

State of Emergency and South Park (N64) as the worst games to ever score a cover story.

After celebrating its 100th issue, EGM spends four pages in December on an exhaustively researched essay devoted to the mystery of Toad’s gender. The conclusions drawn from the piece: inconclusive, sadly.

.

The Very Best...

“Forget everything you know about the term ‘interactive movie.’ That tired, perennially negative concept has been single-handedly redefined and made respectable by Hideo Kojima’s Metal Gear Solid—easily the most cinematic masterpiece of game design on any system ever.” —Crispin Boyer, December 1998

“| can’t say I’m surprised in the least at how incredible Zelda: Ocarina of Time turned out to be.

I’ve always had extremely high expectations for the Zelda games, and I’ve never been let down once. Once again, Shigeru Miyamoto and the wizards at Nintendo have delivered a truly epic gaming experience that no one should be allowed to miss.” —John Ricciardi, February 1999

“Holy f***ing s***. (Sorry...I’m swearing a lot more now because of [Grand Theft Auto: San Andreas].) | can’t wrap my head around how much stuff is packed into this one disc. It’s grand, it’s ambitious, and funny as this may sound, it’s legendary.” —Dan Hsu, Holiday 2004

“Plenty of other games make you think. But for all of BioShock’s technical triumphs, the real reason to love it is that it’s one of those rare games that make you feel.” —Andrew Pfister, October 2007

Pokémon! Metal Gear Solid! The Legend of Zelda: Ocarina Sega's Dreamcast comes out nationwide on September of Time! These three titles, along with Half-Life on the 9, 1999, but in many ways, it’s doomed before it

PC, arguably did more to define modern videogames ever leaps from the starting gate. Sony's PlayStation than any other—and they all came out in the fall of 2 and Nintendo's Dolphin were already laid out ir 1998, which made Davison and his EGM cronies elated... Quartermann’s column by the time Sonic Adventure hit and their families despondent. MGS is the first game readers living rooms, and Microsoft's “X-Box” was the

in EGM history to earn straight 10s, a feat that seemed

mpossible to achieve back then, but it’s something that

happened a bit more regularly after this hurdle was

EGM modernizes its design for its 10th

cleared.

Nnivorcan AKAKDNINA lanatimea naan cam )i_ a Versary, GFrOpp Q 1ionat e€ (ana y of

EGM spends all spring and summer

~ AO mr nO oc (Cho Ch rn n the process. Cne Cnou (now

oA | £ . 2 COMM rit reporting on the 64DD disc-drive expansion for ae ;

the Nintendo 64, a peripheral that ultimately o aM night afterward and, because he is Asian; is

comes out only in Japan and EC dies a quick death. That hype’s soon supplanted by word of Sega’s Dreamcast, which hits Japan late this year

Frustrated at the quality of videogames that aren’t Zelda or MGS, Davison writes in his editorial, “If | see another crappy 3D run-around-jumping-and- shooting game, | think I’m going to puke.” You don’t want to Know how many airsickness bags

he managed to fill in the ensuing six years.

...And The Very Worst

“A lot of bad fighting games are out there; | can say without hyperbole that [Mortal Kombat Advance] is a million times worse than all of them put together. MKA is the most incomplete, half-assed piece of (insert any expletive here) I’ve ever had the misfortune of playing.”. —Dan Hsu, March 2002

“Here’s the situation: You desperately want to see women’s breasts. First, you can type the magic word ‘breasts’ into Google Image Search. Or you can buy an issue of Playboy—for nonclassy ladies,

Swank. If you’re a life-hating masochist, you can waste $40 on The Guy Game, spend countless ~ hours answering dumb trivia questions—and guessing if vapid skanks can answer dumb trivia questions (usually not)—and then...maybe see breasts.” —Shane Bettenhausen, November 2004

“What’s next on THQ’s DS agenda...Clock? Seriously, Ping Pals attempts to replace Nintendo’s own packed-in-for-free PictoChat but fails to offer any incentive for users to choose it over what they already have. An abysmal failure.” —Shane Bettenhausen, January 2005

subject of a special two-page Q column in December. And

we haven't even discussed the Game Boy Advance yet....

~ P nANnImMNa contributor Sushi-X from the masthead ano y OUS) CONT DUTO Vv US / J Lic asmMead

manager for Microsoft) has the misfortune of joining

It was the best of times (for

Sony, whose PS2 launched in time for the holidays); it

was the worst of times (for

PERPECT DARK

SNK’s American division,

a ere which folded after their er OfAREB. 0 CASH 2 “ke ae NeoGeo Pocket Color

portable faltered). Sushi-X may have been a defender of all things hardcore, but he definitely got one thing wrong: Nintendo proved the The Game Boy was here to stay, selling an incredible 100 million in hardware sales this year.

EGM may have built its reputation over getting the latest arcade info and fighting- game move lists to readers, but by 2000, even t couldn't polish a turd, publishing features like “Is Pinball Really Dead?” Nearly a decade later, things haven't improved much—unless you’re into

Skee-Ball and plush cranes.

=" ra 2 z ~ a —— ha

Now that Wiliams has shut down Its assembly line, everyone's asking the big question

pinball

really dead?

EGM publishes a massive buyers’ guide for the PlayStation 2 launch even as it gives straight 10s to The Legend of Zelda: Majora’s Mask, a rating that causes the mailbox to fill up with irate reader mail for weeks on end.

The next phase in EGM's evolution begins under the direction of its founder. Promising to deliver the respected voice you ve come to count on for more than 20 years,

in a brand new format that integrates print, digital, and online. Get the inside story on EGM's second decade in the April 26th issue of EGMi: The Digital Magazine—available

FREE to iPASS users!

DETAILS ON ALi YOUR FAVORITE FISHTERS-

BS )

) ESRB wo TEEN RELEASE DATE

3.23.2010

Ubisoft's Wii-exclusive Shooter is Reborn. Don't Bother Calling it a Sequel...

he original Red Stee/ held It took over three years, but that

infinite potential. Here was experience has finally arrived. a mature third-party game Red Stee! 2 delivers on its title with that would launch with a story of redemption, casting play- the Wii, promising sword fighting ers in the role of the last Kusagari, a wrapped inside an “East meets clan of Samurai gunslingers that have West” motif. The final game, how- walked the world for generations. coe ever, fell far short of the glory it was Seemingly out of nowhere these Jedi- BI ae striving to achieve, bogged down like protectors have been all but wiped by a mix of slow camera movement, out, and it’s up to you to dole out ven- imprecise dueling and sluggish firing geance. Armed with a legendary blade that left fans wondering if such an and cache of guns, you set out to find experience could work on Wii. those responsible for the slayings. _ BRADY FIECHTER ~MARCBOZON : DANNY BOUTROS | _ CASEY LOE | Love Lamp | Left IGN For This? | Am Not Bob Eubanks | | Decaying Organic Matter A rabid NFL fan and voracious movie Credited on 24 games before mov- Dan mostly plays fighting games, When Casey isn’t driving game maga- watcher, Brady ruins relationships ing to journalism in 2005. No one has indie games and games his girlfriend zines to ruin, you can hear his thoughts even when he’s not playing games. the heart to tell him it’s supposed to likes to watch him play so he can via the bi-monthly “Warning: A Huge Liking: Heavy Rain work the other way around. avoid boring couple stuff. Podcast” on iTunes. Not Liking: Achievements and spring Liking: Monster Hunter Tri Liking: Bioshock 2 Liking: Heavy Rain and AT&T—all at once. Not Liking: PR people who hate on Not Liking: Anything with pickles. Not Liking: Spring Seasonal Beers— Future Plans: A microbrewery— his scores. Fun-Fact: Enjoys frankensteining always the worst beer season. only if the games industry fails, of Currently Working On: A book of foods like the choco-bacon, cheese Working On: A machine that lets you

course. haiku about his Call of Duty killshots. on chicken. Mmm... hear thoughts on iTunes.

still Needs Sharpening

Red Steel 2 is a great offering, but there are still some places for improvement. Hiding loading times away in doors worked for Nintendo’s Metroid Prime series, but like Corruption, there are a few pesky places where you wait an extremely long time for the next areas to open. Really? The all-powerful Kus- agari just cut a dude to pieces, but he can’t open a door to a saloon without bashing it a half dozen times? That just doesn’t seem right...

Other additions could have also made a world of difference. With no overall map the game’s upgrade system feels a bit too guided. Chances are if you’ve got $200,000 to spend you'll cash it all in at the next story- guided area, rather than backtracking to find the last store you passed by. And this battle mechanic just screams multiplayer.

Red Still 2 is the rare sequel that takes an established foundation and improves it across the board, even re- working it when necessary. The world of Red Steel 2 has gotten a complete overhaul with Japanese architecture, music and weaponry blended with an Old West feel. You’ll traverse ghost towns and storm blazing fast trains while learning how to brandish your blade. There’s even a futuristic thread woven through it all, tossing cyber- punk ninjas and robotics into the mix.

The fighting style is given plenty of space to develop. You can explore and master the shooting and melee combat at any time, giving off a “gun kata” feel to the entire experience. Rather than mimicking countless other western or samurai media, Red Stee/ 2 incorporates countless influ- ences, yet it all feels distinctly natural.

It’s really all about the gameplay though, and for the most part Red

Stee/ 2 has nailed it. The game requires Wii MotionPlus, so you’!! need Nintendo’s add-on to even see the title screen. The team’s put it to good use though, adding in motion- based safe cracking, switches, and of course sword combat. The swordplay still isn’t perfect, at times missing or misinterpreting a swing, but most of the time it’s spot-on and feels great. Outside of Condemned on the 360 I'd rank Red Stee/ 2 as one of the better first-person brawling experience I’ve had. It just works.

Red Stee/ 2 enjoys the same level of customization as fellow Wii shoot- ers Medal of Honor Heroes 2 and The Conduit. You can change the bound- ing box, turn speeds, and even swing power needed to execute weak or strong slashes. | found the game far too archaic on its default settings, but with a little tweaking it controls almost perfectly.

Once the controls are dialed in it’s time to buckle up; Red Stee/ 2 seems to offer something fresh around every corner. The linear story branches out

masks can be purchased to give you an edge against specific enemy types, and carrying an ace in your hat will revive you should you fall in battle.

Extras aside, it’s what is at Red Stee/ 2’s core that makes it one of the best third-party games on the Wii, and a must-play for any hardcore ac- tion fan. The sheer amount of moves keeps even the lackluster battles en- gaging, and the finishers ensure that you feel like a complete badass at the conclusion of every bout. There’s even a distinct change in feel when battling multiple enemies versus the more epic one-on-one duels.

The visuals are some of the best on the system. The game runs at a near-locked 60 frames per second with only minor drops, and everything from shooting to swordplay feels natural and exciting from start to fin- ish. Red Stee/ has, quite simply, been redeemed. &)

0.0

| PY

BRADY FIECHTER

its intentions but never fully engaged by the control scheme and flat presenta- tion. While I’m still not fully sold on the traditional first-person shooting action in

Red Stee! 2—that goes for any FPS on the platform because | still, despite all the

quickly with a nice mix of side quests THE GOOD | gave up on the origi- nal Red Stee! midwa Cece Rerewere’ seattle Raahaaaalatia ali talarcetanciadh sini and refined and hacking into communication . gameplay towers are just a few examples of THE BAD reward-driven alternate missions, and while you'll see repeats in the mix, Motion oddities these bounty-driven challenges give THE UGLY the game a nice RPG-lite feel. “Hidden” load

Nearly every box, barrel, and times at doors in-level object is destructible, and

most contain piles of loot that can

be exchanged for a surprisingly

vast amount of upgradable content.

Each of the game’s four guns can be

upgraded a half-dozen times, ending

with a weapon-specific skill such as

ricocheting pistol rounds or armor-

piercing shots. Plates of armor and

health upgrades can be added, enemy

BRYN WILLIAMS Is It Atari-Compatible? Bryn’s hot for racers and shoot- ers and isn’t offended by certain MMORPG titles either. Liking: Metro 2033 Not Liking: Intrusive DRM. | don’t like

tweaking, don’t gel with the Wii Remote in certain situations—| really appreciated the balance the melee combat brought to the concept. Wielding a sword is an obvious inclusion for a gameplay device, and here it’s plenty satisfying, settling nicely within the themes of the narrative. But the real attraction is the game’s fantastic art style. | absolutely love the Old West influences. This may be a minor thing to some, but the push to keep the framerate high really sells the action in Red Stee/ 2. Not bad for a sequel at all...

JOHN KEEFER

You Can't Handle the Truth

SUSHI-)

Don‘t You Know Who | Am? As EGM's resident PC gaming expert EGM’s resident ninja returns to the Keefer has racked up thousands of Crew after a ten-year hiatus. Living with the monks finally got boring.

Liking: Street Fighter IV on the

hours on RPGs and strategy games. Liking: Dragon Age: Origins

Not Liking: Romance novels, hockey, iPhone? Blasphemy!

ELI HODAPP

Who Took My Book?

E gaming his entire life. From the Tiger Electronics handhelds to the iPad—

and everywhere in between.

Likes: Doodle Jump, even after play-

your server and it doesn’t like me. Top Secret: Bryn’s a born-again hardware nerd, which means he's

perpetually broke.

and romance novels.

Call Joey Greco: Keefer occasionally cheats on his WoW mistress with Civilization 4 or Mass Effect.

Not Liking: Facebook gaming. Hating: People who measure their worth based on the number of pigs they have in Farmville

ing it for a solid year. Dislikes: Quicktime video events

Untrue Rumor: Hodapp won't work on iPhones because he’s flash-based.

CAPCOM.

DEVELOPER DIMPS+CAPCOM

hr Rem

By Uaniel Boutros

URINE

| think Street Fighter IV's excel- The old spirit of 1-on-1 arcade

lence surprised a lot of people, fighting competition had returned,

but | wasn’t one of them. Asafan —_ back with the series that started it

who held the classic formula in in the first place. And the flawed- high regard, | found it relatively easy to but-workable online play was good pick up. The slowed-down pace and enough for those who wanted to stripped-down move lists encouraged smash faraway faces from the com- a greater sense of thoughtful and fort of their living rooms. tactical gameplay. The new, highly Unexpectedly, another class of nuanced focus attacks and acompila- player was taken by surprise. Buzzed tion of “best of” features from past from the visual previews of the Street Fighter games made for a Su- game and its obsessively detailed,

perb fighter that partially reinvigorated beautifully stylized cartoon 3D ina 2D America’s competitive arcade scene. plane, the modern gamer who only

knew of Hadoukens through watch- ing their elder siblings had something new to see in these old-school con- ventions. A hairy were-beast being “jabbed” out of a high-speed body- launching attack...? By a school girl? There’s no resisting.

Enter Super Street Fighter 1V. One year after its re-entry into old-school 1-on-1 fighting, Capcom has repack- aged, polished, tweaked and added to the already-sturdy roster in play. Featuring fan-favorites Cody, Guy and Adon from Street Fighter Alpha 3, Makoto, Dudley and |buki from Street Fighter Ill: Third Strike, T. Hawk and Dee Jay from Super Street Fighter !! Turbo and newcomers Hakan and Juri, the roster gains a richness of variety that makes the sensation of playing Street Fighter IV feel that much richer and more complete.

Clearly taking notes from fans, one of the most significant changes comes to the online side. With new “Endless Battle” tournaments, “Team Battles,” and the well-worn “Ranked Match” options, players now have more socially enjoyable ways to experience the game at home. Most notably, Team Battle allows for two

teams made up of two to four play- ers, which then go head-to-head in lobby tournaments. | can’t properly comment on lag and other issues as no journalists were present to share an online battle at time of press. Regardless, the true test occurs once you've got the game in your own hands and the world is online to battle it out.

The replay channel is another fan-friendly improvement. Here, the player can navigate a range of carefully categorized match videos uploaded by players from around the globe. This is an excellent way to turn a voyeuristic eye toward some inspirational, high-level play when YouTube’s not handy.

Super Street Fighter IV is an incredibly generous package for $40. As with all fighting games, its true value lies in the multiplayer aspect, and the sad rule for most fighters is that the best battles can only be fought offline. If you have a group of friends who love to battle locally —and are willing to invest in the appropriate joysticks—then this is an essential purchase. You feel like you're playing Street Fighter Alpha 2 all over again. There’s more charac- ters than | think | can be bothered to master, but that’s not a bad thing. They all feel like they’re meant to be there, even Makoto, and there’s very little if any of that “he’s like this guy, mixed with that guy.” It’s all destined to make for some interesting match- ups. There’s definitely a richer sense

of fun and playfulness in Super Street

Fighter [V—it really does feel like a labor of love to a greater degree than Street Fighter 4.

More characters and variety

Can't block dull shoto players online

Old school SF ain't for everybody

DIRK GEMEINHARDT SECOND OPINION

When Capcom up-

graded Street Fighter

ll to “Super” status

back in the day they also brought with it major improvements worthy of a new release. But the enhancements made to SSFIV can’t be considered as compara- ble as past iterations.

Why? To start with the unspectacu- larly staged rival fights (how about more meaningful conversation in the future?), and the return of Seth, also known as the most frustrating SF/V end-boss, in Arcade Mode, are evidence of an unmotivated update. Even the returning car and barrel smash events aren’t true highlights because both failed to get a true 2010-style makeover.

If you already own SFIV the minimal upgrades that are present in Super Street Fighter IV will probably leave you feeling more critical about the game then someone who doesn’t own last year’s edition. The roster of new char- acters is a welcome addition, of course, and Super Street Fighter IV is still the best fighting game available at the mo- ment, but my expectations for “super” improvements just weren’t met.

Srl Seas 2

REVIEW CREW

NEM nge CN RE a it

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n Just Cause 2, players take on the role of Rico Rodriguez aka Scorpio—a badass agent sent out to peruse the island of Panau in search of a rouge agency officer named Tom Sheldon. Caught in the grips of political turmoil,

this ecological marvel becomes

a playground for Rodriguez as he attempts to woo rouge factions, uncover a hidden plot, and pull off all sorts of secret agent kick-assery in the process. Everything from over-the-top action sequences to hilariously bad voiceover work plays a part in shaping the world of Just Cause 2. Unfortunately, most players familiar with the open world formula

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will find the trip to this virtual Eden worthy of more than a stopover.

It becomes instantly apparent where developer Avalanche spent it's time almost from the moment the sequel begins. The island of Panau is simply stunning, and while some model work with secondary characters and smaller villages isn’t quite up to par, the overall landscape is a feast for the eyes. You have nearly 400 square miles of jungle, desert, and snow- Capped mountains to explore and destroy (expand that number if you include the airspace above your head), and a nice blend of land, sea, and air-based vehicles to accommodate your every whim.

In addition to vehicles— which have been improved over the original, but still lack some fine-tuning in the control department—Rico’s grappling hook can be combined with Just Cause’s trademark parachute for some nice emergent gameplay.

You can hook onto cars for easy hijacking, slingshot yourself into the sky at any time and use your chute to glide or tether two objects together for whatever mayhem suits your interest. The entire island is open from minute one, and it’s up to you to decide how to make use of it.

Unfortunately it doesn’t take long for these exciting features to become monotonous and mundane. Thrown in-between three warring factions and a corrupt government, you’d assume there'd be no shortage of action waiting to find you. Once the missions begin, however, your primary discovery Is just how repetitious the basic gameplay is and how hard it is to stay motivated in what should be more engaging.

If you aren’t storming a compound or planting charges within quick- time events, you’re most likely

out to retrieve a random vehicle, assassinate targets, or escort a few armed buddies while they carry out their objective. There simply aren’t enough unique missions here that haven't been seen time and time

again in other open-world games. For

a game that’s all about chaos, the amount of actual destruction is a bit behind the curve.

Just Cause 2 also suffers from an overall lack of polish that further distracts from the core mechanic. Visual pop-in not only cheapens the experience but can actually get in the way. There’s also seldom any visual Or audio cues when Rico takes damage, so you'll need to keep your eye on the health bar or endure unexpected deaths. Just Cause 2 is plagued with everything from dead Al that stands idle in the default “T” position to an imbalanced lock-on system when shooting from the hip to a lack of ledge grabbing for easier platforming.

Using the game's black-market system can also be a chore, as prices are too abstract (assault rifle ammo costs more than most vehicles?) and load times get in the way of what should be a seamless experience. Spend a pretty penny on an ATV or spy boat and you'll be lamenting that Rico’s parachute is already faster and more versatile (without dropping $30K). The same holds true for most of the game’s other vehicles.

In the end, the level of entertainment you get from the game is directly proportionate to how willing you are to find your

own fun. If you get your kicks from exploring hundreds of locations and base jumping for hours on end then you'll get your money’s worth. For everybody else, know there are open world games that do it better than Just Cause 2.

MARC CAMRON

Just Cause 2 offers a huge, diverse

Gigantic landscape filled with

open world people to shoot and stuff to explode.

playground Never did | grow bored figuring out what

to do next. | enjoyed the primary focus

Generic. of causing chaos, the game forcing

repetitive me to explore and experiment before handing me the next story mission. It

MISSIONS

gave the game a more organic feel, as if Rico was in Panau to do more than run from point A to point B. There are still a few hit-detection issues, and the wonky camera still hasn't been perfected, occasionally resulting in a “which way is up” feel. But neither of these issues was annoying enough to make me put down my controller. Those who like sandbox games will love the overarching freedom Just Cause 2 offers, and will spend hours trying to figure out badass stunts to impress their friends. Definitely one of the best open-world games without Grand Theft in its title.

Every line of voiceover

unter Tris not rage Wii game.

hunter/gatherer society, you'll take ‘up arms against some of gamedom’s fiercest fantasy creatures. Huge hulk-

want to survi je and reap rewards, it’s up to you to take dow

off every kill. With a tried-and-true loot-based formula that dates back to the series’ PS2 debut, as well as enough online and offline content to last completionists well past the 900-hour mark, the question isn’t whether Monster Hunter Tri delivers, but rather if you’re up to the gigantic undertaking it presents.

During its evolution from Play- Station 2 to PSP, and now onto Wii, the Monster Hunter series has remained relatively unchanged, and that’s either a good or bad thing depending on how dedicated you are to the franchise’s longstanding design. You are dropped into a world where everything —we’re talking health boosts, weapons, armor, and even basic food rations—is entirely dependent on your skill and know- how. Unfortunately for newcomers, Tri throws you into the mix with very little front-end tutorial, having you explore the introductory quests and cut your teeth on some basic hunting and gathering. Gone is the full-on tutorial/iesson mode, instead tossing waves of information at you within the in-game hunter guide. If you’re new to Monster Hunter you’re going to be confused and, at times, frus- trated. Of course the payoff is huge when you tackle a hunt that stumped you for hours on end, but you’ll need patience and a thick skin to really thrive in a series like Monster Hunter. Nothing is handed to you.

Monster Hunter Tri may have a steep learning curve, but it’s also packed with extremely rewarding

content. You can scavenge supplies by hand, mine ore with pick axes, slay beasts for meat and rare item drops, go fishing, combine items

to create new materials, and spend hundreds of hours upgrading the Same weapon as it evolves down its Class-specific tree.

Your home base is a small ocean- side town, and while it isn’t more than a couple screens in size the sheer amount of potential is daunt- ing. You can, of course, snag quests

from the guild (the primary objective),

buy or craft your own weapons and armor, and even gain some extra help in offline quests via an upgrad- able ally. On the battlefield you won't find enemy health bars or any mon- ster indicators outside of the game’s behavioral Al—just another reminder that you’re playing a big boy’s game. A hunt may seem impossible, but then you'll discover a monster’s tell,

an inkling you didn’t notice before, and the battle will be on. It’s this subtle, intricate gameplay mechanic that truly defines Monster Hunter.

New to 7ri is the inclusion of underwater hunts which, combined with plenty of other mission variants, add some new wrinkles even series vets will find fresh. Underwater bat- tling is nearly identical to on-ground combat, but with stunted control. There’s no way to raise or lower yourself while Keeping an eye on your target, so navigation Is clunky and can become a bit awkward. Then again, humans don’t belong 100 feet below the surface chasing down sharks with a dagger, so if nothing else it’s true-to-life. Even the most seasoned hunters will prefer the ground controls over battling it out in the deep, though.

Persistent variations keep the game fresh despite its daunting

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length. Day and night constantly cycle, with clear visibility eventually giving way to a moonlit darkness, streams of meteors raining down in the distance. Some areas, such as the Sandy Plains, even feature envi- ronment-specific effects. During the day the world is blazing hot, forcing you to bring along cool drinks and recovery items or stay entirely in the shade to avoid loss of health. During the night the world cools, exhibiting the reverse effect. You may spend dozens of hours taking on hunts just to gain new loot, but Monster Hunter Tri is filled with plenty of eye candy

along the way. than a sequel. With a monster list If keeping the action local is more Although there is much to praise, _ similar in size to the original game, your thing you can hook up with a Tri isn’t perfect. While the game is it isn’t the largest title in the bunch. friend in splitscreen mode, and even visually stunning and hands-down Weapons like the dual swords, bow, send your Tri data to your Wii-mote’s the deepest experience you'll find and hunting horn have also been on-board memory and bring it over to on Wii, it doesn’t really make use of | removed (Capcom? DLC’), though another Wii system. the console’s advantages. Sim- it does feature the new switch axe, It may have a steep learning ply put, waggle sucks. Even the which is a beast. curve, but if you're a veteran of the pointer, which is used at times for Yes, there are other downsides to series or willing to make the com- in-game monster-tagging (sort ofa _ —_ this Monster Hunter package, but mitment required to pick up its play prehistoric Pokedex, if you will) is there’s simply no way to ignore the mechanic (and the subtle intrica- ignored for the main menu interface, | game’s place at the top of the Wii pile cies that go with it), Monster Hunter and the bowgun class requires aim- __ either. The offline mode alone will run Tri will reward you with one of the ing with an analog stick cursor. This most players a minimum 50 hours, deepest console RPG experiences game is better served with a tradi- and that’s just the beginning. After a available on any system. tional controller and Capcom knows _ few dozen single player quests you'll it, having teamed with Nintendo to _ find nearly 100 online exclusive hunts BRADY FIECHTER add the new Classic Controller Pro built specifically for co-op. Time sen- SECOND OPINION into the package for only $10 more. sitive weekly quests will Keep even It’s a great value, and the best way the most dedicated hunters com- Is there a little to play Tri. ing back. And, not to worry, both Massive depth Sradow of 6 Colos- Another downside for longtime keyboard and Wii Speak support is gnanning single =e oF fans is that Tri is more a reboot included for friend-based play. , SE NO ane te a rote and online stretch to compare the two games, but modes there were times in Monster Hunter Tri, invading a giant creature’s home Kak nact- turf, when | got flashbacks of what | found compelling in Team ICO’s cult friendly classic. There’s nothing much elegiac about the monster slaying here; sure Widescreen you continually scavenge loot in and leaves black around the giant, indigenous creatures sidshare you dominate, but it’s more of a sense

of accomplishment after a trying quest than regret for being a brutal killer. At

its best, the game grabs you with its incredibly long, dedicated quests that recall the grinding nature of a classically spun RPG. | can see how someone mis- matched to its demands may find the gameplay tedious at times, but there’s

a payoff to utilizing weapon types and gear that rewards diligence. |

~wilf

Cave Story

he state of WiiWare has been pretty grim as of late. It’s not often we get a title that makes a splash. Enter Cave Story—a classic indie game that feels like it was pulled directly from the golden era of gaming, and hands-down one of the best reasons to head over to the Wii Shop Channel in a long, long time. Cave Story first emerged in 2004, when Daisuke “Pixel” Amaya released the original game as a free PC download. It took five years to create, was an instant hit, but only reached a niche audience. That has all changed now. Upstart developer Nicalis has teamed with Pixel, and are now delivering a comprehensive, definitive package, mixing options for not only

Infinite Space

nfinite Space may be the most offbeat

entry in the DS’s RPG library. While

the vast majority of Japanese role-

playing games have been born from the usual genre touchstones of Dragon Quest and Wizardry, /nfinite Space finds its inspiration in a long-abandoned genre of exploration/simulation games—think Wing Commander: Privateer and Uncharted Waters. Attractive, anime-style graphics and an engaging space-opera storyline do an excellent job of making a complicated game accessible and engaging.

Instead of a world map, players get a list of planets linked by dotted space routes, and instead of a party, they have a fleet of battleships enhanced by Tetris- piece modules and a hand-selected crew. The customization options are fantastic (if poorly explained), and it’s fun to recruit a large crew of characters that have actual

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Original music and art, but upgraded, interchangeable art and soundtrack options. It’s the same great indie game, now supercharged for WiiWare.

Pixel’s sidescrolling classic is as much an homage to greats like Metroid and Mega Man as it is its own vision. It’s not just an old-school look either. Cave Story’s pacing is undeniably retro, constantly giving you a barrage of new weapons, health and missile increases, and plenty of enemies to blast away at. Dying comes frequently, but the game is phenomenally paced with plenty of save spots, ammo caches, and recovery beds. Multiple endings are also included, the best of which will push your 2D prowess to its limits.

As if an already impressive lost indie

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personalities and backstories instead of just numerical stats. But bringing your carefully customized fleet into battle is far less satisfying; the rock-paper-scissors battle system offers some interesting Strategic elements, but too few meaning- ful decisions to justify its sluggish pace. The game’s high level of challenge is welcome, but the drawn-out boss fights

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game wasn't enough, Nicalis is going one step further with a last minute decision to include all would-be DLC as part of the core price. This turns a no brainer purchase into a must-own package,

with a new boss rush mode, time challenge, and an alternate character playthrough with story changes. The only real downside to Cave Story’s WiiWare release is that the original game is already offered free of charge online, and this upgraded “special edition” is late to the game. With that being said there’s simply no reason any self-proclaimed

2D fanatic should pass this one up, as it's packed to the brim with new content and easily one of the best games on Nintendo’s download service.

are a Chore to replay.

Infinite Space also suffers from some crude 3D graphics, an often-clumsy interface, and a soundtrack marred by shrill sound effects. But it’s easy to forgive Infinite Space’s flaws, as in the DS’s vast universe of generic sword-and-sorcery JRPGs, there’s simply nothing else like it.

PUBLISHER NICALIS DEVELOPER PIYE]

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PLATFORM

RELEASE DATE

Classic 2D style and gameplay

Original version is free online

Your 2D street cred if you pass this up

PUBLISHER DEVELOPER

LATINUM GAMES

PLATFORM

MODES

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RELEASE DATE

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REVIEW CREW F

Tiberian Twilight

as there ever been a main- stream RTS series that’s as weird, wild and downright strange as Command & Conquer? This grande dame of RTS has been with us since the earliest days of the genre, but despite its age Ce-C’s never seemed content with the status quo, much less playing it straight. Unfortunately that tendency toward experimentationss results in a less- than-perfect finale with Command & Conquer 4: Tiberian Twilight.

Kane, the Brotherhood of Nod’s maniacal and scenery-chewing leader, makes an enigmatic return as the proverbial cat on his ninth life as the factions of Nod and GDI square off once again. The look of the game is familiar and impressive, and the music properly sets the mood whether you're preparing for battle or engaging in it.

The similarities end there. Trying to invigorate the series for one last hur- rah, EA Los Angeles tossed out many

of the conventions that have kept C&C

Tiberian Twilight tries to take the series

to another level, but It just doesn't cut It.

fans enthralled over the years. Base building and resource management are out and micromanagement and com- mand points are in. If you aren't famil- iar with games of this style it can take some getting used to, as the learning curve makes the AI seem unforgiving on anything but the easiest setting.

At least micromanagement isn't as complicated given the game's smaller armies—you rarely have more than 20 units to control at any one time. The Al is pretty smart about making the units behave properly when your attention is elsewhere, but pathfinding problems emerge when moving large groups that tend to get hung up on smaller units and terrain.

Speaking of big changes, did I mention that Ce~C4 is a purely online game? Like it or not, you need to be connected at all times, even during single-player. Twice during the mis- sions an Internet hiccup disconnected me. The game warned me that Id lost my connection but the mission continued as if nothing had happened. After completion I was awarded the expected promotion and achievements but they apparently didn't save, as I was forced to play the mission again.

The game also crashed while start- ing up, and on another occasion, when I had to alt-tab, gave me the old blue screen of death when I popped back in. Infuriating, to say the least.

Ce>C4 shows some events from both

Nod and GDI perspectives, and Joe

By John Keefer

Fewer units make for more focused combat and extra micromanagement during the engagements.

THE GOOD Co-op play, multiplayer and skirmish modes THE BAD Online connection required to play single-player, some technical problems

THE UGLY

A lousy ending to a decent series story line

PUBLISHER ELECTRONIC ARTS DEVELOPER

EA LOS ANGELES PLATFORM MODES SINGLE-PLAYER

RELEASE DA

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ci

SA J Kucan continues his masterfully cheesy portrayal of Nod’s fanatical leader Kane. But the story builds anticipation for a climax that’s as barren as Kane's head. With all the effort placed on the plot, it’s sad that, instead of tying the series up neatly, it leaves the door open for another sequel, should EA be ina milking mood.

Despite its many flaws, Ce-C4 does shine in multiplayer. The addition of co-op to the traditionally single- player missions adds replay value and the ability to test unique roles and strategies. And skirmish mode is still intense, with an unrelenting Al

Tiberian Twilight tries to take the series to another level but it just doesnt cut it. While the story and multiplayer aspects are entertaining, the online requirement, technical glitches and blasé ending combine to leave a gaping, mammoth-sized hole in a once-quality franchise. It’s time to let this grande dame retire in peace. El

BRYN WILLIAMS

Forget about the fact

that EA's eff’d with the series’ basic mechan-

ics. Stuff the fact that the game’s stupid “must be online to play” DRM exists. Instead, think about the fact that C&C4 is actually a good-looking, competent strategy game. Seemingly like most games these days, the RPG-style pro- gression system adds value. The single- player story is daft, but where C&C4 really wins is in its co-op and multiplayer partitions. Hooking up with a friend and decimating enemy units is a lot of fun, so while purists will balk at this final C&C effort, newcomers and the open-minded should like what it’s offering.

By Eli Hodapp TouchArcade.com

ZombieSmash! PUBLISHER GAME DOCTORS

This castle-defense style game puts you in charge of protecting a house from an onslaught of zombies. Utilizing something the developers are calling

in Zombiesmash! are physics-powered ragdolls that spew tons of blood with to boulders to fend off the zombies. both sides of your house, delivering a defense games. Best yet, when you are game enters a slow motion zoomed-in

kill-cam mode where you can see every gory detail of the final undead’s demise.

Game of the Month

y software on the iPhone there you control something on screen by

Live somehow manages to be better

than all of them. In the game you play as a white arrow avoid-

Ing constantly spawning red dots. Those pellets may simply float around but can also merge together to form organized attacks. Survival requires the constant use of a variety of power-ups, including even more powerful weaponry that is slowly unlocked as you earn in-gé

As soon as you touch a red dot tt

typically follow

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the “Splatter Engine,” all of the zombies each impact. There are over 20 different in-game weapons ranging from grenades ZombieSmash! also forces you to defend sense of urgency not found in other castle

finishing off the last zombie per wave, the

Street Fighter IV PUBLISHER CAPCOM

If you’re at all interested in fighting games, Street Fighter IV is the iPhone game to have. While touch screen controls can’t be as precise as playing with a real arcade stick, once you get used to them, you won’t believe you’re playing this game on a mobile device. Eight classic Street Fighter characters are included, with full in-game listing of all of their moves. There’s even WiFi multiplayer if you have a friend nearby who also has the game. The graphics and sound are phenomenal, and Street Fighter IV even runs great on the entire iPhone and iPod touch product line.

Ragdoll Blaster 2 PUBLISHER BACKFLIP STUDIOS

This sequel to the extremely popular Ragdoll Blaster has the same goal as the original: Fire ragdolls out of a cannon

to hit a bull’s-eye. Of course, it isn’t

as simple as it sounds. Before you’re even finished with the tutorial, you will encounter puzzles that require activating switches, engaging moving obstacles and platforms, as well as many other challenges. You are scored by how few ragdolls you use on each level, but there is no upper limit. So, if you’re stuck you can often brute force your way through, though your score will suffer. Having played the first Ragdoll Blaster isn’t required, but if you like the original, you'll also enjoy the sequel (and vice-versa).

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39

EGWM’s Favorite iPhone Games

Vector Tanks Extreme PUBLISHER BLIPTIME STUDIOS

Styled after the 1980 arcade classic Battlezone, the original Vector Tanks was

a retro gamer’s dream with glowing vector graphics that made the iPhone’s screen feel more like an Atari Quadrascan than

a 3.5” LCD. Vector Tanks Extreme takes this formula and turns up the volume with even faster action, more glorious retro vector graphical flare, and both multiple game modes and difficulty settings. Tons of different weapons and power ups quickly become required to stand a chance against the brutal in-game Al. If you at all consider yourself a retro gamer, Vector Tanks Extreme needs to be on your iPhone.

Cubetrix 3D PUBLISHER MOBICLE CO

With how many color matching puzzle games there are on the App Store, it really takes something special to stand out amongst the sea of similar titles. In Cubetrix 3D, instead of swapping pairs of blocks, you control one block that moves around the perimeter of a grid of differ- ent colored cubes. When you slide this block into the square, another is pushed out the other side. Rows are cleared by lining up like colors. As you progress, new block types are introduced including bombs, stationary blocks, and numbered blocks. Each level is set against a timer, so it takes some quick thinking and fast action to clear the board before your clock expires.

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40 | COVER STORY

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DEVELOPER

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FOr US, SUCCeediING was not the goal. In my personal coinion, temearket came Seana.

Yoshinori Ono, Producer, SSFIV

ere comes a new challenger! Pfft— yeah, right! Don’t believe that iconic on-screen prompt— sure, new fighting game challengers always appear, but none of ’em have what it takes to dethrone the real king of fighters: Street Fighter. For almost two decades now, Capcom’s prizefighter has dominated outdoor, public butt-kickings with dozens

| |

of quarter-munching (and console) iterations. It didn’t just win the fight

either—it started it. Hell, without the STREET FIGHTER sonic boom success of Street Fighter LEGACY ——

/! in the early ‘90s, we wouldn’t have any of SF’s biggest competitors: Fatal Fury, World Heroes, Fighter's History, and, well, basically any other fighter that came out in the early ’90s.

ONO INTERVIEW

NEW CHARACTERS

EG! SPRING 2010

He |

COVER STORY

But why exactly did this arcade hit consume quarters like an E-Honda buffet binge? Something obviously clicked with gamers. Which is why it’s shocking to think that the series almost retried years ago due to all- too-similar updates and fear of the fundamentals of counting. And its home turf didn’t help either—when arcades couldn’t continue its fight with home consoles any longer, SF’s success needed a new home off the streets: your living room. Street Fighter III tried to fight its way in, but couldn’t quite bust through the door. That is, until last year’s too-long-in- the-making Street Fighter IV. With a back, quarter-circle kick of old-school gameplay and a down-forward punch of freshness, Capcom once again proved hand-thrown fireballs will never fizzle. And with Super Street Fighter lV heating up both the PS3 and the 360 in a few months, it’s obvious the series is still alive and kicking. All thanks to its special attack nostalgia.

Though many fighting game freaks consider SFi/// to be the best, punch- for-punch entry in the series, it failed to resonate with casual buttkickers. SSFIV producer Yoshinori Ono knows this all too well: “Since [Capcom] needs to make a profit, SF/// was maybe a failure,” he says. “But there are fans that just love SFIll and play only SFIl//, so | don’t think it really failed at all.” True, but SFIII’s hardcore nature may have

we

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AAA

pushed the series too far in the wrong direction. So when Capcom creative head Keiji Inafune finally shined the green light on SFIV, Ono had to ironically pull the series back instead of push it forward. “When working on SFIV, we had to come back to the most beloved series title, SF//, to reestablish the foundation that was neglected in SFIIl,” says Ono. Makes sense If the gameplay still works, don’t reprogram it. But he must have felt the pressure of not only pleasing fans, but also Capcom with a sales success. “For us, succeeding was not the goal,” says Ono. Or not. “In my personal opinion, success in the market came second,” he explains. “| just simply wanted to revive the excitement that people experienced during SF// and possibly establish SFIV to be the nuts-and-bolts of next-generation fighting games.”

Reviving the excitement certainly sounds easy, but if you look at Capcom’s failed attempt at a Bionic Commando reboot, it’s obvious that sometimes nostalgia doesn’t always hook back those fond memories. So when you distill the SF// magic, what does this punchy elixir taste like? John Tobias, co-creator of Mortal Kombat, thinks fun: “I believe SFIl’s success came from pure fun factor and brilliant game design,” he says. “Which arguably is 95% of why anyone plays a game.” The other 5%? Easy, it’s...actually, he didn’t tell us. But our educated guess? Innovation.

Sure, SFI/ didn’t invent the fighting game genre—it is a sequel, y’know. But it did do something special. And for some, like Dead or Alive creator Tomonobu Itagaki, it even made them feel, well, special: “SF// and Virtua Fighter were true - innovations,” he g\ explains. “An | innovation of a narcotic kind, that

is.” Ah-ha! So that’s why all arcade games had that

“Winners Don’t Use Drugs” start screens. Itagaki does have a point, though—SFIil did innovate the 2D fighting game genre, just like Virtua Fighter did in 3D. Not surprising, both Soulcalibur IV director Katsutoshi Sasaki and Tekken series project director Katsuhiro Harada agree. “The SF franchise pioneered and

laid the groundwork for the fighting game genre,” says Katsutoshi. “A lot of people have enjoyed the series due to its fun and straightforward gameplay.” Harada, however, thinks the innovation comes more in the form of the iconic characters: “Simply put, the characters are charismatic, original, and memorable,” he says. “They have unique names and their moves have such visual impact that it leaves an impression.”

It’s true, really. Everyone knows and remembers Ken and Ryu based off one silly-sounding word: hadoken. And who can forget Zangief’s burly build, Dhalsim’s stretchable limbs,

OFIl and Virtua Fighter were true innovations...

An innovation of a narcotic kind, that is.

or Blanka’s shocking green skin? Hell, Chun-Li is probably 99.8% responsible for the creation of the Thighmaster. Sure, we all remember how these characters look. Or how they play. But do we really recall their backstories? Unless you relive the key moments of their lives via the now-defunct SFi//-themed GI Joes, no, you probably don’t. Which is somewhat interesting considering SFIl’s biggest 2D competitor, MK, built the success of its series on

its mystique-ridden storyline and characters. Oh, uh, and the blood, too. But if we liked a character in SF, it wasn’t because we were dying to see his or her ending, it was because we (hopefully) didn’t suck with them.

Or so says Tobias: “There wasn’t a real story associated with the original SFIl,” he explains. “So if a player found himself attached to a particular character it came purely from his ability to play well as that character.’ We agree. Though, we’ve always wondered why these world warriors feel the need to kick the crap out of clunkers. Seriously, guys— what did that car ever do to you? Jerks. Story, while certainly there, seems to have never mattered. “In the world of SF, the background story has always been somewhat ‘homespun’ or not too significant for that matter,” says Ono. “And there are many things to pick on (ina joking way perhaps) once you start

b]

= Bees we , looking into details.” No, Ono—we’re serious about that car discrimination! But maybe not Knowing why these fighters are cold, heartless car murderers is what makes SF special. “| think by having something too serious or mysterious in SF, the

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STREET FIGHTER LEGACY

ONO INTERVIEW

GM SPRING 2010

44 | COVER STORY »

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' over copyright infringement for the - something we don't. “No [specific

probably-never-heard-of-it arcade influence] comes to mind at the

dud Fighters History. And losing. ‘But _ moment,” says Sasaki. “But I’m sure _| not every game tried to pilfer the SF ne was influenced by the SF series in

: i Bievooe verbatim. Most were ie ae some form.” Sasaki may not be suse stapes well, let’s say, heavily influenced. . what inspired him, but Itagaki ; How much so? Well, we did _ does: “I did sample KOF,” he jokes? “find it odd that while preparing ion : “But not really from SFil.” # this story, the two developers whom ____ That only leaves SFIl’s biggest declined interviews happened to oe competitor: MK. Despite the

be the ones who make games that fact that both fighters battled for. the et look and play a whole lot like that _ belly of our piggy banks in the early bi

SF game we keep blabbering about: ] 90s, Mortal Kombat actually began

Arc Systems Works (known best” __ development around the time Se.

hit arcades. “I believe SFil was. released in U.S. arcades during | ee

IK's evelopment,” Says j

for the Guilty Gear series) and. SNK Playmore (known, of course, for the . KOF series). Hmm—wonder why ney declined? Too busy? Yeah, vA re. right—probably that.

The other fighting game pros weren’t afraid to admit whether or not Capcom's fighter left any marks in their Creations. Even shough 3D fighters are obvious! one al due ace) that extra

| at don't remember it ‘having: a direct influence, . other than maybe

dome uo i ey a

: ‘both SF2 and _MK donineted? »__ the coin-ops.

U6 |

COVER STORY

Know this, but that fanfare may

have been started from a risky decision of allowing the winner of a player-vs.-player match to continue without paying, something the MK developers were afraid to implement. At first, at least. “One debate | recall was whether we should incorporate

a ‘winner stays, loser pays’ method,” Tobias explains. “Back then, everything was about maximum

coin drop —literally, how many coins were dropped into the machine per minute.” So, for a game like SF, if a dominant player keeps winning, good for them, bad for business. But that obviously wasn’t the case. In fact, it made the game even more money. “SFI proved that out for us, and ‘winner stays, loser pays’ became the standard for fighting games in the arcade,” says Tobias. Thus, we learn SFIl’s unknown secret to Success: Getting your ass kicked by some loser with way too much time on their hands and wanting way too much to get revenge. Ah, it all makes sense now.

We can’t deny SFIl’s influence on the fighting game genre. And it’s obvious that SFIV revived the fandom that got beat down with the death of arcades. But we can admit that SFIV’s back-to-basics approach really didn’t push the genre forward. Instead, it caressed it, gave It a kiss, and presented it flowers.

Understandable, too, especially when you realize Capcom wanted to invoke nostalgia instead of true fisticuff innovation. “I think the problem is that as players we pick up a controller with certain expectations and publishers and developers are averse to doing anything that would upset those expectations,” says Tobias. “There’s a reason why every fighting game released today is a sequel,”

he goes on to explain. “These games have almost 20 years worth of iterations behind them. Trying to compete with that in an 18-month development cycle is not easy.” Itagaki also agrees it’s hard to ignore negativity when thinking about the future: “It’s probably quickest to talk about the problems with this genre,” he says. “Many fighting games are static and too digital. It is about time

We find out just how strong the World Warriors really are.

SUPER STREET FIGHTER IV PRODUCER

YOSHINORI ONO “| talked about this with the project

leader of the Tekken team, Harada-san.

Who is stronger? That will definitely be the Street Fighters like Ryu and others. They even fought the world’s greatest

X-Men, and | think all the Street Fighters

fought pretty well, don’t you think? They fought a Sentinel, Magneto, and

Wolverine. | have never seen any martial artist who can guard Wolverine’s claws

with their bare hands.” WINNER: STREET FIGHTER

MORTAL KOMBAT CO-CREATOR

JOHN TOBIAS

“The cast of Street Fighter would hold its own against the cast of Mortal Kombat—until of course the fatalities. Then it would get ugly. No contest.” WINNER: MORTAL KOMBAT

SOULCALIBUR DIRECTOR KATSUTOSHI SASAKI

“| place my bet on the Soulcalibur cast. ou know why? Because they've got weapons! [Laughs].”

WINNER: SOULCALIBUR

Street Fighter may dominate the fighting game genre, but can its cast of ass- kickers take on the brawlers of Mortal Kombat? Or Tekken? Or even Soulcalibur? In real-life fights? No, of course they can’t (stupid reality!). But, say, it was

possible. Who would win? We asked the men behind of each game to find out.

DEAD OR ALIVE CREATOR

TOMONOBU ITAGAKI

“Well, at least in terms of appearance, the female characters of Dead or Alive win 100 to 0 [Laughs]. Other than that, they will just have to fight it out. WINNER:

LOOKS: DEAD OR ALIVE

ACTUAL FIGHT: UNDECIDED

“In a real life fight, | doubt that the cast

of Street Fighter, who has fought the likes of the X-Men as equals. | think Jin Kazama would panic if he saw

the inhuman power of Ryu’s Shinkuu

to-hand combat, | think the Tekken

fight. For example, they may resort to the use of military forces and weapons, money, or political power.

Fighter cast is all very formidable fighters that command respect.” WINNER: STREET FIGHTER

of Tekken could compete with the cast

Hadouken. In addition to simple hand-

characters would use other means to

They would soon realize that the Street

~S

UB |

COVER STORY

OK, so we all know the Street Fighter games are good. Really good. Err,

well, except for Street Fighter: The Movie—that Mortal Kombat wannabe is terrible. Really, really terrible. But, for the most part, the Street Fighter series doesn’t have too many stinkers. That can’t be said for the fighting game genre, however. With so many god-awful fighters out there, we took the time to pick five of the worst. And even asked a couple of our friends to pick theirs, too.

Sort PIC

5. Urban Champion (NES) You punch dudes into a manhole. Talk about dirty

3. Survival Arts (Arcade)

Would have been a real Mortal Kombat-killer if the fighters were all artists. Hey, it worked for the Ninja Turtles.

1. Strip Fighter 2 (PC Engine)

Not as good as the first one. Wait, there isn’t even a first one. What do they take us for? A bunch of boobs?

KS

a

4. Fighter Maker (PSX)

You know a game is bad when the developer wants you to create it. Good luck with

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. pt Sac Oe = 3 —— 7 i js i Pay %

2. Violence Fight (Arcade)

With a title like that, we had to include it. Better than the original name: GOGON! BOGON!

“| don't mean to deny the | hard work that the Tekken | staff have put into their | games. However there is no | way this hate list will ever 1 ever change. Ever”

Tekken 6

| (PS3/XB360)

Tekken 5 (PS2) Tekken 4 (PS2) Tekken 3 (PSX) Tekken 2 (PSX) Tekken (Arcade)

Time Killers (Arcade)

| Proof that blood and gore doesn’t

equal a good game or success.

Biood Storm (Arcade) Because they didn’t learn their

| lesson with Time Killers.

Kasumi Ninja (Atari Jaguar)

| Why do | remember this Atar| | Jaguar game? Oh yeah... it | scarred my retinas.

Shaq Fu (SNES/Genesis)

| The name says it all.

Tattoo Assassins (Arcade)

| OMFG this game is the all time | S-U-C-K leader.

that the developers and players realize that this confined playability is narrowing the possibility of fighting games.”

Not everyone is so pessimistic, however. Both Tekken and Soulcalibur’s directors both believe the genre still has some fight left in it. “The games where you face off against a human opponent, and the fighting genre as a whole, will continue to maintain a certain level of popularity for at least the next five years,” says Harada. Sasaki see innovation more as an on-going battle with fun: “I think the words ‘innovation’ and ‘fun’ have different meanings and trying to satisfy

There's a reason why every Fighting game released is a sequel...

I John Tobias

both aspects in terms of game development is difficult,” he says. “The fact that we, as developers, have been challenged to add

both into a game has helped the continuous evolution of the fighting game genre—so, | always try to incorporate new ideas into a game.”

Ono also hopes to incorporate new ideas, well, eventually. But at least he’s thinking past minor updates: “| think that there could be more innovative systems or tools for battling players in different skill levels,” he says. “In the future it will be fun if we could add a feature that would ultimately be a threat to all the hardcore gamers, so the casual gamers can play the game as good as the hardcore gamers and both can enjoy the game equally.”

Sounds great! Maybe we’ll see that in Street Fighter V. That is, if Capcom doesn’t take another ten years to smack out a sequel. Not that they really have to worry too much about competition in the meantime. Because, when It comes to blows, SF’s biggest competitor isn’t a rival series, but its own success.

50 |

COVER STORY

——©«€,;

uking it out on fictional streets may sound tough, but try winning

a real fight: Recapturing the

magic of a once-insanely popular videogame series. Not as easy as throwing a few fireballs, huh? Well, unless you’re Super Street Fighter IV producer Yoshinori Ono, that is. With the help of developer Dimps and the support of Capcom, Ono won his

toughest battle

yet: making Street

Fighter relevant again with last year’s Street Fighter

IV. And he’s back ‘at it again this

But he now faces a new

year with SSFIV.

challenger: our hard-hitting questions. Let’s see how he handles the attack.

EGM: Developer Dimps did a helluva job with SFIV considering they were working on such an important title. Did they ever feel the pressure of living up to the legacy of Street Fighter? Or did they act as stoic as Ryu after a hard-fought victory?

Yoshinori Ono: Nishiyama-san, a head of Dimps, is actually a creator of Street Fighter |. He is someone who

| looked up to for a long time. | think he is the person who established today’s fighting game standard. The staff who work for Nishiyama-san had no problems working with Capcom since they strongly inherit Nishiyama- san’s “working-style genes.” All of our Capcom workers carry the important Capcom history with us. We worked closely with Nishiyama-san and

his creativity, and also worked with former SNK staffers. Looking back, we all knew what has been done and what went right. We were able to work within this friendly competition, which was great.

EGM: Now that we know SFIV is

a success, are you worried that gamers will experience déja vu with SSFIV, in the sense that it’s a minimal update (like the past Street Fighter Il upgrades) instead of a full

sequel?

YO: SFIV was made based on the idea to recall fans’ fond memories of SFIl. In SSFIV, we want to recapture the remaining portion of goodness that was left out, but was requested from fans in the original SF/IV. We want to bring back more fans of SF by completing the form of the original game. So instead of it just being a minor updated version, this SSF/V will be a game with major additional content and changes. It’s not too much to call it Street Fighter 4.9.

EGM: In SSFIV, you’re adding new ultra combos and characters. Apart from those (and minor gameplay tweaks), there aren’t a lot of new gameplay features. Are you afraid to mess with the SF formula or are you saving any innovative ideas for potential sequels?

YO: To speak about features as a tool, every tool has its purpose of use. You probably wouldn’t need to add any other function to a hammer if you just want to master how to use a hammer. New function isn’t always a good thing unless it is necessary,

| think.

EGM: It’s very cool the bonus stages are coming back. Was there ever any talk to create new ones? Or at least tweak the existing ones? Like, say, allow the fighters to beat up a truck or bus?

YO: | wanted to implement the bonus stages in the original SFIV, and | said | would, but unfortunately it didn’t happen. People called me a liar back then. [Laughs] So, this time we’ve decided to have the Car stage and Barrel stage based on the idea to recapture the original bonus games. My idea for the future is to have

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COVER STORY

players complete all the bonus stages from the past series, which will then unlock the original bonus stage as a mini game. | might incorporate the idea of destroying trucks or buses like you suggested.

EGM: Even though SF4 recaptures the magic of SF2, it failed to incorporate the iconic background stages that fit with each specific character like in SF2. And it appears as though the stages aren’t changing much in SSFIV. How come it seems less attention was paid to this?

YO: We have thought a lot about the stage background implementation. It was a discussion between whether we design stages for each character or not. In the original SFIV, we’ve selected stages based on the

game itself and not the characters. However, we later discovered

that people were hoping for more character stages. In SSFIV, even though we weren’t fully able to add stages based on requests, we did add a few stages that were inspired by certain characters. | hope you enjoy the change!

EGM: EGM covered SF2 and Mortal Kombat more than any other game in the early 90s. Tell

us: Have you ever played any of the MK games? If so, what did you think?

YO: We played a lot of MK. | think it’s really an entertaining fighting game, where SF is more like a fighting tool to me. Almost all the elements in MK represent quality entertainment in my opinion. Although, the game is not aiming for the same direction as SF or Tekken.

EGM: It took over 10 years for Capcom to make a sequel to

ARERR

Street Fighter Ill. Are we going to have to wait another 10 years for Street Fighter V?

YO: Perhaps. [Laughs] Well, SSF/V is really closer to Street Fighter 4.9, | think. So we might need some days off before SFV. | personally feel that 10 years might be too long. Like Gouki says, “I slept really well for too long,” and there are consequences for being left out from the rest of the world like him. That might not be fun... so | will try to get back to it sooner.

S4| COVER STORY

Guy's Pros

JW: If you can land his combos, they do a lot of damage.

Guy’s Cons

JW: Problem is, it’s hard to land his combos.

Guy Strategy

JW: My strategy would be to take all the risk | can to land that one hit for that big combo.

Will Guy replace his default character?

JW: | probably wont use Guy because he is too high-risk for not enough reward.

Dudley's Pros SK: Dudley has a lot of strengths—he’s got big combos,

Juri’s Pros fail a lot of ways around fireballs, a decent anti-air uppercut,

JW: Juri is new and she has very safe specials—her

interesting tricks and setups, along with good damage

movements are really quick and she does a ton of damage. ; poi 7 v9 d and at least one highly versatile Ultra. He’s easy toloseto, . * f : uri’s Cons . / and hard to beat, though he may have some challenges 4, \ f \ ae /

JW: Juri’s only weakness is that she has very bad defense. ; aia ‘Ke ; against characters with big jumps or long-ranged moves,ayai Juri Strategy &

that can keep him outside. -

JW: A lot of pressuring and using her Feng Shui Engine Ultra to Dudley's Cons A

overwhelm my opponent.

; . ; SK: Honestly, Dudley has no real weaknesses. Will Juri replace his default character?

Dudley Strategy ity

JW: Yes, | can see her as my new main character.

SK: Dudley's strategy will depend a lot on which character... his opponent is playing. He's best at middle-to-close ranges, so most of his matches will be a tug-of-war to

try and maintain that position. If he can stay in there,

he’s got a powerful answer for almost anything you can throw at him. Will Dudley replace his default character?

SK: Definitely. He's really versatile, so he'll suit a lot of

different playstyles, including mine. He's also just got 50 many fun options, I’m sure I'll be playing him as a secondary at least.

Adon’s Pros

JW: Adon’s main strength is that he has good normals. Adon’s Cons

JW: Adon’s main weakness is that his combos are very hard to land. And he has no good jump attacks.

Adon Strategy

JW: I'd probably use a lot of fake jaguar kicks to make the opponent dizzy, and from there, punish them since his combos are very limited.

Will Adon replace his default character?

JW: | probably won't because he is too weird.

T.Hawk’s Pros

Justin Wong: T.Hawk's pokes are good, like his standing roundhouse or even his low strong. His command throw

leads into a perfect mix-up for him to do it again or go for a cross up. He also has a good dragon punch-move (Tomahawk Buster) and a safe vertical air dive, which leads into more tricky Mix-ups.

T.Hawk’s Weaknesses

JW: T.Hawk’s weakness is that he needs to take a lot of risk and he also cannot focus cancel out of his Tomahawk Buster. T.Hawk Strategy

JW: My strategy would be to play the mix-up game, and in crucial situations, rely on my good poking game to deceive my opponent to gather the win.

Will T.Hawk replace his default character?

JW: Probably not, because | don’t use grappler characters. They revolve too much on the command throws for me.

Cody’s Pros

JW: Cody’s main strength is that he has a solid cross up into nice combos, and he has good pokes. To top it all off, he also has a way to deal with fireballs.

Cody’s Cons

JW: Cody's main weakness is that he may not do that much damage just because his other moves are really good.

Cody Strategy

JW: | would try to play Cody very annoying; hit here and there and try to frustrate my opponent by throwing rocks and knife projectiles.

Will Cody replace his default character?

JW: Maybe, because he was the first Street Fighter Alpha 3 character | used.

Ibuki’s Pros

SK: Ibuki has dangerous attack options at virtually every range $0 you can never relax when you're facing her. While she does have good ranged moves, doing big damage with her requires her to be in your face, so don't play hard-to-get for too long. Ibuki’s Cons

SK: Ibuki’s major weakness is how easily she takes damage. She can dish it out, but she can’t take it, and she has one of the weakest defense ratings in the game, so either keep rushing them down or stay far away.

Ibuki Strategy

SK: Ibuki can pretend to play runaway with her kunai

knives, but they're a little too slow to keep an opponent out forever. Once they do get in, she also takes a lot of damage, so winning with Ibuki is going to require using some offensive tricks. Fortunately for her, she does have a ton of really sneaky setups that can lead to big damage, so frustrate the opponent from far away, then when they come after you and let their guard down, let the tricks begin!

Will Ibuki replace his default character?

SK: Possibly. Ibuki is very stylish, but I’m more of a “get-in- your-face-and-bash-you’ kind of a player. | don’t know if I'm elegant enough to get wins with her.

Deejay’s Pros

JW: Deejay has a good poking game and a nice fireball. Plus, he has many links into some good, damaging combos. Deejay’s Cons

JW: Deejay’s weakness is his inability to have a proper comeback strategy, meaning if Deejay is down on life, it’s harder to pull off a win.

Deejay Strategy

JW: My strategy with Deejay is to play really cautious so | can always have the life lead. And

I'd do that by throwing fireballs

and keeping the opponent

annoyed.

Will Deejay replace his

default character?

JW: He will not, because | am

not a charge character-user—|

prefer motions.

| FEATURE

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(ele).

Art Credit: Mikael Orioto, http://twitter.com/Orioto cn rl

some developers are finding success by living in the past.

fi EGP1 SPRING 2010

FEATURE

verything old has a good

chance of eventually being new

again, assuming it’s beloved

by enough 18-35-year-olds (even magazines!). That's no surprise to gamers who grew up seeing their favorite 2D mascots and series reinvented with each new console generation, but a growing trend reverses that progress by booting updated franchises back to their 2D roots.

From New Super Mario Bros. Wii to Street Fighter IV, Bionic Commando: Rearmed to Mega Man 10, 2D gaming isnt just back—it's acting like the last 15 years never happened. Sega is the latest on the time-traveling bandwagon, with Sonic the Hedgehog 4: Episode 1 set for

release this summer.

Sonic 4 is a typical example of what you could call the “2D revival.” It features a classic character, old-school 2D gameplay, modern 3D graphics, tons of fan service, and—the key distinction Cit’s not just any “new 2D Sonic” but the canonical sequel to Sonic the Hedgehog 3. “With Sonic 4, the approach we're taking is, if we were doing new Genesis games today, what would they look like?” explains Ken Balough, Sonic brand

manager at Sega. “If we kept that formula

going, what would they feel like? And essentially that’s where we get Sonic 4. It’s

2D, but it’s got that modern look to it”

Although Dimps (makers of the Sonic Rush games for the Nintendo DS) is co-developing Sonic 4, a few Genesis-era staffers are on the project to help capture as much of the 16-bit spirit as possible, including a level designer for Sonic

the Hedgehog 3 and the original music

Art Credit: Urio

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composer for the Genesis Sonic games.

“We dont want all of a sudden for Sonic explained. “It's a character fans have been - he, to have rock music or something—we asking us to include in Sonic games for as 2 7 want to make sure Sonic 4 feels like a long as I can remember, and we will be weil its ame genuine extension of the first three Sonic bringing that character back.” more tnan games, Balough says. “If you're a long- But Sega isnt the only company 15 years time fan of the Genesis days, when you listening to fans and putting dollar signs ag0

play Sonic 4, I think you'll be like, “Holy to nostalgia—Capcom'’s using the same

crap, | remember when that thing came strategy with a slate of 2D revivals. As

out’ or ‘I remember that and there’s anew _ three of the five games mentioned near

twist on it.” the start of this article show, it’s a trend This fan service will even include Capcom helped pioneer.

a classic character not seen since the “Our digital strategy has been a lot

Genesis days, although Balough is about fan service and trying to imagine

keeping its identity a closely guarded if the arcade still existed—what would

secret. ‘When you get to the very end arcade games on current hardware look

of the game...you're going to be seeing like?” explains Christian Svensson,

the return of a character that you havent _—_‘- VP of strategic planning and business

seen in a very, very long time,’ he development at Capcom. That strategy

EGM SPRING 2010

FEATURE

60 |

Contra/Castlevania

Shadow Complex

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Mega Man 9/10

Bionic Commando Rearmed

began modestly with a port of Street Fighter II: Hyper Fighting for Xbox Live Arcade

in 2006, and its success paved the way for ambitious remakes (Super Street Fighter I] Turbo HD Remix and Bionic Commando: Rearmed) and full-blown sequels (Mega Man 9 and Street Fighter IV).

“What we're learning is, for fans of the games and brands we have here, they re eager for a new twist on something they already know and love, says Svensson. “And for the people who arent familiar with these brands, there's a timeless quality to the gameplay that

a new audience is ready to accept.

One consistent “twist” in these 2D revivals,

“Nostalgia is a draw for some gamers, but | think ultimately an appeal of a game comes from how

good it actually is."

though, seems paradoxical to the stated intent: If the goal of these games is to stick

as close to the originals as possible, why are so many going the “2.5D” route—using 2D gameplay with 3D graphics? In fact, Sonic 4's 3D visuals already got Sega in trouble with some superfans who complained Sonic's running animation in the teaser trailer looked slower compared to his speedy strides in the original Genesis games.

“The running animation that was shown in the trailer wasnt exactly taken from in-game, because we were still tweaking the game at the time, Balough explains. “But I think once you see the final running animation, most fans will be happy with what was polished.” And Balough maintains the 3D visuals are necessary to making Sonic 4a successful revival: “I think that’s what's really essential—keeping that core gameplay element but really modernizing the graphics. I think, personally, that’s essential if you want

the brand to keep going forward.” c Cc

But according to Svensson, time and manpower can factor just as much as customer expectations into a game's graphical style—and the upswing in ele “For us to do a new costume in a 2D game, you have to redraw the entire sprite set, says Svensson. “That's not as easy, quite frankly, as swapping a model and using the existing character animations. So what using 2.5D allows for in, say, Street Fighter IV is very rapid and frequent updates to costume looks and balancing.”

This isn't without a downside, though: Despite making parts of the development process easier, it turns out 3D still costs more money. That's not to say sprites arent expensive these days, too, because

»”

that's definitely a lost art,” Svensson says. “But 3D generally means a larger budget and bigger risk on a project as well. Street Fighter IV was not an inexpensive game to make by any stretch.”

Games like Mega Man 9, which appeal to nostalgia with deliberately ancient 8-bit-style graphics, are on the opposite end of the spectrum. The risk there, though, is in alienating younger gamers who dont have a built-in appreciation for pixelated blue booties.

“A friend of mine who's a prominent executive at a major hardware company sat down with his kids to play Mega Man 9, as a Mega Man fan,’ says Svensson, dipping into an anecdote. “He’s probably about, say, 45 years old, and his kids just didn't get it—they didn’t understand. They just looked at the graphics and instantly tuned out. Whereas he was just overjoyed and in little nerd heaven.”

What allows Capcom to continue with such niche projects is that making a small group very happy may be all that the company needs. “We don't necessarily have to line up 2 million units of something for it to be strategically valuable,’ Svensson says. “As long as a project helps push the brand forward and keeps it cool and relevant to an audience that's large and lucrative enough to keep making more, that’s good enough for us.”

For Sega, the generational split is at

least partly why it’s making Sonic 4 to begin with. “This is sort of recognition that Sonic is a brand that has a wide variety of fans in a wide variety of age groups, says Balough. “We have a fan base that's very young, and they want a little more of a Loony Toons-ish kind of gameplay.” Balough compares this to the “werehog” levels in Sonic Unleashed, which he says kids enjoyed but older gamers hated.

“But we also have an older fan base who liked Sonic as he was in the Genesis days, he continues. “And if we want to keep that fan base happy, we should provide games that cater to them as well. So it's more of a splitting a little bit of the

brand

Another question, though, is whether developers can keep even older gamers interested once the novelty of the nostalgia begins to fade. Hiroshi Kamide, an analyst at KBC Securities Japan, thinks it's a danger that publishers must consider. “Although the casual gamer market may find 2D gaming easier to get to grips with, adopting 2D for the sake of it does not make sense,” he says. “Nostalgia is a draw for some gamers, but | think ultimately an appeal of a game comes from how good it actually is.”

To that end, Kamide believes

maintaining interest in 2D revivals is

just like any other video game sequel:

create appealing, new features while maintaining a consistently high quality. “Making novelty and nostalgia as the key selling points would not work. It depends how good the games are, how well they can keep people entertained.”

Despite such reservations, though, Svensson sees plenty of mileage still left in this trend—and not just for Capcom. “Giving up some of the secret sauce,

I think it's a huge opportunity for the industry that most are overlooking. If I had advice for other publishers, I would look at your back catalog, see what has a fan base, what your fans are asking for.”

So hey, Nintendo, how about that Kid

Icarus sequel?

Strider

Gunsmoke

Spy Hunter

Shinobi

ice Climber

Honorable Mentions...

EcGM SPRING 2010

62

FEATURE

The

Deception?

ince the launch of the current generation of consoles, the notion of downloadable con- tent has become as much a part of modern gaming as high scores, extra lives and headshots. At one time it was impossible to imagine that a game could continue to change and adapt after leaving the store shelf. Now the opportunity to access extra levels, new vehicles, bigger guns and entirely new chap- ters post-launch Is not only the norm, it’s expected. In fact, it’s getting more likely that the most-anticipated, high-profile games of the near-future will be choking to death on their own bloated DLC rollout plans long before the titles are even announced.

On the surface DLC sounds like a great idea—the ultimate service plan to Keep your investment in games and characters and storylines from

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ever dying. Unfortunately, the power to unlock additional content also pro- vides the ability to lock any content and, according to some, that may be the ultimate goal.

An example of this reality surfaced when 2K Games announced its first round of DLC for BioShock 2. The problem stemmed from the fact that the data being touted as “download- able” was, in fact, already stored on the retail disc. Put simply, if you bought BioShock 2, you technically already owned the DLC. 2K defended its $3 tariff to “unlock” the DLC by saying that it wanted to make sure the game’s multiplayer user-based didn’t get split up. Three bucks for a 100k unlock file? For shame.

But profits, while understandable, need not be the only goal of the DLC promoters. One reality that has plagued publishers for years is the

burgeoning market for used games through retailers such as Gamestop and Blockbuster.

Among the first, and most widely reported, warning shots came from Epic Games president Michael Capps in an interview with the industry web- site Gamesindustry.biz. He made his disdain for rentals and used games crystal clear.

“The secondary market is a huge issue in the United States,” Capps said. “Our primary retailer makes the majority of its money off of sec- ondary sales... we don’t make any money when someone rents [our games], and we don’t make any money when someone buys [our games] used— way more than twice as many people played Gears than bought it.”

Capps’ received special criticism for openly discussing developer conversations regarding the use of tactics to force renters and second- hand buyers to fork over money directly to the publisher as well. Ifa player wanted to fully experience a product, some reasoned, then limit- ing access for anyone other than

the original purchaser was not only fair, it was a right that publishers should exercise.

Ultimately Epic, and other publish- ers, have opted for a softer approach that stops short of rendering a game unplayable or incomplete, but the drum beat is growing louder.

Issues related to Digital Rights Management, and the need to have a persistent connection to a pub- lisher’s servers—even in single-player mode—have become more common- place in the PC gaming business. Many now fear that console game publishers will follow that lead using DLC as their DRM Trojan Horse.

EA employed a technique with Mass Effect 2 that rewarded those

who bought the game new with

“free” DLC from day one, while

those that seek out cheaper

used copies are charged to access the same content.

Although this leads to the same

frustrating conclusion for frugal ! gamers that can’t keep up with = the glut of great releases during tough economic times, it also incentivizes and even rewards those who do buy without punitive effects. Provided the bonus content holds real value for the player it can still work as intended—as a bonus that has perceived value.

Examples of DLC that lives up to the promise of enhancing the overall experience include Soul Calibur IV, which drew praise by offering players access to play as both Darth Vader and Yoda (depending on which version you owned). It proved for many to be one of the game’s biggest draws.

The coming years will present the gaming public with a critical test of just how far players are willing to be pushed to get more from their favorite titles. DLC is definitely here to stay,

The games that have gotten the spirit

of downloadable content right:

Burnout Paradise (EA} Team Fortress 2 PC [Valve]

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The Bad

And the games that should be ashamed for getting downloadable content all wrong:

Modern Warfare 2 (Activision)

The Elders Scrolls IV: Oblivion (Bethesda) Beautiful Katamari - (Namco Bandai)

Street Fighter IV (Capcom)

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but what form it takes especially in high-profile, big-budget games will go along way towards determin-

ing just how high publishers can construct the DLC walls around their intellectual properties. &

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INTERVIEW

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David

he cramped Peruvian restaurant almost worked, but after way too much coffee and a need to take in an ocean view, David Jaffe and | found a pizza spot overlooking the Pacific

By Brady Fiechter

in Del Mar What unfolded was a revealing conversation with the creator of God of War and Twisted Meta/ about nis next project, finding a career in the pages of EGM (while on the toilet, of course),

and realizing that, at age 38,

Photos Uavid Max Steinberg

You'll be pleased to know that you’ve already made a contribution to the new EGM. I just had a conversation about how we're going to handle the use of the word “f**k” in the magazine knowing I would be interviewing you.

[laughs] Well yeah, I assume a PG-13 rating will do.

Do you remember the first time you used that word? It must have been a glorious day for you.

Oh man. Maybe I was like 10 or 11?

And now it’s commonplace in gaming. Yeah, you know, every day we're at this point where, how do we push it so our game still has some teeth? It's tough, be- cause at least with the kind of game were doing now, that T rating really makes a difference.

Do you see that side of your personality in the games and characters you create? Yeah, to an extent. But then in some ways,

it's becoming less and less true. Games

are getting so big and it’s now more team- centric. Where I’m working right now,

I wouldnt say that's the case because of the type of game we're making. I imagine a David Cage looks at Heavy Rain and [sees] his spirit is in that game. So I'll agree with that.

We've argued that before; that you don’t see much of yourself in your games. Well, OK, if you're talking about Gears of War, and God of War, and Twisted Metal, and Halo, anything [like that] you do is going to bea reflection of who you are. That's true of the games you design to the characters you create to how messy your car ends up being.

How messy your car is?

People say you go into someone's car and if it’s a total mess or if it’s totally pristine, that it’s a reflection of their spirit. Who they are and how they see themselves.

I remember the first time I got in your car it looked like a tornado had hit it.

he has yet to truly arrive.

Well, that was probably more of a reflec- tion of where I was with work. I like a clean house, I like a clean car, but it's

an issue of priorities. Sometimes I have other things going on and can't keep up.

I love to exercise. Do I do it enough? No. Why? Because I have other things I put higher on my list. Writing a story, creating a game, working with the team, taking

a walk with my kids, whatever. And in games you can certainly say that as well. But yeah, I’m definitely reflected in my games. But I dont know. I do think about that, but I don't have answers.

Maybe it’s not for you to decide.

Yeah, I think that's the better way to think about it. I certainly have an attachment to my games. They are very personal to me. And you could say, well, Twisted Metal, how could that be personal? Because it is, that’s the way I see the world. I’ve had peo- ple say about God of War, they kind of say it mockingly, that it’s like a 14 year-old-

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There are some publishers you hear about that do things that sound pretty f**king negative and shady, but that hasnt been my experience.

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boy’s fantasies. I like that, I still like that. I was listening to a song by Nickelback and it totally hit those same notes in my brain. That kind of junior high-school energy, angst drive. Thinking girls were cool but at the same time thinking dragons were cool under a black light at Spencer's Gifts at the mall.

What were your earliest memories of gaming as a kid in Alabama?

I was at [this year’s] DICE awards, with David Crane, and we were going back-

stage together. They were going to present

an award, and were flashing up on the screen all the [art from the games] he had done. And one of the games was called Outlaw, which was an Atari 2600 [title], with two really awfully pixilated cowboys, standing face-to-face. Basically you could move left and right, and up and down, that was it. | remember when I saw Out- law after a baseball game. I didn't want to play baseball at the time, but [my father] said “If you play I'll buy you a game,’ or something. I remember seeing just the

box, it evoked such a sense of adventure.

If you play this game, the promise of it was this big adventure youre gonna have. That was really the first memory I have of being wowed. I remember salivating over Odyssey's Quest for the Rings too. It was that promise of adventure, especially as a kid—this idea that you're gonna buy this product and escape.

Did you need to escape as a kid?

I had a very loving, but at the same time tumultuous homelife. And yeah, maybe there was more of a desire to go to those

places and get away from that. I really did

|

want to go to those fantasy worlds. Or there was this game called Black Tower, the Milton Bradley game, it was just a promise to escape and go to these amaz- ing worlds where you can be a star. I loved it. I just loved it.

Did anything else fuel that fantasy? Give you that escape? Did something come before gaming that hit you in that way? When you grow up in a house with a lot of fighting everything is an escape. Comics, books, movies, Lucas, video games, Spiel- berg, arcade games, all that stuff.

So you grew up surrounded by conflict? Oh, it was like WWF. It wasn't abusive, but it was just a lot of arguing. My parents argued a lot, and when youre a kid that stuff is very scary. You know, I'm a pretty even tempered, even keeled person. And I was at Disneyland with my kids the other day, and it starts raining. And I told my oldest, “OK, put this poncho on.” She's a very spirited kid, thank God. And I had

it on her and she was yelling and crying, and finally I just got really mad, and I said “f**k it,” and I grabbed it and just ripped the poncho apart. It was one of those cheap things you get at Disney Land, but you can tell she will never forget that now. I apologized, I sat her down, and I said “Sweetheart, I am so sorry.’ It wasn't that

I was being [like] my parents, but I’m so sensitive now to any kind of outburst as a parent that when you see it affecting your kid, I stop, pause, and make it clear that sometimes grown-ups have outbursts too. You know, you created Kratos, ripping that poncho apart...

[laughs] Yeah, yeah, exactly, you're the minotaur. I saw this little circle above my daughter's head and I had to do it.

How has that dynamic of growing up in a home filled with conflict impacted you later in life?

As much as my parents argued and fought, and that house was a very loud house, they were tremendously support- ive. And tremendously loving. I would not be doing what I’m doing without them. I remember when me and a design partner at Sony, the first year we were there as testers, had gone in and taken LEGO blocks—this was before 3D modeling— and we were building levels out with LEGO blocks. Wed taken over the entire conference room, and this guy comes up and goes, “Why do you think you're going to get to be a designer?” I don't remember my specific words, but I remember the intent behind the words: why would I

ever think I wouldn't? That I get from my parents, the idea that you really can have anything you want. I know you have to work hard, you have to be smart.

My father was the same in that regard. I still remember when he brought home

a ColecoVision and we lost the entire weekend together.

Yeah, my dad brought home the Atari [2600], and I remember being excited the whole day, looking through the Atari cata- logs with my buddies. We were flipping through all the games we were going to get. When he brought it home that night, it was for my birthday party, my sister

got mea game called Flag Capture, which I loved. As a child, going back to that beautiful box art, really painted the expe- rience. I got Superman, Combat, and Space Invaders. That was the first batch. I totally remember waking up at 5 in the morning before school so me and my brother could play. It's funny though, I’m getting older, I'll be 39 next year, and a couple years ago, those memories were still so powerful and fresh. They drove me, they did something to me. Now when I talk to you about them, they’re still very warm, but they seem like they've crossed some threshold. It's almost like they happened to someone else. I think in some ways, me making God of War was making something that paid homage to those memories. And now I've been on this quest [to discover] what inspires me now. What motivates me now? I'm kind of glad to be done with those early memories and not have them motivate me like they used to.

Have you replaced them with something else?

I just don't need them anymore. I have enough of a mastery of the world I live in now—not a lot, but enough—I don't need to run to those memories and think “that’s when things were safe.”

You've told me in the past about your desire to be as vocal as you are, wanting to be as honest as you can. That comes from your youth and growing up?

Oh yeah, hell yeah. All of that [traces] back to growing up. You grow up in very conservative Alabama and my family is Jewish, with very liberal parents. They started out with a lot of money, and they lost a lot of money. So I got to see both sides. We lived in a pretty ritzy area of town, and I remember that being re-

ally important to everyone. I’m painting everybody with the same brush, but there

was a sense of money and status. [I saw]

my parents go through a phase where they didn't have any of that. It certainly made me very liberal and very protective of peo- ple who werent like evervbody else. I have a brother who is gay. He didn't come out until he was out of high scnool, but there was a sense that he was diiterent. There was a sense of protectiveness about that

as well, not wanting to see him get hurt. I had very good friends who were African- Americans and [I saw] the racism that was happening toward them. You were either going to conform to that system, or take up arms and fight. I fought. My arms were my logic and my voice and my ability to not care what the consequences were. I was going to stand up for all of that.

What were your personal goals through high school and into college? What did you want to be when you grew up?

I grew up wanting to be a poet. Not a poet like a poet laureate, but I could rhyme. Shel Silverstein kind of stuff. Then I wanted to be a writer, and then I wanted to make movies, and it’s only recently that I've gone, “OK, 40 is coming up, are you doing what you really want to be doing?”

I love making games, but I also do think I'm getting interested in some kind of fiction. Video games are one of two things for me: they are either the path I should be on, and I am on, and I’m grateful for, or this thing that allows me to express my creativity, pay off my student loans, buy

a house and have some sort of notoriety, that at a time was really important. It was really easy, very seductive, to say that’s my path and to leave behind that desire to create fiction.

This path came into focus as a teenager? No, I was a terrified teenager who hid behind my ambition. I was going to be the next Steven Spielberg come hell or high water. And I used that to define me in my relationships with other people. And that was Safe.

So you didn’t want to be a doctor or

an astronaut? You wanted to be Steven Spielberg?

I didn't even want to be a filmmaker. I wanted to be Steven Spielberg. If I'd had seen a shrink at the time, they would have been like, “OK, you have dementia. We have to work with you on this.” It was a protection mechanism for what was hap- pening in my life and growing up. I dont want to paint my childhood as this hor- rible experience, because I had many great moments, but there were times it was

really rough. But those rough points could

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68 | INTERVIEW

__ they have the money. Any developer worth thei gonna want more money, just like every publisher

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experience.

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tween. | think that ing. It’s not dissimilar

’s the one thing wrong with the gaming

be so bad, you get to a point that the only light you can see to escape the box you are in is this thing out there called fame and fortune and success. Asa teenager, it was really a psychological cocoon I was wrap- ping myself in. To the outside world I was going to be this great filmmaker. My films were terrible. There was no indication I had any skill or talent, but under all that fighting and desire for success, under- neath all that remains a very pure, creative force. That's what I’m trying to reconnect with. I think I'm getting to an age where | see the pure part of that.

It’s interesting to hear someone with outward success question themselves. You really do question yourself?

Oh hell yes. Because I dont fit in with other designers. I went out to dinner the

other night with a group of designers I know, we talk on the Internet all the time, but this was the first time wed gotten to- gether for dinner. And some of the names are... [pauses] OK, you know who these people are. I’ve never felt at home talking traditional design. I feel at home talking about my designs, but when you sit me

in a room and say, “let's talk about the economic system of Farmville and how psychologically that system creates a play mechanic loop that does X, Y, Z,’ I can follow it, and I can contribute, but that’s not my where my spirit goes. It requires some effort on my part. These guys, it

just comes so natural to them. They are

a better fusion of creativity and math. In most cases theyre like 70 percent math, 30 percent creative. I tend to be more like 90 percent creative, 10 percent math. When

I sit down with other designers, there's re- ally a sense of not fitting in with that. Now when I sit down with the writers I work with, I feel much more even. I feel like I can carry on a conversation.

Let’s get back to your roots for a mo- ment. At what point did you decide game design would be your career?

That was totally accidental. I remember when my dad called me in college, I was using one of the phones, I think in Taper Hall at USC. It was basically my senior year, last semester, and there were one or two classes I still didn’t have. I kept drop- ping out of this one class, I hated this pro- fessor they kept assigning me. I was a ter- rible student and I was out of money. The student loans were up, the grants were up, [and he said], “We can't afford to send you another semester.’ I was terror stricken, what am I going to do? I had put all my eggs in this basket. Someone was going

to come along and make me a filmmaker. And I remember reading an issue of EGM actually, sitting on the crapper. The one that had Dracula on the cover. You can mock prayer, and God, and [the motiva- tional book and video] “The Secret,’ and New Age stuff all you want. Maybe it’s just the way the brain finds patterns in chaos. I don't know and I don't care. But somehow in this magazine, in the back of it, was [an advertisement from] the only game com- pany [Sony Imagesoft] in Santa Monica run by this guy Rich Robinson. I had no money and no prospects. I heard about video game testers and I called them. | started making 20 thousand dollars a year.

I was like, “that’s like a real f**king job.”

I couldn't fathom that. Immediately that same type of drive kicked in as a tester. Some were testers for life, some waited for someone to come and pull them out. For me, I remember waiting at the cafe at Sony and I was reading Variety, and this pro- ducer came up to me, she said, “You're not like normal testers, what are you doing reading Variety? Most of them are reading fan magazines or whatever.’ And her thoughts were, you know, most of these guys arent giving thought to their lives and careers five years from now, they're just smoking out and having a good time. But it was clear to me that I could use my desire to be creative and do it here. On the one hand I was phenomenal, and on the other hand, had I been a little less fearful, I wouldnt have walked away entirely from more linear media. I may never get back there, but I’m starting to become more aware that I did walk away from it, and that’s the start.

What did you start testing on?

The first game was Hook. I remember walking in and all I had was a Genesis in my apartment. And I remember looking at the SNES controller and saying, Oh my God, look at all these buttons! The SNES had the four face buttons and the two shoulder buttons. Even the other testers went to Rich Robinson and said, “Don't f**king hire this guy. He's intimidated by a f**king SNES controller.” But for whatever reason he hired me, thank God he did.

So I tested Hook, Last Action Hero, and we did Dracula and we did Three Ninjas Kick Back, which was the sequel to Three Ninjas. And we did Ground Zero Texas.

At that point I had pitched Mickey Mania with my partner Mike Giam, who went on to do Jet Moto, now he’s at Free Realms. They had promoted us pretty quickly out of test and into these assistant producer roles. And from there it was all drive and ambition.

Mickey Mania was your first game? There were four designers. There was me and Mike from ImageSoft, and there were the guys from Traveler's Tales. This was our very first experience. I’m grateful that my ideas and Mike’ ideas got into that game. It was a really tough game. The pro- ducer at Sony was caught in the middle. The head of Sony had promised us that ‘if you get this deal from Disney, you can be the designers. The guys making the game

were like, who are these punks who have never made a game in their lives, telling us what to do? I mean, we co-designed it, but I wasn't going out to England to do pick- ups. It was more high level. Here's what

a level could look like, here’s a mechanic, heres this rough idea. Then, two months later, wed get back a build that had that reflected. It was really a lot of high level— with a little bit of low level—design.

Then off you went to Twisted Metal? Well, it led to a couple of other things. My design partner and I were getting an awful reputation. We were doing stuff with Mali- bu Comics, like the Strangers and stuff like that. We thought we were the s**t. [Our

we were movie directors,

attitude was like and youre just a f**king programmer—do exactly what I tell you or shut the f**k up. Not even [an established] movie director on a Set acts that poorly, but we didn't know, we had never really made a game. You thought you were a badass.

Oh yeah, no question. I remember being called into Rich's office after he had found these sim guys from the military who wanted to go off and do games, which ended up being SingleTrac. I remember

the conversation, he said, “We found a

team to do this], and my feet are to the fire on this. You have to get your s**t together. You can't just go in there and be assholes.” So I shifted my [mindset] and now my business partner is the guy

I was working with back then on the first Twisted Metal.

But it could be said that one person’s asshole is another person’s perfection- ist. Do you still catch yourself being a bulldozer when it comes to design? Yeah, I'll give you an example. We're working on a game now, and multiplayer is a big component. You have three kinds of multiplayer people—you have the people who love what's already out there and who want to emulate it or improve it, and that's the majority of people who work in games. They love what's already being offered. They love Modern Warfare 2, and they love Battlefield: Bad Company 2, and they love Mario Kart on the Wii. And | like and respect a great amount of a lot of those games, but then you have the kind of people who just don't get online multiplayer. Then you have people like me who see something there that’s really appealing, but you don't want to

go down the path that’s already laid out.

When I sit down with other designers, there's really a sense of not fitting in...

Not because you want to be different, but because theres something there that’s not being done the way you want to do it. It was the same thing when we did God of War. People were saying, “Just make it combat-centric, make it like Ninja Gaiden, make it like Devil May Cry.” No, no, no. I want to blend some things together. Those things are great, but they're not giving

me personally what I want out of the experience. I’m having those same argu- ments and debates now with people on the team and people at Sony: what does a great multiplayer online title need? How much [do you dwell on the] stats and meta game? We have a mode in the game that I really want to be team-centric. And so were making a lot of choices where some of the team comes back to me and challenges, saying, “nobody uses head sets for that kind of stuff” But for me to do this mode, I want to build it around the assumption that the audience that wants to play a team mode and play it as a team will really show up for each other. So we have a mechanic—(I'll describe it] in the abstract, because I know this interview will be coming out before we really an- nounce the game—in one of the modes you have to transport this thing from

A to B. I designed with Scott Campbell, my design partner and co-owner of Eat Sleep Play, these units that will aid in

that transportation. It requires some coordination, getting on your headset and planning that, and a lot of people [claim] no one likes to do that. Everybody just likes to do it on the fly. I don’t want this game to fail. | don't want it to fail for me personally, for the team, for Sony, but I’m not interested in just making what already works. Again, it’s not because I want to be so original, it's because if I liked what already worked, I wouldn't be making this. Because it's already out there. So when I say I don't really fit in with other designers, there is that sense that 9 out of 10 designers I talk to would look at what Modern Warfare 2 is doing or whatever, Team Fortress, and say let's do that and

give it our own twist.

Knowing what you're talking about I can safely say that if you nail it, youre gonna make a lot of people happy.

You know, it’s kind of like anything else, you have visions of your ultimate goal. I have visions of people on headsets, having those little neurons firing in their brains. Like in the A-Team, you love it when a plan comes together. The same thing goes with our version of Deathmatch, which I can speak about more specifically. I keep wanting to up the hit points on the char- acters and some people are like, “I f**king hate that. I wanna just kill as many people as I can, and I want four or five shots and they re dead and I move on.” That's how most shooters are and I hate that. I just hate that. I hate it because I want an online game to give me the same kind of feeling

I got when I was playing split-screen games. Where I really can form a relation- ship with someone. I could chase them, and they could chase me, or we could

be running toward the same power-up and {whoever gets] it is going to turn the tables. When you're killed in four or five shots, or one single head shot, that kind of relationship can't happen. It happens at a much quicker level, and it happens ona meta level, because it’s you versus 30 guys over the course of a minute and a half. I’m trying to kind of bring that into it, and there is resistance to that. Because people are used to what they like.

I think many gamers will welcome this. It gives them a reason to be there.

I agree, and it may not work for everyone, and it may not work at all. It’s easy when it's one-on-one, but nobody’s gonna buy

a one-on-one multiplayer. Well, they will, but not enough to justify the budget. If you ve got 32 people in there, or 18, or

16, you get into this challenge of how do you create meaningful relationships with all these people you come across and, at the same time, you don't want to make the match last forever. For me, I’m just looking for something different. So far

weve only become good at eliciting a very

a as

= SPRING 2OIC

INTERVIEW

narrow spectrum of human emotion with our games, but even within that narrow spectrum it’s an amazing feeling when they work. Nintendo has been the best at it. It's just [working] pleasure centers, like a reward to a rat in a maze. I was playing the latest Mario and Luigi RPG on my DS, and the screen they designed when you rank up and after a fight, with that flag go- ing up the flag poll is just an amazing way to make people happy.

Given your creative drive, I wonder what would have happened if you had gotten into film school. Think you would have been Spielberg by now?

I wanted to be Steven Spielberg. I actually met him at USC. My freshman year he had come with Lucas. They were doing some sort of dedication, I don’t remember exactly. So he shows up as I was directing a film. I never got into film school, but

I had all the keys to all the buildings because I worked there. So we had taken

over a bunch of the rooms to shoot our

If youre honest with yourself, you will never feel youve fully arrived...

movie, unbeknownst to USC, and when we found out they were there, me and my f**king producer made a b-line to the re- ception. We just went up to him and said, “look, we're shooting a movie, it's been a really long couple of days and it would be really great for the crew if you came by and said ‘hey.” I don't know what the f**k we were thinking, but he said, “Sure, I'll come by.’ We ran back from there to our set so fast! Lo and behold, Spielberg and Lucas showed up on my set about an hour later! I literally was in a daze. I had built him up in my mind, well beyond the man that he was. I mean, he was a force, he was a God, he represented everything. So to meet him, and to speak with him, for him to ask, “What's your movie about? Walk me through the shot youre setting up,’ my brain couldn't process what was happen- ing. He wasnt just someone coming up and saying, “Hey, I liked your movie.” He represented that escape from the life I was

trying to get away from. And he was the

first person Id met at that level.

That’s pretty awesome.

Yeah, it was a huge deal. Lucas wasn't that big of a deal. He was kind of an asshole. Yeah, Star Wars was great, but he just didnt represent who Spielberg was to me. Since then I’ve bumped into [Spielberg]

a couple times, he doesn't remember me and I didn't talk to him. He doesn't hold that sway over me like he used to by any means. But at the time? Just amazing. Now youre the one inspiring people. Which is amazing. Because it doesnt feel like it at all.

I don't buy that.

No, it’s true,

At some point you realized you had arrived.

Oh, I haven't arrived, I’ve never said that. Not even to yourself?

I've never said that. No, I’ve never felt that. I'll be 40 in less than two years. I’m very aware of that. I’ve never felt that.

I was getting a drink at 7-11 over the weekend and noticed Kratos on the Slurpee machine. The Slurpee machine. God of War 3, it’s a great achievement, one of the best games I've played in a long time. I still recognize very much what I brought to that world, and that game and that formula. I definitely look at it with a sense of pride, a lot of me is still very much in that franchise. I love seeing that stuff. Love seeing Slurpee cups, that’s what I saw growing up. Burger King and the Empire Strikes Back cups. It feeds into popular culture. When I was at my daughter's school a couple nights ago, there was a little kid, prob- ably a 4th grader, running around with

a [Kratos] Slurpee cup. Now that’s not good, because he’s way too young, but the fact that the work I’ve done and the team has done is permeating popular culture is a great thing.

Would you allow yourself to say you’ve arrived in that regard? Your creations are on billboards, they’re mainstream. Here's the cliche. The cliché you hear from people who do things in any industry, certainly the creative industry, is “Oh I'm just a fraud waiting to be found out.” I genuinely [believe] it's been luck. If you're honest with yourself, you will never feel youve fully arrived. Over the holidays I went through my office and took all the awards we had won, and put them in the

garage. I took my Kratos statues, my Sweet

Tooth action figures, I just got rid of them all. I didn't throw them away, they're in the garage, but I loved that I got rid of them. Your life’s work? Tossed away? Just like that?

I had this epiphany a year ago. I was

kind of like an actor, [thinking] “What's my motivation. Why am I doing this?” Yeah Id like to make a lot of money—but beyond that? For a while I was having this thought that I want to do this for people, to bring them happiness. I want to have this vision of people setting in front of games I’ve worked on and they're laugh- ing. Things like me and my girlfriend playing Calling All Cars brought us closer. Or I had this friend, hes dead now, and we played Calling All Cars together and that makes me think of him. Yes, that moves you. But the epiphany was, that’s

a bulls**t, dishonest motivation. The motivation has to be personal, what am

I getting out of this? What pleasure am I getting from this creativity? I wanna be good to people to make myself feel good. I'm becoming less afraid and I think when you become less afraid, you become more honest with what you want and what you need. As I get older, I get less afraid. I want to go back to what I might have walked

away from [in the past].

Do you find that element of your per- sonality in the games you make?

Well, Kratos, Sweet Tooth, they are violent, angry killers. They are not nice people, they are killers. I think I'm a pretty

nice guy, but I do carry a sense of aggres-

sion and drive and ambition. F**k these rules, I'm gonna do it my way. F**k it.

It also helps to carry a nice supply of f-bombs to get the point across.

I told my daughter the other day that she's spending a lot of time combing her hair. She's six-years-old, and I’m like “Dude, your hair is beautiful, you're a beautiful little girl, let's go to school.” [She says, | “But sometimes people make fun if your hair looks bad,’ So I pulled her over and

I said, if somebody ever says that to you, tell them to go f**k themselves. Her eyes got really big, and she said, they'll put me in time out. I said 1 don't care, tell them to call your dad. I'd rather you get a time out and shake these little f**king six-year-olds to their core with a really well-placed “go f**k yourself” than allow them to treat you or your friends in any way that doesn't

show you the respect you deserve. Ei

EM SPRING 2010

iN

hy should you care about Alan Wake? Sure, it’s creators have promised an amazing, perhaps even groundbreaking, experience that will redefine the idea of a video game “thriller”. They’ve even gone so far as to reveal a few glimpses here and | there, most recently to yours truly.

Not often does a game come along

that holds the possibility of creating an entirely new genre of gaming. Even less often does talent come together around a project that makes

you believe there’s a chance they. might pull it off. Ine the case ss Alan

Wake, and the development team at

Remedy, a group that has toiled on the intracacies of Alan Wake’s oa mechanics for years and worked

to develop a decidedly complex

Stephen King-inspired storyline, the

answer appears to be encouraging. Having experienced thegame

firsthand | can say that Alan Wake is

on a trajectory to deliver. Alan Wake begins with the title character arriving in the Pacific Northwest town of Bright Falls. The reason for his arrival provides hints = the experaiee © come

hope to capture). V Wake’ is trapped

by writer’s block, strugglingina

‘marriage on the rocks, and troubled by a hardcore case of deja vu. Thi

small wooded haven represents his

last, best chance to address these

demon Ss ere imagined).

ask yourself if Microsoft someh ow managed to screw up the video game rights to The Shining or Twin Peaks, understand that there are many unique elements interwoven _ into Alan Wake. They represent both the opportunity and the challenge for a product that is more than half

a decade in the making.

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: : Alan Wake, at its core, is thriller,” he says. “A game where

| : _ amystery that begins with a -uncovering secrets makes you feel.

| disturbing entry point for a greater We really don’t want to fill in too thriller: His wife, Alice, suddenly many of the blanks, but what we ' - goes missing, events from his have introduced is an everyman

: ho latest novel seem to be seeping being pushed into an extreme

| into his reality, and, most unsettling _—_ situation. Without going into too

T | otf , r | of all, the inhabitants of Bright much of the fiction, it’s about an Se ge et ORE are taening inte deranged artist’s work coming to life, and what ale AaV/Qr\ killers, possessed by some sort of it would be like if your imagination

| i ew eee 7 demonic being. started to manifest around you. —RARAAMm AF -LKieg Managing director Matias There are obviously both good and

| WOE TI) GE AT Myllyrinne is glad to finally be able to bad things about that.”

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| VVUE IU... we're building a real psychological —_and dark, is the tapestry that drapes

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DISSECTING THE DEVELOPMENT

every corner of Alan Wake’s world. “Light and darkness was really something we wanted in the fiction. We wanted to do [it] in the gameplay, we wanted to match those up.

We were inspired by classic literature —lines like, ‘some were born into endless night...’ And we were building [on] our inspirations, thinking we could really tap into that. One poet said—I’m paraphrasing— ‘don’t go into that gentle light.” We started playing around with those ideas, and we thought, ‘yeah, yeah, we can go here.’

"We've been position where aole to oUrsue

Development continues full force, focused as a The brakes are put on PC version. You are about to find out if the wait more linear, directed thriller. was worth it...

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__ Myllyrinne. decided that slotting a thriller into visual: a sandbox setting just didn’t work. and especially now that we're playing In their eyes, the larger emotional __ around with light and darkness, you beats can’t be adequately controlled fight with light, why not make that when the player is allowed too much cool and unique? Nobody else is freedom to bend the narrative and doing that. | like horror. But when you __ control a scene. think of a thriller, there is something Myllyrinne makes an analogy to

more cerebral.” oe an open coffin attracting grieving 1 contrast to those well-worn _ attention at a wake: “There’s ypes, Alan is obviously always going to be that player who _ wants to jump on the coffin, just because they can.” The emotional

heft of a sequence fractured by player goes Remedy’s argu

In the end, it was Rem

choice to take almost six ye ee

reach their personal goals. Rete that kind of freedom, no matte outcome, is something taken for granted. “With that kind of liberty, have a responsibility to your and the audience,” says Mylh “But especially to yourself, to s things through, and to do them : ees you can’t really justify cutting, x

can n get to this point, where you cer ; Si€ want to make things work. It’s easier has suffered a notoriously said than done, but we had to wipe

the slate clean. Even if you’re talking

even grinding to a halt when Hanety six months’ work, a lot of money,

and a lot of emotional investment those hard decisions are what make you strong in the end.

“Any piece of art, any piece of entertainment, is a reflection of the team that creates it. We’ve been in the lucky position where we’ve been able to pursue our vision. To create a game that we would want to play, to tell a story that we wanted to tell. And you can’t take that kind of liberty for granted. It’s not terribly common in games these days.”

EGP SPRING 2010

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he state of dungeon crawlers these days is—dare I say it—a little on the abysmal side. Everyone seems to be waiting for Blizzard's up-and-coming Diablo III while getting their loot-based kicks by firing off a few thousand sniper rounds in 2K’s Borderlands. I'm right there with you. Diablo looks great, and Borderlands will more than suffice for the time being—odd as it is to refer toa game as a ‘loot-based shooter. Whatever happened to the good old days when stat-grinding hack-and-

PUBLISHER DEVELOPER

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Enter Bethesda’s latest acquisition, Hunted: The Demon's Forge. Developed by inXile Entertain- ment, Hunted: The Demon's Forge is a two-player co-op action/RPG that blends the co-op style and attitude found in modern action shooters like Gears of War and Army of Two with an old-school feel, relying on team- based combat and plenty of spells, weapons, and stat upgrades. While our first look at the game showed a lot more of the action elements at the forefront, fans should whole- heartedly keep the faith, as Hunted seems to be in the right hands at inXile. For some gamers the name Brian Fargo speaks for itself. For

everybody else, rest assured know- ing that your next big dungeon crawler prospect is being crafted by the mind behind Baulder’s Gate, The Bard’s Tale, and Fallout.

How do you bring the classic dungeon crawler genre to today’s average gamer? We caught up with Fargo to get his take on that very challenge: “Nobody has gone back and said, ‘What would that kind of gameplay look like with today’s technology, using the Unreal En- gine, PlayStation 3, Xbox 360, and a really high-end PC?’ So | wanted to bring back that experience to today’s gamer, and today’s gamer is very different then they were

back then. Hunted has been geared towards a more Gears of War kind of audience.”

Our hands-off demo of the game followed Hunted’s two main characters, and we’re told that the game will stick to that twosome for the duration of the adventure, with players able to switch their current character at will. For ranged players the femme fatale E’lara combines both a hearty mix of magic and long distance prowess to the battlefield cover system and all. If your battle savvy finds you rushing the front lines more often than not, the hulk- ing brute Caddoc will be more your Style. It’s all about playing the game how you want, and Fargo reinforced that point, stating that “Even the melee has range, and the range has

Hunted blends a mixture of classic dungeon crawling with modern-day shooters.

melee. So ultimately, you do get a bit of that choice. To me, good games let you sort of decide your gameplay style anyway, So each experience feels unique.”

The game has been crafted entirely with co-op in mind, so if you don’t have a friend to lend a hand you'll be waging war with an Al- controlled partner at your side. inXile assured us, however, that their Al is no slouch. Computer controlled partners know to scout out sniper positions, actively heal and resurrect you, and know their way around the advantages each player relies on.

As for what you can expect within the forgotten ruins, dank dungeons, and demolished towns, Hunted

blends a mixture of classic dungeon crawling with modern-day shoot- ers. E’lara’s bow aiming resembles the often-emulated Resident Evil

4 camera, complete with a tacti- cal zoom, while Caddoc sticks to

a more traditional behind-the-back view for melee-based offense. Outside of their expected weapons both E’lara and Caddoc can master different sets of magic, use either to blast enemies with a pulse of

fire or electricity or, instead, “battle charge” their team-mate, resulting in an elemental-based attack buffer. Fargo elaborated on the impor- tance of team-based spell casting, stating, “I think that with any good action game or RPG, you want to feel like your character Is growing in power. So you get swords that are better and better throughout, you get arrows that can shoot further than before, and that kind of classic damage stuff. But the main focus is on the spells.”

It isn’t just about offense either. Downed teammates can also be resurrected with ranged spell cast- ing, streamlining the experience and ensuring that as long as you have line of sight you can act as one cohesive unit. Even the demo's final boss battle highlighted the game’s distance co-op theme. E’lara first battle charged Caddoc, who then ran in for a killing blow. With the de- mon on the outs, the hulking warrior held its head in place, creating the

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perfect target for a bullet time bow shot from across the arena.

Most of Huntea’s level-up and interface system has been left behind the curtain thus far, with the short demo instead focusing on in-game combat and magic use. Fargo did mention, however, that there’s plenty

of customization to be had in the magic and skills department, and that players should never shy away from hooking up with friends online to take to the haunted depths as a newly

: Gl

pers, Bethesda demo stage took us into a world that seemed

| ‘to mix the best of fantasy and dungeon crawling with lush

| environments normally reserved fort titles like Unéhartéd 2 or the Tomb Raider series. After following: a network of dark

| caves the world opened up into some sort of forgotten ruins,

| with rock structures and looming statues bathed in dense

| jungle foliage. inXile looks to be using the Unreal 3 engine

| to its fullest, mixing in plenty of visual effects and lighting

with natural, lush environments.

7 \

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forged team. Random partners canbe _ when you find people, but if they don’t found online, but not before a quick really play like you, if they want to ex-

questionnaire about play style and Skill level is set up. If you’re a speed player and don't want to spend time looking for the game’s massive stash of secrets, you'll be paired with a like- minded buddy. If you plan on scouring the area and taking things slow, inXile hopes to find you the right co-op part- ner for the job. “I sort of jokingly call

it the ‘Single White Barbarian’ mode,” stated Fargo. “Co-op can be great

plore, and you want to run forward, it’s kind of frustrating. This helps bridge that problem.”

Teaming the intensity of a mod- ern-day shooter with the addictive nature of hack-and-slash dungeon crawling is no easy task, but from Our initial look at the game inXile and Bethesda Software are making a promising go at it with Hunted: The Demon Forge.

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_romps about Paradise Island. This

beautiful pastel world is reminiscent

_of an old Saturday morning cartoon

g the gas and splay- |

ever, doesn’t quite fit | the game’s nine episodes hosts a . half-dozen or so chapters in which |

the title character is pushed over the : e, F leading him to wreak havoc on anyone who ~

edge, Falling Down style,

gets in his way.

Beneath its seemingly childish exterior, Naughty Bear holds a heart of darkness. There’s not a drop of blood to be found throughout the game, and the entire tone is puppy-kickin’ cute, but you can bet its darker nature will draw the ire of a few cultural commentators on

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upon them—he wants to really screw with their minds in the process. 2 Each level is an open sandbox of possibilities, whether you’re taking a baseball bat to another teddy’s head, setting up bear traps to inflict psychological damage on the poor

ANN

the others. Naughty Bear is a little

06.08.2010

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sick, but it gleefully falls back on its “no gore” safety net. Deliver a well-aimed crotch-shot with your pistol and stuffing will flow from the wound—pure, white, innocent stuffing. It’s an approach that the designers get away with in spite of the over-the-top application.

Once you get a handle on the controls it’s all about adding your own style. You can run around kill- ing everybody if you want, but that won't raise your mayhem-based score multiplier. The different traps, sabotage items, and circumstances help make the game feel unique over

outrageous scenarios like waves of “zombears” or

extended plays. Give a cuddly bear a light whacking on the knees and he’ll crawl around, scaring other bears as he begs for help. Pushbears too far and—brace yourself—they’ll even

kill themselves in gore-free, cute

and cuddly ways. Maybe they knock themselves in the head with a bat one too many times, or decide to do themselves in with a revolver. Either way, that kind of sick triumph scores you huge points and pumps your multiplier, which in turn rockets you up the game’s online leaderboards. Is it brazen? Sure. But it makes good on its goals—and then some. &

dealingwith =.

NEXT WAVE

By Brady Fiechter

hat does it feel like to get into a turret as a Transformer?” asks game director Matt Tieger, demonstrating the answer by guiding his giant robot onto the loading pad—: and it becomes the turret. In Transformers: War for Cyber- tron, there’s plenty of.shapeshifting going down, in all the ways you’d imagine in a game based off the Transformers franchise. But the most aggressive transformatiog.is behind the scenes, where developer High

_ Moon Studios has been granted

$ ee

great liberty apply their own per- spective on the established universe populated by Autobots and Decep- ticons. They’ve created a shadowy

3D Cybertron as the centerpiece for

their design. Inspired by the iconic cartoon (and not the Michael Bay films), the artists brought their own

angle to the character designs, mod-

ernizing Bumblebee as a concept car—streamlined and rounded— competing with the aggressive muscle-car motif of a Decepticon. High Moon reveled in the opportuni- ty to graft their personal imagination

sBack to thei Roots

PUBLISHER ACTIVISION DEVELOPER N STUDIOS

RON

onto the Transformers homeworld. Hasbro established guard rails, “and we definitely bumped up against those, but we always came Rak, expresses Tieger.

The campaign follows sepaiaté story paths, switching between the Decepticon and Autobot stories at midpoint. We are not on earth; in ~ fact, in the War For Cybertron, the title says it all, predating the fiction before humans were even in the picture. Cybetron is envisioned as a robot sanctuary. “We wanted it to be a utopia of its time,” says Tieger. -

But it’s also a planet littered secrets. In one of my favorite momentsS:of the demo, an in-air battle penetrates the Cybertron underground, revealing a network

of tunnels neither side has been to before. The enemies here are like deep-sea creatures, evolving in this place of eternal darkness. It’s a nice touch that invites exploration.

Once you lock into your character of choice—pick from any three per mission—you can load out a pair of weapons and abilities, choosing, for example, to combine a hover with a shockwave to dictate your style of play. It works to some degree.

that transpire. Frranstormationg from vehicle to ‘on-foot can happen at any -. time (it’s upto you to discover the m = proper mode for the situation). Transformers sticks the two unselected Autobot and Decepticon ") buddies by your side at-all.times. ; This is a pure-bred co-op:action experience, during which friénds-ean » sagt | drop in and out on the fly. “We had tal multiplayer on the brain from the y : ; we really want you to sink your eth into it,” says Tieger. While this is an action experience grounded in moments of spectacle, it’s not just a game of incessant war. High Moon is pushing the franehiss~_ mythology forward by.showi events—for example, hov and Bumblebee mét-as ‘well as

See More Transformers:

War For Cybertron Concept Art

In EGMi: how Megatronvand Starstream j an The Digital forces—for the first time. The level —~ Magazine design plays to these revelation's

with.a Story split into two ‘parts (you play half as the. Decepticons, then try to savethe day as the Auto pots) S four levels each.

- Despite tin rougr

86 | NEXT WAVE #

ere’s a very good reason

why Italian-American Mafioso

ovies, TV shows, and vid-

eogames are so popular. The deep, compelling, and often operatic world of the mafia is still ripe with

_ engaging stories. That’s why after sell- ing more,than 2 million copies of the original Mafia nearly 10 years ago, 2K

: Czech is composing the sequel to its hi : ____ original Mafia ensemble.

/ Mafia II starts where you’d expect

it to, at the end of World War ll ina

fictitious metropolis called Empire

DEVELOPER 2K CZECH PLATFORM PS3/XBOX360 MODES

SINGLE PLAYER ESRB M-MATURE RELEASE DATE FALL 2010

‘Said Senior producer Denby.Grate......

City, based on Chicago, New York, © Dy..GireiCe. ..... he mood is important, and the.story

and San Francisco. Just like the first Mafia, 2K Czech is putting an em- phasis on storytelling and cinematic flourishes. Techniques such as foreshadowing, character develop- ment, and real repercussions to your actions resonate in this sandbox-style game right from the beginning. (The trademark cigarette smoke will make its return, too.)

“With Mafia Il, we’re very focused on getting the music, the weather, the true-to-life essence of the time right,”

re both risque and a little _Sonically, the game is less scandalous, but just as relevant. Each time you hop in a car you’ll find the

radio blares originally licensed tunes from the likes of Little Richard (Long Tall Sally) to Chuck Berry (No Par- ticular Place to Go) to Fats Domino (Blueberry Hill), and more.

You’|l follow the exploits of an Italian American, Vito Scaletta, who leaves active duty due to injury.

You begin when he takes his first dark step down the crime-ridden road to lift his family from debt. A nuanced cutscene portrays how Vito is welcomed home by his widowed mother and young sister. The mother scolds Vito for not saying prayer before dinner, and afterward his sister explains how they owe $2,000 to a loan shark left unpaid by their recently deceased father.

Shortly afterward, Vito’s friend, Joe Barbaro has just the remedy—selling illegal smokes in an empty parking lot—which just happens to be in an- other gang’s territory. The rival gang (which loves its juiced up hot rods) arrives, warns them off, and quickly torches their truck with a Molotov Cocktail. Barbaro returns the favor with a gunshot to the gang leader’s face, and the situation instantly ig- nites. The game takes place on both foot and in vehicles, which feel mark- edly faster than the rickety old boats from the original. Yes, you’ll drive big, slow Buicks and some forgettable

sedans, but you’ll have easy access to any car in the game, including Convertible T-Bird Coupes. And, after you face off with the hot rod gang on their turf in a heavy gun battle, you'll get their expensive jalopies.

True, this isn’t Grand Theft Auto IV. There is no multiplayer or online mode, and it doesn’t take place in the present. This is a classic mafia tale told much in the vein of Francis Ford Coppola’s movie, The Goofather, the movie that started it all. When you think about it, it’s not such a bad place to re-start a series. &

aba

ed

WARS: THE OLD REPUBLIC

Is the Force With It?

By John Keefer

f any game has a chance of carving into World of Warcraft’s massive fanbase it’s this one. Melding the storytelling chops of BioWare with the tremendous wealth of back-story created for the Star Wars universe, Star Wars: The Old Republic could end up the blockbuster that Star Wars Galaxies never was. But so far, I’m not seeing it. | recently got some extended hands-on time with the new Trooper class, a level-6 pre-built model that the press got to mess around with at LucasArts’ San Francisco offices. Given all the hype—not to men- tion my own Star Wars geekdom—| was interested to see how this fully voiced, story-driven MMO was shaping up. Upon starting my 30-minute session | was tasked with finding a quest-giver’s missing partner. At least, | think that was the idea— the quest-giver talked so fast she sounded like a disclaimer for a oharmaceutical commercial. Once | got the hang of the controls (hot keys to fire, launch grenades, throw stickies and smack someone with my _ rifle butt, with some attacks using a combo point system), | proceeded to wade through at least 50 Impe- rial troops, which came in groups of twos and threes. As long as | healed after every few fights | had nothing _to worry about. | even picked up another quest, to blow up an under- ground generator, which | wasn’t able to complete in the time allotted. | finally found the missing partner after killing about half of the troops

Bioware and LucasArts have

huge expectations to live up to.

—————

protecting the base | needed to infiltrate. There was a hint of storyline involving switched loyalties, and my next quest was to retrieve two pro- paganda disks. | did so fairly quickly, but by that time my session was over.

Verdict? Aside from being in the Star Wars universe, all | saw was more of the same. Yes, | got to see a few of the fully voiced cut-scenes, but what |’m really craving is a compelling story. Ever since The Old Republic was announced it’s been touted as a story-driven MMO, which wasn’t much in evidence during our playtest. The CG trailers have been glorious, but | really need to see how the game will take MMO storytelling beyond the basic level seen in WoW.

That’s not to say | wasn’t enter- tained, as there’s definitely some- thing amusing about watching an enemy frantically try to brush off a sticky grenade. But BioWare and LucasArts have huge expecta- tions to live up to, and | want to be impressed as well as entertained.

Maybe the purpose of these pre- view sessions is to leave me wanting

more. If so they’ve succeeded, as | really want more. Much more.

ee : «time veith Siher civilization

for Civilization ve |

- Pulling from his love of the old SSI game Panger General, lead designer Jon _ Shafer is frading in map squares for map tee idea is to give a more refined - feéf to the terrain, and to let the lay of the land play a bigger role in strategy. The demo we saw offered a small glimpse of how this might play out, with a spearman unit stationed in a mountain pass holding off push after push by their enemies. It was a Civilization version of 300.

Also gone is the massive unit stack that could sweep across the field, wiping out everything in its path (including those damn Spartans in the mountains). Now the rule is “one hex, one unit” and players will need to be more judicious in planning attacks. For example, you'll need to support warriors with ranged units several hexes away, or move spearmen to the front lines to counter

mounted units.

: ‘City-states add another new foible. Befriending a city-state through the

__ donation of gold or units can provide a _ qilization with buffs or extra resources.

eee in their native environments.

ee his office Sia Otto von Saree

: ba in German (translators

were standing by). This time around each civilization has a single leader who "epitomizes its rise to prominence. -

The AI has also been tweaked to give each civilization its own distinct play style, and the leaders have their own agendas. While Gandhi may be all about passive resistance, don’t be surprised if.he threatens to nuke you back to the Stone Age if you don't play your cards right.

Finally, the designers wanted to further embrace the mod community, so the game will feature more acces- sible tools that let upload and download mods within the game itself. An in-game browser is also being added so that play- ers can visit forums or chat within the confines of the game.

Having played Civ IV so much that “just one more turn” became a standing joke, I'm anxious to get my hands on Civ V to see all the changes in action. They make sense in concept, but given that these are changes to an already-great game, I'm hoping I won't end up wishing Firaxis had left well enough alone. &

a ems it a aah eth hah pl h-hh sss sss shee ete tengereeeertbenrsnh wns

EGP SPRING 2010

90 | NEXT WAVE

4

518.2010

After more than four years in development, Rockstar Games marries their RAGE engine with the Old West in Red Dead Redemption. The open world environment provides plenty of opportunities to pick a Fight, or you can focus on your character's morality to change the way youre perceived in the world.

04.272010 PixelJunk Monsters Deluxe PSP SCEA Dead to Rights: Retribution Multi Namco/Bandai Nier Multi Square/Enix Record of Agarest War 360 Aksys Games FIFA World Cup 2010 Multi EA Super Street Fighter IV Multi Capcom 05.01.2010 Ninety-Nine Nights 2 360 Konami Dance Dance Revolution Multi Konami 05.04.2010 LEGO Harry Potter: Years 1-4 Multi Warner Picross 3D US Nintendo 04.272010 Iron Man 2 Multi Sega of America 051.2010 3D Dot Game Heroes Pag Atlus Naruto Shippuden: Ultimate Ninja 3 PSP Namco/Bandai Skate 3 Multi EA Lost Planet 2 Multi Capcom 5 23.2010 Batman: Arkham Asylum GOTY 3D Multi Warner SU PE R 05.18.2010 Split Second Multi Disney Pure Futbol Multi UbiSoft Alan Wake 360 Microsoft 4 Red Dead Redemption Multi Rockstar Shrek: Forever After Multi Activision Prince of Persia: Forgotten Sands Multi Ubisoft All Star Karate Wii THQ 05.23.2010 Super Mario Galaxy 2 Wii Nintendo > 05.25.2010 ModNation Racers Multi SCEA Blur Multi Activision UFC: Undisputed 2010 Multi THQ Sniper: Ghost Warrior Multi Navarre Backbreaker Multi 505 Games 05.31.2010 Green Day: Rock Band Plus Multi EA 06.01.2010 R.U.S.E. Multi UbiSoft Mario returns, with Yoshi in tow, - Alpha Protocol Multi Sega of America as the star of this platformer Majesty 2: The Fantasy Kingdom 360 Southpeak sequel for the Nintendo Wii. Hot Shot Tennis PSP SCEA : Dragon Quest IX: Sentinels DS Nintendo The Sims 3: Ambitions Expansion PC EA Max Payne 3 Multi Rockstar Games

Swarm 360 505 Games

METAL sia SOLID: PEACE lamina

06.08.2010 TIGER WOODS 2011 sone THEORY

ony Hawk takes flight on the cover of issue 130 with

an expanded preview of Pro Skater 2 (a game that would later go on to earn a coveted Platinum Award). The shifting winds

06.08.2010 07.01.2010

in the console wars took center stage this month with confirmation of Microsoft’s mysterious “X-Box” project, NAUGHTY BEAR CRACKDOWN 2 and new details on Nintendo’s “Dolphin,” which

would go on to become the GameCube. This issue also saw the departure of Dan “Shoe” Hsu (who would return to the position of EIC a year later).

0615.2010 07.06.2010

TRANSFORMERS: KANE & LYNCH 2: = WAR FOR CYBERTRON DOG DAYS YEARSAGO .22

NINTEND

aurea = 3 —— + uper Contra graces .

the cover of EGM #10. fi: sR a benchmark issue

06.22.2010

that shows the results of our (sometimes misfortunate) first steps of going completely digital METROID: OTHER M with the design. Trust us, fe ie siceleier chan shot looked great on the computer monitor. Inside, Super C garnered straight 8’s from the Review Crew, Quartermann dished on Nintendo's follow-up to the NES and questioned its 16-Bit credentials, and we Offered up the first detailed preview of Mattel’s imperfect motion controller, the Power Glove.

06.27.2010 08.24.2010 FRONT MISSION: EVOLVED DEAD RISING 2

YEARS AGO

06/30/2010 08.31.2010

SINGULARITY he golden age of video gaming began this month, thirty years ago, with Namco’s unveiling of the original Pac-Man

(entitled Puck-Man in Japan). The game would find

its audience (and a new name—coined by executives

worried that vandals would be tempted to alter the first letter of the original Japanese title) in the US courtesy of Midway and ultimately spawn more than

a dozen spin-offs. It took nearly twenty years before

King of Kong star Billy Mitchell ‘beat’ the game by

playing through to the infamous split-screen without

losing a single life.

06.29.2010

Ef SPRING 2010

FISH URS, NVU

The Case

Against The Gaming Press

ut of the 1,765,356,198 other careers in the world, I can think

of maybe three that

Id enjoy more than what I do now. I’m not cool (or good) enough to be a professional snowboarder. I don't have the physique to be a football player for the University of Michigan—plus that’s not a paying gig anyways. The third option...wouldn't be appropriate for me to say out loud.

12:2 10m

dune 17, 2010

DUDE! The PR chic

is HOTT!

That leaves 1,765,356,195 occupations I would like a lot less than my current one. I believe most of them are featured regularly on Discovery Channel's Dirty Jobs.

So games journalism it is.

I love my job. I knew I would the first day I stepped into EGM’s original offices in Lombard, Illinois for an interview. I didn't spot one suit, tie, penny loafer (this was back in the 90s), spreadsheet, binder, nameplate, time-punch clock,

Montblanc pen, or “hang in there” motivational poster (though if there were one, itd be for ironic purposes). Instead, I walked into Willy Wonka’s Dream-Job Factory. Cubicles housed action figures, game posters, and most awe- inspiring: televisions, PlayStations, Saturns, Super Nintendos, and Genesis systems (it was the 90s, remember?). People were playing video games at their desks. Video games! Suddenly, my old job

checking people in at Enterprise Rent-A-Car seemed like a cruel joke designed to make me extra- appreciate what EGM was offering.

The next few years of my new career were simply amazing. I got to play Mario 64 before any Americans even got to touch the radical new N64 controller. I saw Street Fighter 3 while people were still duking it out in Alpha 3 in the arcades. I got to experience the Dreamcast, PlayStation 2, Xbox, Wii, etc. etc. months before they hit stores.

Yeah, I love my job.

Believe it or not, however, I’m not actually writing all this to make anyone jealous or to piss off Enterprise Rent-A-Car employees. I've been in this biz for 14 years now, and I still can't believe how fortunate | am—and I know most of my peers feel the same way. But what I don't get is this rising trend of “journalists” who don't seem to give two craps about their roles in this industry.

Case #1: A press guy going ona rant, upset that a company wouldnt give him a special, limited-edition console for free because he came from atar to cover their event. He didnt seem to care that they needed to give the one system they had

on hand away to a consumer for a contest.

Case #e: I’ve seen people rudely ignoring the producers that are talking directly to them during private demos and presentations, because they couldn't be pulled away from texting their friends at that very moment.

wnat | dont get is this ris

Case #3: I’ve seen journalists

abuse their positions to get all their personal friends into press events ones outsiders have no business being in. Perhaps they don’t see the harm in that, but it's costing someone money to host these additional heads at any rented venue. Here's a hot tip: Pretty much no one enjoys having uninvited guests at their party.

Case #4: I’ve seen journos beeline it to the open bar and spend the entire night drinking and taking pictures with geek- or Internet- famous personalities, never once bothering to check out or learn about the games in attendance. The resulting coverage is more suitable for Facebook than any gaming website. Hey, if the products aren't worth covering, they're not worth covering. But I’m pretty sure these writers wouldn't even know, as all their hands-on time went to booze.

Case #5: I know media who have slept with developers—not so much to get information out of them (hmm... wonder if Id be more forgiving if that were the case), but because they're

star f***ers. Yes, some people are that enamored with highest-pecking geeks in our industry. Sad, huh?

Case #6: As bad as those real-life examples are, the worst may be the ones who have somehow fooled themselves into thinking the world must bow down to their self-entitled asses. I’ve seen “famous” journalists dismiss fans and normal people,

as if they were Hollywood stars. I've literally heard, “Do you know who I am?” used on more than one occasion by different editors. One

93

even followed that up with, “You'll never work in this industry again!” during an altercation.

Wow... are we really that big of a deal? Answer: nope.

These guys and girls need a serious reality check. We're in one of the coolest industries imaginable, and we're lucky to have access (not that kind of access, case #5s) to these game makers and to be able to share our supposedly fair and unbiased thoughts with the world. Shouldn't we be doing this because were curious and passionate about games—and not because we want to socialize, avoid paying for stuff, and exert power over others?

Look, I'm no role model of a journalist. I get plenty of free games, systems, and extra- extra-large t-shirts. And I don't want to give the wrong impression that this is an out-of-control and widespread problem —the vast majority of my peers are on the up and up. But every time I attend a press event, I see a few more examples of this behavior, and that should concern everyone associated with this field. It should certainly concern anyone who relies upon coverage from these offenders.

Yes, this is a multibillion-dollar business, and our words can alter analyst projections and move stock needles. But maybe if these few journalists-gone-wild would remember what working life was like before getting into this business, theyd get those egos down to a more manageable level and remember how good we have it here—and why we shouldn't take advantage. @

Ng trend of

“Journalists” who don't seem to give two

Craps about their rales in this

NOUSTIry.

EGP SPRING 2010

QU

COMMENTARY

4-1 NAO

when

Go

hen I wasa kid Ihada

hell of a vivid imagina-

tion. I could be a soldier

rescuing princesses, and have a squadmate that had three heads and peanut butter for blood. Id swing my grandfather's cane like a sword and use tubes of wrapping paper as rocket launchers.

There were no bounds to my imagina- tion. I think that’s why I eventually gravitated towards games, because they had a way of taking me places that I

imagined as a kid.

t comes to fully env game worlds and ind everytn

But the more | play games these days, the more I realize that the games are not keeping up with an ever-changing imagination. Games keep revisiting the Greatest Hits of Imagination Past and it's becoming a tired refrain.

Characters both futuristic and (sup- posedly) fantastic need a new coat of mental imagery. Worlds ostensibly far removed from Earth offer voluptuous females with two slender legs and ample breasts, and denizens with two eyes, a nose and a mouth. No matter what color the skin or how misshapen the ears, these are all recognizable human character- istics. Where are the characters that see with their hands, grasp things with their minds and make love by rubbing elbows?

We have games set in space, hell, the future, the past, the Wild West, bad neighborhoods, and fantasy worlds with orcs and elves, or variations thereof. Is there anything left to explore? My buddy Gus Mustrapa recently bashed Dantes Inferno for being derivative. But these days, when it comes to fully envisioned game worlds and indigenous peoples, everything is derivative.

Maybe there are no game worlds left to imagine. Maybe it is a matter of taking existing worlds and reimagining them and forcing the player to experience them in different ways.

Assassins Creed and its sequel forced

us to explore historically familiar cities

3

and landmarks as a way to achieve goals in the game. I have to admit that I got a bit of a chill when wandering the streets of Renaissance Italy and interacting in a way that textbooks could never allow. And there was a certain excitement at having Leonardo da Vinci as my collabo- rator. Granted, the game has a futuristic back-story, but the gameplay experience was invigorating.

| would have loved to be in the meet- ings where Disney decided that a darker version of Mickey Mouse should actually be greenlit. Epic Mickey, in the capable hands of Warren Spector, looks to take characters and environments we are all too familiar with and set them on their large rodent ears. Who wouldn't want to play an angry, possibly deranged Mickey?

It’s easy for me to sit here and pontifi- cate that designers need to be more cre- ative in engaging gamers in their worlds. Yes, you still need the gameplay to back up the imagination, but there also needs to be more creativity from the outset, and you can build the gameplay and story off that. Honestly, why are space marines al- ways our last line of defense? How often can you save a lost love from pirate ninja zombies? And why must our heroes look like Megan Fox and Matt Damon instead of Jack Skellington? More Sackboy and Oddworld would not be a bad thing.

And neither would a character who

bleeds peanut butter. Just sayin. &

ONed QeENOUS PEODIES, Ng IS cerivative.

cq Please find my payment for the subscription duration that | have selected below:

| [] 6 PRINT ISSUES | 12 PRINT ISSUES

| “— 26 DIGITAL ISSUES —— 52 DIGITAL ISSUES $14.99 (US Funds $24.99 (US Funds

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VENT JO: ELECTRONIC GAMING MONTHLY P.0. BOX 433132 PALM COAST, FL 32143-9859

a a

96 | COMMENTARY

SINVE TMA NAde

ey Nintendo, whatever hap-

pened to us, man? Whyd you

have to go and get all crazy on

me? There was a time when | worshipped the very ground you walked on. You remember that, right? Y’know, when I bought my first SNES and we rocked Super Mario World and F-Zero? And what about the time we nailed Super Mario 64, Banjo-Kazooie and GoldenEye on my Nintendo 64? Surely you can't have forgotten all those hours we spent with Super Smash Bros. Melee on the GameCube?

First of all, why the hell are you making me get up off my ass? That's just not cool, man. I mean, | can appreciate the mind-boggling motion-sensitive technology that you've jammed into those little white remotes, but have you seen what youve inspired the other guys do? Yeah, Sony and Microsoft are whipping themselves up into a frenzy to try and compete with your wiggly wand. Soon theyre going to release their own motion-sensitive controllers for the PlayStation 3 and Xbox 360... two more machines that I happen to own and love, by the way.

So now what? I’m going to be forced to plug a little black camera into my 360 and then act like a demented mime trying to steer an imaginary car? ‘The only reason this horrifying scenario is even a possibility is because you had to

go and show that money could be made

off of forcing people to move around when they play a game. I know, I know, it was a LOT of money and imitation is the sincerest form of flattery, to be sure, but I just want to play some friggin videogames, man! Not act them out!

And oh boy, Sony wants me to buy a camera AND a new controller! How much is all that gear gonna cost? Sony's Move controller looks like a giant scary lollipop, and I do not want to drain my taquito fund purchasing giant scary lollipops. What I do want is games like God of War 4 and Killzone 3 to be left the hell alone, and for that all I need is my DualShock 3. And some taquitos.

See what you've done, Nintendo? How long will it be before I’m running fake marathons in front of my TV instead of “playing” the new Track & Field. Whatever happened to a guy sitting down on his couch with a few beers, a wireless game pad and some spare time to waste?

Now it’s no longer a case of just playing Super Mario Bros.—I've gotta jiggle my controller like ’'m having a seizure just to pull off a spin attack. What gives? And something tells me that if I want to play your new Zelda game later this year I’m gonna have to pay for one of your Wii MotionPlus doo-dads.

I get what youre doing, | really do.

It's great that you've captured the hearts of millions of octogenarians, but do you

know what it feels like to have your own

Whatever Nagcpened to 4 Quy

on n

Motion Sickness

parents snatch a controller out of your hands just so they can throw a friggin Frisbee to a big-eyed dog? Not good, Mr. N. Not. Good.

I guess I’m really just pissing in the wind at this point. Even when you finally get around to tellin’ me about your next console none of this will have sunk in, will it? Is there really any way that the Wii 2 or whatever you're going to call it wont have waggle-based controls? I know, I know, you occasionally make concessions to your hardcore loyal fanbase, and for that | should be grateful, but have you seen the amount of shovelware third-party crap that’s hitting your console from all angles?

What happened to the cute little Nintendo Seal of Approval?

Maybe it’s me. Maybe I’m just not able to move on from the past. I guess, maybe, youre looking to the future while I’m stuck in the past.

Ahh, screw it... 'm givin’ you one more chance. The DSi XL looks pretty cool, and I've been looking for a reason to blow my cash on something—y know, retail therapy—so yeah, I'ma give us one more shot. Maybe I'll even try to bond a bit more with that dust-trap of a waggle box that’s sitting in my kid’s bedroom. Just promise me you wont do anything “new” for awhile that revolutionizes the games industry and forces everyone else to follow your lead.

Healing takes time, you know. &

Sitting GOWN

S coucn with a few beers, a wireless

game pad and some spare time to waste?

>

IMGQINE

NINTENDO Ss.

The realism of child rearing is captured

When | Barbie meets 3 Musketeers, the DNA

test. You start the game as a girl named

next thing youre going to need is 1 Corrine, not Barbie, because people who buy games like this deserve to be lied to. It's a plattorm game with boredom

elements like constant backtrackin

oO hoe

pacifism, and featureless plastic crotches.

Crappiness of Gameplay:

I've played many Barbie games and the unifying theme among them is that everything hates Barbie. Normally harmless animals and objects will defi every law of nature and science to kill ver. This game is no exception. Mice, vats, falling fruit, scarecrows—they want

yer dead. You will too, but she’s \ irtually

impossible to kill. It takes a simple rat so long to chew you to death in this game that Barbie fans will be on their fourth teen pregnancy before they see a Game

Over screen.

or several years, I headed up EGM’s bad games department. If a game was about Sea Monkeys or Burger King, it was my job to play it. There were consequences. I found my Gameboy with a gun in its mouth every morning, and my XBOX 360 took enough anti-depressants to cheer up a

septic tank prisoner.

Since EGM was cancelled I've learned that it’s possible to play Nintendo without screaming, but that's just me being selfish. The world needs The Rest of the Crap. This column is the last line of defense between your video game system and That’ So Raven. Do you realize Imagine Babysitters came out and it went entirely unmocked? Not anymore: Why make a game about something as dull as imaginary babysitting? Was imaginary oatmeal holding out for too much money? Mission accomplished.

As a welcome back to EGM, the sadistic editors of this magazine, in coalition

with the ghosts of evil scientists, have given me a pile of impossibly bad games, ee mostly to see if I'll survive. If they're wrong and I live, three Nintendo DS

Cws he

should be below. All review scores will be measured on a scal@pf one to fi in;

Babysitters baby heads: the baby head so cool it has sunglasses

Even the bottomless pits scattered throughout her own barn can’t kill her. Her immortality spits in the face of three decades worth of video game science! Its as if the game designers have you on suicide watch, knowing youd run Corrines face into the first dangerous thing you saw.

Maybe it's easy because it’s targeted at attention deficit, flipper-handed children, but if that’s the case, why are all the puzzles complicated 12-step procedures of switching to a kitten and navigating mazes to flip switches? You dont design puzzles like that for children. That’s like making a kid eat with a pulley system because they can't

7 al ad IOTRK.

Crappiness of Graphics:

C }

There is an extra frame of animation as Corrine turns from side to side. It adds

a realistic inertial effect to her swinging

ont

A

0

0

a | (ee 1 yt, 74 1 re \ \ \ al nr *

bosom, but it makes it extremely

difficult to change directions and jump.

Any complicated maneuvering feels

i1Ke a DaSSIVE ressive argument

between you and the controls. You might want to jump across a gap, but Corrines chest animation would rather dive into the bottomless and harmless pit. It's a visual metaphor to let kids know that luscious, swinging breasts

win almost Every argument.

KOVENV as

EGM1 SPRING 2010

If youre already operating under the

yretense that talking candy products are f g ¥ |

on an adventure, you can literally make their game about anything. Cowboys, dinosaurs, late onset diabetes... anything. So with an entire world of possibility and fun open to them, what's the plot to their game? Buckle up. Here's the plot: A spoof of the Y2K bug called the M&M bug—yes this game is just that funny—caused some kind of problem in their office building’s candy storage and you have to collect 120 misplaced candies. It’s like they asked a janitor in 1999 to list his worst possible

Y2K scenarios and then they made a

game based on his 40,578th choice. This

is horrible. The only way you can have less fun with chocolate is to feed it to

your dog.

Crappiness of Gameplay: OlLelelelse

Most of your “Adventures” involve crossing empty rooms and trying to remember to breathe. Because there is so little stimuli in M&M°s Adventures that your body will start to mistake itself for dead. If you can tolerate the crushing bleakness and four-second loop of xylophone music, and feel free to stop here because you wont, you

may run into a few videogame-like

elements such as coin trails and floating

platforms. These are only sad reminders

of the actual games someone else might be playing while you're stuck in a bad 1990-era 3D platformer dressed as a commercial. And it even fails at being a commercial—after playing this for

several hours, all M&Ms taste like fish.

Crappiness of Graphics: olele

Aside from the gameplay, the graphics are so dated that your hair will feather itself. | don't think this was even meant to be a game. It probably started off as a 3D video on clinical depression that

the Mars Corporation showed to its

employees. It’s that bad. If an M&M ever

asks you to go on an adventure, kill it

and stay home.

Jonas

This game is about, and I quote, “what it’s like to be fabulously popular rock stars... WHO ALSO HAPPEN TO BE HIGH SCHOOL STUDENTS!” You

know how they say there are no bad

Not teen rock star enough for you? Well, you get past every obstacle by playing guitar at it. Note: That's not an adaptation of anything. That’s vomit from a designer's brain that immediately gave up when it was told to think up a Jonas Brothers videogame.

Also, to say Jonas has the worst guitar mini game ever is completely inadequate.

ideas during a brainstorming session? They invented that saying before the brainstorming session for Jonas. No ideas were thrown away here. Just as the Native Americans in Dances with Wolves took away the top of every soldier they scalped, the Jonas team used every part of every stupid idea that came off the top of their heads. I'll explain below.

I had to invent an entirely new term to describe it: “Bargain Diarrhea Cancer.’ Or put another way: if someone attached electrodes to your genitals every

time someone playing this game and smiled, it would put electrode companies out of business.

Crappiness of Gameplay: 806000

The first mission you go on is called

Crappiness of Graphics:

“Keepin It Real,” but it gets worse. You The graphics are competent, which only

explore a giant closet to change outfits. adds to the tragedy because it means there were talented artists involved in this interactive violation of the Geneva Convention. The game design sucks like an octopus in a Japanese love story, and the writing is so bad that it wouldn't have surprised me at all if one of the Jonas Bros. suddenly said, “I hope this message reaches someone. Help. The zookeeper forces us to write videogames at night.’ In fact, I think it would have helped the plot.

I know these games sell even when they suck, but it seems inhumane. Why not make poisoned Jonas fruit drink and then sell tweens the antidote? Or you could design a Jonas hammer and attack birthday parties. All I'm saying is that there's got to be a less evil way to steal money from children. &

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© 2010 COMPILE HEART / RED Licensed to and published by Aksys Games. 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 trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners.

WW y i I

" -,} Civil War rages across the six continents on EDN Ill, how will

s/ you respond? Team up with 4-player co-op and battle colossal

Akrid, hordes of soldiers, and mechanical Vital Suits. Jump

Online and battle for territory in 16-player versus modes, and devise new strategies to fight as a squad.

e 4-f Ve 2 oe -www.lostplanet2game.com i las auaancaays Nate IMMet ee ESRB CONTENT RATING _ www.estb.org 4 £3 =. . 360 L_ivVve :

©CAPCOM CO., LTD. 2010 ALL RIGHTS RESERVED. “PlayStation” and the “PS” Family logo are registered trademarks and “PS3” is a trademark 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 ESRB rating icons are registered trademarks of the Entertainment Software Association. All other trademarks are owned by their respective owners.