MARVEL VS. SILENT HILL: UNCHARTED 3: BIOSHOCK THOR: CAPCOM 3 DOWNPOUR DRAKE'S DECEPTION INFINITE GOD OF THUNDER

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EXECUTIVE EDITOR, EGM: Brady Fiechter EXECUTIVE EDITOR, EGMIil: Andrew Pfister SENIOR EDITOR, EGM[i]: Patrick Klepek CONTENT EDITOR: Marc Camron PREVIEWS EDITOR: Paul Semel

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THE EGM INTERVIEW CONTRIBUTORS: Dan "Shoe" Hsu. Dernian INSERT COIN Linn, Aaron Thomas, Brett Bates, Aaron Ob LETTER FROM THE EDITOR LORN E LAN N | N G Boulding, James DeRosa, Harold Goldberg, Па LOGIN Mike Griffin, Alexandra Hall, Andrew THE UNCOMPROMISING CREATIVE MIND BEHIND

ABE AND HIS ODDWORLD RETURNS TO GAMING...

Hayward, Gus Mastrapa, Mike Minotti, PRESS START

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“МАУВЕ THE BIG IDEA OF THE YEAR IS HOW TO HAVE FUN, HOW TO RETURN TO THE PURITY OF FUN."

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COMPLICATION OF LABELS, THE RETURN OF FUN

ndrew Pfister makes a great

point in his column this month.

In fact, he makes a number of

reat points, which you can

read about on page 79, but the one I'm us- ing as a talking point proclaims that “We— by which | mean the Royal You of the audi- ence and the Royal Us of the media—are Still stuck on the same old arguments and tired debates that prevent us from figuring out what the new issues are."

Part of why we get locked into a ham- ster wheel of conversation is because we haven't really brought any closure to many of the debates that circulate in the industry. It's like our political system, which throws around the same rhetoric driving the same issues to the same dead-end conclu- Sions. It can be entertaining and engaging and provocative to tackle the familiar and ageless issues, but where do we ultimately: end up after the conversation simmers down and we go back to business as usual? Safe, perhaps, but not satisfied.

The gaming landscape is becoming too complex and, dare | say, important, to con- tinue to retread the same issues without some solid answers to push us forward.

But while I’ve got your attention, let's talk about Games as Art, because...

Okay, okay, so let's not do that, be- cause it's 2011 now, and that's for Andrew to flesh out, as he does quite slyly and succinctly —the art is in making games better forms of expression, no matter how slight, and understanding the source of that expression. There are only so many more conversations that can be had about Games as Art that didn't occur in 2010.

Forms of expression often come with neatly packaged labels that act as iden- tification. Labels are becoming broader yet ironically defining and personalized as we step into a widening realm of gaming tastes and choices. More and more, mar- keting departments and the machine that drives them are going to want to label us and try and figure out what we're buying, playing, saying and doing on all these dif- ferent gaming devices—label us, then feed us what they think we like. Facebook is the evolution of this process, a new breed of monster that will take the social aspect of our entertainment into new territory.

What does this do to the process of making the games, delivering the games, and enjoying the games? Most game designers will tell you they're still perfect- ing the basic craft of what they do. While the debate about "story" and "art" and "importance" plows forward, the label gun keeps firing away, defining the casual user, the hardcore user, the heavy user, the Social user, the indie user, the mobile user, and on and on.

As someone who's continually barked about wanting games to be so much more feel free to label me as “that guy" who keeps resurrecting the art debate— the truth is that we're starting to see more games that are stripped-down, basic fun, and this is good. They're becoming more like classical games again, thanks in no small part to the Apple generation. It stuck with me, playing board games with family and friends over the holidays, just how worked up we all get in communal compe- tition, the fun of simple victory and simple games. It's the fun factor that lines the best games, and that's an old idea | hope becomes a new one this year. EJ

8 nan мек" о you eet et vot Y gaok We T 16 ха „дере! ears " а де ve TY 20 Y an e | y mot? же хе M p come m en О! ү М! судове ме x opinio? РЫ чле 2199 sia село соч сваі zine ох rst MOO аде" oe pen V tal е! e о dio go мода“ да ard qne y, oft 4 nan

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I'll never understand why people are always looking to point the finger at entertainment/media for the “deviant behavior of children.” | just finished reading the “Supreme Concerns” article in your January issue, and it gave me the chills. Senator Yee’s statement that the proposed bill on extremely violent content would simply give parents more control about what their kids can and cannot do screams of ignorance. One would think that, in the long history

of humanity, people would be able to understand that if a person wants to do something bad enough, youth or elder, they will find a way.

The only thing this bill would ac- complish would be to stifle the voice and imagination of the industry. I’m not saying games should be rife with violence and nudity, simply for their own sake, but if the IP utilizes adult themes for artistic expression, whose right is it to censor them? If a developer/publisher becomes forced to slap an additional, superfluous label on their product, all it will do is cause uninformed parents to shy away, sales to decline, and a lack of willingness to stock the product on the part of vendors.

Looking at industry trends, especially in this economy, it would be a ballsy developer at best that would make a game that fits what could only be called а taboo criteria, and an even ballsier publisher to have their name attached to a game that is essentially guaranteed to fail, as far as revenue is concerned. And then what? No one takes chances anymore? Everyone becomes afraid to push the envelope? | suppose, at least, there'd still be some Cliff Bleszinskis out there, but it would be a sad state for gaming. And in time it would crossover into our movies and music, even books,

comics or otherwise.

I'm all for the ESRB, and holding par- ents accountable for not paying attention to what their children are doing/playing/ watching, but why hand out a mass- sentence to our freedom of speech? If some kid out there is carving up animals or stocking up on Nazi literature, maybe their parents should take them to a doctor instead of blaming Madworld, the Matrix, and Marilyn Manson.

ГИ end this with a page from JFK's book: “Some people look at games that are and ask why. | don't want to have to look at games that never were and ask why not." - Kamron Capps

EGM Response: Excellent points Kamron, even if many of the issues you raise may seem obvious to those of us sitting on this side of the issue. The need to pin the blame on every abhorrent event in society, be it on ideology, belief, or absence, is not a new reaction, but even the attempt

to segregate gaming from the rest of the creative arts is another alarming example of misplaced concern as you point out. There are other coun-

tries where the application of such restrictions have already been taken to similar unbelievable extremes (in Germany, for instance, there are many games that are forbidden by law to be sold, or even written about), but the fact remains that those who would seek to temper our right to experi- ence the full imaginative juices of a Bleszinski or David Cage or Christian Cantamessa are likely the same crowd that can't understand the reasons why it is important to allow the creative expression that gave us Saw to exist next to Schindler's List or American Psycho next to Moby Dick. And that's

what should truly frighten everyone, whether they play games or not. Scrolling Into the Future

First off, let me just say | love ЕСМ and am glad it's back!

Up until now, I’ve loved the design of EGMi. However, the new scrolling layout really irritates me. It’s not only clunky, but I find it really detracts from the “digital magazine” aesthetic and experience. | loved feeling like | was looking at a real magazine. Having to scroll to read articles is atrocious.

But | still love you, EGM.- Kevin Long

EGM_Response: You probably didn’t realize it at the time Kevin, but what you are seeing with those new EGMi scrolls is actually the first step in our (long overdue) migration to the iPad. On the tablet devices you can “swipe” those areas to reveal more text, photos, and more. It’s all part of the process, and you can expect to see new functions—as well as fewer scroll boxes—by the time you read this issue.

System Bias

| read through your 21 Most Anticipated New Games of 2011, and І could only count two from Nintendo. In fact, the whole issue seemed to have a minimal amount of Nintendo-related articles and reviews. You guys should allow more Nintendo stuff, because you don’t want to be like Game Informer Magazine, which is very biased against Nintendo. That is the reason | cancelled my sub- scription and considered ЕСМ. 1, along with many other people, left that maga- zine to read something that focuses on all three companies equally. You should take this into account and not make the same mistake.- Patrick Finnigan

[06 09

ЕСМ Response: As a multi-format magazine that covers the entire gaming industry, there's sometimes a percep- tion that we're playing favorites. In the case of our 2011 preview, however, there were several titles that were “sure things” on many of our editors’ ballots like Metal Gear Solid: Rising and Devil’s Third. Unfortunately for those titles (and quite possibly even one of the two we DID pick—The Legend of Zelda: Skyward Sword—now rumored to be slipping into next year), they’re going to have to be profiled in our 2072 preview.

Shortchanged by EGM

This is my response to Tom Russo’s [EGMi] interview with Cliff Bleszinski:

Five questions? Oh, really? All | see is two questions and some conversation in between. If you’re going to call the feature “5 Questions...” you should at least follow through with it and present readers with 5 questions. Don’t just ask two things and then prompt some answers to your own ideas. You could have called the piece *A Conversation with Cliff Bleszinski" and

it would have been more accurate. Just sayin'. - Spencer Gregory

EGM Response: We appreciate your feedback Spencer, but would like to ask you five questions of our own: Did you like Tom Russo's article and would a different title have really changed that fact?

About To Burst

| enjoyed your article in issue 243.0 entitled, "Gaming By The Numbers." The one problem that | have is that, when we talk about what games would cost

in the past with today's dollar value, the

We're digging the latest trailers for Battle: Los Angeles, hoping it delivers a much- needed dose of big-budget alien intervention while we continue to recuperate from the abomination that was Skyline. Mass destruction, Michelle Rodriguez as a hot military grunt, and intergalactic gun platforms tearing into surfers at the Santa

Monica pier— what's not to love?

[Ed Gaming by the Numbers FROM THE GUINNESS WORLD RECORDS GAMER'S EDITION 2011 percentage of peoples' earnings that are Age of gamer spent on the necessities of life are never John Bates, who mentioned. How big of a percentage, bowled 2,850 of their paycheck, went to food, shelter, perfect games in utilities, etc. and what percentage went to Wii Sports Bowling gaming? | think that these necessities are taking an ever growing percentage out of our paychecks ever year in relation to how Number of Mario- much came out of our earnings in the themed items past. As that percentage goes from 6096, owned by 7096, 8096 of our earnings the amount left Mitsugu Kikai

for entertainment continues shrinking. This is something | want gaming publishers to keep in mind when they want to charge us for every individual element of a game. Thanks for a great magazine and website. - Jonathan Tomlinson

Time it took three gamers to finish

Little Big Planet 2 EGM Response: You're right Jonathan, And break the

“longest marathon we do have less to spend. It helps 7

playing a platform

explain why the girls never talk to us at 4 7 н video game" record the strip club.

‘What ІР Revisited

What if...they made Little Big Planet of the Apes?- Giuseppe Contelli Longest gaming Session while indoor

EGM Response: Thanks for the laugh freefalling

Giuseppe, even if it was lifted from

Games Radar.

Dear Letters...

May you have the best Christmas ever

with discount Uggs and a Mario flat pan. The time ЕСМ

Register [at my site] now get $20. Publisher

- Mister Oka Steve Harris held the world record on

EGM_Response: We appreciate your the Nintendo video

generous offer to trade Andrew Jack- game Popeye before

son for our important banking informa- losing the crown to

tion, but we have to ask: What the hell is a Perry Rodgers

Mario flat рап? Ё

Ask Quarterman

What are the chances that ме"! see a new Resident Evil in 2011?

- Justin Sommers

The Q-Mann_Responds: The Q hears that fans of the Capcom series may be in for a treat: not one, but TWO new entries in the RE franchise. The first is thought to revolve around a squad-based scenario, while REG is believed to hit in 2012...

1 just got done reading your SSX: Deadly Descents issue and although the new direction looks interesting,

І wish EA hadn't strayed so far from the franchise’s roots.

- Paul Carr

The Q-Mann_Responds: Yours truly has heard rumblings that those dis- appointed by the visual style of 55.

Deadly Descents may be in for a pre- launch treat: a downloadable update of an earlier SSX title rendered in full HD glory. Personally, the Q-Mann is hoping for Tricky...

Have you heard anything about a sequel to Mirror’s Edge?

- Jeff Templeton

The Q-Mann Responds: Actually, ! have, and details may be forthcom- ing sooner than you think. What do you think about the possibility of Faith having a side-kick along for the ride, er, run, in round two?

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THE TRANSMEDIA EXPERIENCE AND

A NEW LEVEL ОР

GAMING

~

ру ADAM ROSENBERG

ЛТ. professor and noted voice in game studies Henry Jenkins coined the term "transmedia storytelling" in a 2003 article for Technology Review, in which he spoke to *a growing realization within the media industries that what is variously called transmedia, multiplatform, or enhanced storytelling represents the future of entertainment." Now, seven years later, the trend that Jenkins spoke to continues to gain momentum. The biggest sign of a

successful franchise these days is one that fans consume in multiple entertain- ment spaces.

"Transmedia franchise" may be an ugly pairing of corporate buzzwords. But look deeper and the creative possibilities are endless. Develop an entire universe and then color it with multimedia products that explore different stories within that fiction

and you're onto something richly engaging.

When executed correctly, there is nothing more fulfilling for the dedicated fan, an

additive experience that elevates the sense of immersion incalculably.

ТНО vice president of core games Danny Bilson has been both a theorist and a strong supporter of the idea for more than a decade. While he acknowledges that the idea of transmedia in entertain- ment goes back as far as the days of Jules Verne and Mickey Mouse, Star Wars is the epochal success so many of us relate to.

"The most obvious example of robust transmedia in most of our lifetimes is Star

Batman: Arkham City faces the exciting task of living up to the expectations created by Arkham Asylum...

Wars," he points out. “It absolutely has succeeded on all cylinders in that from movies to games to books—the tremen- dous series of books—the action figures back in "77, "78, we first started buying those action figures and they're still making them today, [allowing] kids to apply their imagination to that universe."

Bilson also cites The Matrix: Path of Neo as a key example of transmedia being done right. Remember, while that particular game was not without its flaws and had its justified critics, it did succeed in paint- ing another part of the Matrix story, one that both lived alongside the film and yet existed in its own space. The adventures of Vin Diesel's Richard B. Riddick character, which started with David Twohy's 2000 film Pitch Black, also represent a successful transmedia leap. Not only was The Chron- icles of Riddick: Escape from Butcher Bay one of the strongest original Xbox titles, it also further fleshed out the backstory on characters who were only touched upon in the movie.

More recently we have the example of Tron: Evolution, a game which released alongside Tron: Legacy in December, offering a prequel story to Disney's much- hyped blockbuster film. Propaganda

Games’ Darren Hedges, the director of Evolution, believes fans appreciate taking that deeper dive into the universe. “І think the big allure from the consumer perspec- tive is continuing that feeling of wish fulfill- ment," he says. "As a consumer myself, if | see something | like in the cinema | often would like to continue that experience in other media."

In the case of Tron: Evolution, Propa- ganda worked closely with the Legacy team to ensure continuity across the two Stories. "The game team spent a lot of time on-set seeing how Joe Kosinski, the direc- tor, and the production team were putting the film together," Hedges points out.

Kosinski himself admits that it's an important part of the process, finding par- ity between the different creative teams. "From the very beginning we wanted to make sure [Evolution had] a consistent tone and look and feel across all of the different properties they wanted to sur- round this movie with," the Legacy director explains. "Whether it's me turning over

PRESS START | 11

all of the digital assets to the videogame company or the writers working on the storyline for the television show, we've tried to make sure everything fits together in as cohesive a way as possible."

The Tron franchise started in movie theaters and eventually crossed over into the gaming space. More exciting for gamers are those stories which are born of an interactive narrative. Perhaps no other publisher is pursuing projects like this more aggressively than THQ. Homefront, Darksiders and Red Faction have all gone or are going transmedia in some way while the publisher's handling of the Warham- mer, UFC and WWE licenses continue to engage gamers. Most recently Hellboy director Guillermo del Toro's partnership on inSANE speaks to the growing trend.

"The arena of gaming is immersive in a way that no other medium is," says del Toro. "No better or worse, just different. It is not vicarious or empathic, [it] is very visceral and immediate and puts you in the moment in a radical way."

FIVE FAVORITE TRANSMEDIA SUCCESS STORIES

Quality transmedia shies away from the straight adaptation in favor of standalone narratives that further color in the fictional universe in one franchise or another.

While the trend is growing now at a rapid pace, this is not a new idea within the videogame industry. Here are five exceptional examples of transmedia properties “getting it right.”

BATMAN: ARKHAM ASYLUM

STAR WARS: KNIGHTS OF THE OLD REPUBLIC

KINGDOM HEARTS

ALAN WAKE

| THE CHRONICLES OF RIDDICK:

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electronic gaming monthly 245.0

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Embracing transmedia has been Bilson's singular goal as the VP of Core Games. “THQ was the first company to really let me have the opportunity and em- brace the idea of it,” he says. “It was easy enough to sell them, once | made them un- derstand that if we generate the properties, it costs us basically nothing and we get a lot of reach...different and interesting ways to make our games more important.”

While the dollars and cents have to make sense, THQ's ultimate goal in this business—and this is true of any publisher—is to please the gamers, and it's something Bilson keeps in his head. “If | were a fan of this property, what would | like? How would | want to experience it in more ways?" Applying gamer logic to the transmedia puzzle is critical and it helps drive those important decisions. “The

creative strategies all come out of it. If I'm a fan of it, what would be cool? That's how we build our stuff out."

In terms of the process, it varies wildly. The common thread tying the strategies for each of THQ's major transmedia cam- paigns together is stated simply enough: Start by building the world. “Оп Red Faction we contracted Starlight Runner in New York, which is this specific transme- dia company," Bilson reveals. They built the “bible” for the game's universe, which is now guiding production on the 2011 SyFy TV movie Red Faction: Origins. “Оп de Blob we have another group building out that bible, [WorldWide Biggies, run by Spike TV founder Albie Hecht]."

"Each [property] is a different story," continues Bilson, "but it's something that's essential to keep verisimilitude and all the

pieces together."

The most unusual of the bunch is inSANE, which has been in development for some time even though it was only just announced in December. "We've been videotaping every single meeting with a professional video crew," Bilson says. "We'll have some really cool developer diary stuff to post on the web a couple years down the road of Guillermo working with the team."

Del Toro certainly seems primed for the unique task ahead of him. "Developing a videogame is intellectually stimulating," he says. "The creation of atmospherics and physics reminds me a lot of animation, where, in order to create the simulation of any reality, you have to entirely fabricate things that happen at a 'ground level' in everyday life: gravity, particles of dust, light, a moment of hesitation, etc. But in the writing of a gaming project | am reminded of strategy games, be it chess or board games, where you need to anticipate your opponent's moves and the consequences of them in order to move forth."

The most immediate example of an aggressive transmedia push is the upcom- ing Homefront, a new IP launching in March with a story written by Apocalypse Now co-writer and Red Dawn writer John Milius. In addition to a Homefront novel from Random House, which follows a reporter across the game's future vision of a North Korea-occupied America, there are also plans for the series' future games. "Hopefully we'll have a miniseries coming between Homefront 1 and Homefront 2 that we're working to whip up right now," Bilson reveals. "We've got a major film- maker too looking at that right now with a big producer, so that could be really neat."

Looking at what's ahead in the growth of transmedia, the most appealing aspect of the narrative possibilities for us, as gamers, is that by definition it requires that those on the creative side pay attention to the desires of the fan community. As Bilson says, “It’s not how many studios you have or how many employees you have, it's how many brands you have that matter to the fans."

And of course, it’s the quality and rich- ness of those brands that will ultimately keep us attached. Few will achieve their own Star Wars, but as the transmedia machine grows with more creative weight, the efforts will only continue to reveal more success stories.

“The arena of gaming is immersive in a way that no other medium is...”

Hellboy director Guillermo Del Toro

PRESS START | 13

IN SEARCH OF THE HARDCORE

Is the familiar gamer stereotype a relic of the past?

aymond “Stallion83” Cox has

a job and a girlfriend. He eats healthy and doesn't wear game character t-shirts.

He's also probably the most hardcore gamer you'd ever meet. "Everybody perceives me as the guy who lives in my mom's basement," says Cox. *And that's not the case."

But with a jaw-dropping Xbox Live Gamer Score soaring over half a million points and a number-one leaderboard ranking backed by two Guinness Book of World Records entries, no one can argue that this 27-year-old Tennessean isn't serious about his gaming.

Like Bigfoot and the Loch Ness Monster, the hunt for the stereotypi- cal hardcore gamer turns into a search for a creature of myth and legend. Nacho cheese-stained controllers and unemployed couch potatoes wrapped in vintage Sonic attire have given way to a

whole new approach to thinking about hardcore gaming.

According to the NPD Group, "hard- core” denotes a demographic they call "extreme gamers." These players game 39 hours a week, compared to 29 hours for the next highest segment, the "avid PC gamers." Extreme gamers also play more games, tend to be male, and have an average age of 29.

"Extreme gamers spend a remarkable three hours and 45 minutes a day gaming on consoles or portables, more than twice as much time per day as any other seg- ment," explains David Riley, NPD's execu- tive director of corporate marketing.

On face value, these numbers chal- lenge the notion of the hardcore gamer as а teen with loads of free time. The Electronic Software Association also takes on the stereotype, noting that the average age of a game player has soared to 34-years-old with 26 percent of Americans over the age of 50 playing videogames.

As games increasingly become a mass-market product, what's changed is less how much the hardcore loves playing games but rather the growing variety of people who love games.

“If you just substitute ‘hardcore’ with ‘heavy,’ you can pretty much define some- body that way,” says Tony Key, Ubisoft's SVP of sales & marketing, “And heavy gamers come in an increasing number of shapes and size.”

Mia Consalvo, a visiting associate professor at MIT, studies the casual game market. She’s noticed an increasingly hard- core inclination with the card and puzzle games set, especially among women. This has led her to coin a new classification, the “hardcore casual.”

“Some people who would never even define themselves as ‘gamers’ are actually pretty hardcore in how they play certain games—things like Farmville or Frontier- ville, for example.”

Your grandma may not consider herself hardcore. But if she hits the online bridge circuit four or five hours a day every day, she looks like a hardcore gamer to the industry.

“It used to be so simple to define a hardcore gamer—typically a male between 12 and 24 who played videogames for 10 hours a week and spent $100 a month,

by DAVID

А5

bought two or three games a month," says Key. "Nowadays, it's not males 12-24 anymore. ...The definition of the heavy gamer hasn't changed, it's how he looks that's changed."

For a company like Ubisoft, the focus on psychographics and demographics allows it to segment the growing gaming audience into different kinds of players. Assassin's Creed and Ghost Recon might appeal more to a traditional hardcore audience. But a TV fan addicted to the CS/ game on Facebook or a group of teen girls hooked on Just Dance 2 actually define other hardcore gamer segments.

“There are heavy users in almost every demographic you can image," says Key.

This turns out to be good news for game makers and game players alike, because rather than simply turning its back on the traditional hardcore market, publishers like Ubisoft are making the most of finding the people that love games the most and making products that appeal to these groups. In order words, rather than disappearing under a wave of watered- down mass market titles, the hardcore matters more now than ever.

"Ultimately it's the heavy gamer that keeps us in business," say Key. “If you don't have heavy users of your game, it's probably not a good one."

And Cox is clearly at the forefront of the new hardcore. A scan through the over 470 games on his Xbox Live profile shows complete achievements for such stalwart hardcore titles as Gears of War 2 and Fable Ill, mixed in with maxed out scores in Family Game Night and Kinectimals. You don't climb to the top of the leaderboard obsessing about Black Ops. You have to love games enough to play everything.

For Cox, what separates him from more casual gamers is simply how he likes to spend his free time. Because where some might game a little, and spend lots of time watching TV and going to the movies, Cox spends his time in front the console. “Ко not what you play,” he says, “it’s your mentality, and how you think about games that makes you hardcore.”

Five years into his goal to reach a Gamer Score of 1,000,000, Cox figures it will take him another four years to reach that accomplishment. And when he does?

“When | get to a million, ГИ probably slow down and have kids.”

electronic gaming monthly 245.0

іш | PRESS START

TIME CAPSULE

YEARSAGO

March, 2001

What a difference 10 years can make. In issue 20, we gave a momentary salute to Sonic as an eye-catching emerging character. Now, in issue 191, Speedy Gonzales’ spiritual cousin snags the cover and a lengthy, splashy feature paying tribute to his decade-long legacy. Consider- ing how tarnished Sonic’s reputation is now, yet another 10 years later, it's a sobering reminder of how characters can burn brightly and then fall out of the public's favor. Then again, Sonic was never one to play it safe—he hails from the era of finger-wagging mascot animals with arched eyebrows. In any case, we painstakingly detailed the impetus of Sega's crack team to deliver Project Million Seller, the internal nickname given to Sonic since the Genesis had to prove itself formidable against Nintendo and its plumber.

Sonic makes his debut. A Dick Tracy game is reviewed. There's gossip de- bating whether the Super Famicom would get a name change when it hit America. Hell, Battletoads is on the cover. This being our 1991 spring preview issue, over 100 games get an early look. Most of them are obscure even by today's standards:

Blue Almanac for the Mega Drive, shmup Aero Blasters: Trouble Specialty Raid Unit for the Genesis, and Noah's Ark for the NES all enjoy excited copy. Best of all, there's a blurb about canceled NES title Mike Tyson's Intergalactic Power Punch. It's like an Adult Swim show that never quite got off the ground: The heavyweight champion leaves earth forever after suffering his first-ever defeat by Little Mac and travels around the galaxy fighting robots and eyeing bikini-wearing anthropomorphic slugs.

LASER BLAST

March, 1981

This was a transitional month for gam- ing, which is a nice way of saying not alot was going on. The games coming out didn't really stand the test of time, but you could make the case that what was released actually was important since developers are often inspired by what came before. Indeed, Activision co-founder David Crane, who would create Pitfall the next year, unleashed Laser Blast for the Atari 2600 in March 1981. Sure, Atari games by definition aren't especially complex, but at least they always delivered on what their titles promised. Laser Blast is essentially Space Invaders, only you control the invading spaceship and attempt to, yes, blast lasers at three turrets.

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Developers discuss the ups and downs of Nintendo’s

flagship download service

KLEPEK

by PATRI

t didn’t take long for Nintendo to establish lofty expectations for WiiWare, its downloadable distribution platform. Combined with Wii's mammoth and seemingly unrelenting sales, it looked like a potential goldmine. “Independent developers armed with small budgets and big ideas will be able to get their original games into the marketplace to see if we can find the next smash hit,” said Nintendo of America’s bombastic president Reggie Fils-Aime in a June 2007 press release. “WiiWare brings new levels of creativity and value to the ever-growing population of Wii owners.” WiiWare has been home to some absolutely fantastic games, including Gaijin Games’ eclectically nostalgic (and brutally difficult) Bit. Trip series and 2D Boy's addictive World of Goo. But Nintendo has done little to evolve WiiWare since its launch in early 2008. It's easy to excuse a poor interface or forgive the lack of a proper demo policy at launch, but three years later? Frustration mounts. *The WiiWare store is just hugely cumbersome to deal with," explains a visibly disappointed Alex Neuse, CEO of Gaijin Games. “Му parents can't buy games. They bought a Wii so they could buy my games. The bummer is that the potential is there. 70 million Wiis. The potential is huge." Gajin Games has been the most prominent and consistent supporter of WiiWare. When others moved to more

polished and supported platforms, Gaijin finished what it had started with Bit.

Trip Beat. Neuse's comments reflect the most basic complaint about Nintendo's platform: its fumbling lack of usability. How many times have you accidentally backed out of buying Wii Points, since Nintendo randomly swaps the "yes" and "no" confirmation buttons? Worse, the forms don't save any of your information.

There was some hope the slumbering Nintendo was ready for change when it revealed a demo program for WiiWare. Unfortunately, not everyone could participate in the demo program, and the demos were simply a promotion, not even a permanent part of the service.

Yet for the privileged few, including the tragically overlooked Kid Icarus-style platformer NyxQuest, it worked.

Over the Top Games director Roberto Álvarez de Lara looks at the bright side. “(The demo] was huge for us,” he says over e-mail. "That is why I think these kind of promotions are good for WiiWare, the Wii and the players. We saw an increase of about 80096 in sales during the demo program!"

As WiiWare enters its fourth year, however, the consequences are becoming more apparent. 2010 independent platforming darling Super Meat Boy became a smash success on Xbox Live Arcade last fall, but the hardcore run- and-jump was originally announced for WiiWare. Now, it's not happening.

"There will not be a WiiWare version of SMB," announced developer Team

Meat via Twitter in late December. "We are looking in to retail Wii, but it's also looking

grim. Still looking though."

Team Meat eventually clarified that the 40MB size limit would require Super Meat Boy's design to be altered to a state unsatisfactory to Team Meat. Instead of hacking it to pieces, they're cancelling it.

There's always another side to the story, though. Over the Top Games embraced the restriction.

"This [40MB size limit] can be seen as a bad thing,” says de Lara, “but for us it was very good, because it meant that we had to keep the game size controlled and we could make sure that the project didn't get out of our hands. Limited

quantity [allowed us to] center our efforts

on the quality."

What happens next is anyone's guess. With Wii sales flattening, it's unlikely Nintendo will reform WiiWare. 3DS, with a revamped DSiWare store, will provide the first look into what Nintendo's taken away from the WiiWare experiment. And as frustrated as some developers (and consumers) have become with WiiWare, the large audience on offer with the 3DS will likely prove irresistible, all over again.

“The WiiWare store is just hugely cumbersome to deal with."

START | 15

input output >

DAVID JAFFE

ед The creator of | Twisted Metal and God of War takes your questions on the download space and the unnecessary push to be different.

MIKE LEE ASKS

Would you ever consider making an- other 2D game for the download space? Asa child of the arcades, | have a very warm, soft spot in my heart for pure mechanics based, 2D games. We got our noses bloodied a bit with Calling All Cars which—in essence—is a 2D game for the download space. It-was brilliantly executed by the team but the design needed to be better. 2D arcade style games seem like they'd Бе easy to make but present primarily 3D developers with a whole host-of fresh challenges. While it was a blast to work on, it was naive of me to assume that just because we'd had some big successes in the

3D space, we'd be able to effortlessly become hit makers in the 2D world.

JOSHUA BENNETT ASKS There was a period in the history of games where a lot of games started to fall into a generic mold of dark heroes, level up, fight some more and they were usually broken down to seeming like reskinned versions of another game. As a creator, how important is making sub- stantially different characters and game types, or is it just an afterthought? Different for the sake of being differ- ent means little to me. I don’t pursue innovation, | pursue entertainment and fun. If we feel a game design is going to be fun, that is all that matters. If it's playing to the recent trends, great... but that's not the goal. Fun is the goal. If it’s a totally new idea that no one has ever heard for, Great.,.but that’s also not the goal. Entertaining the audience and/or engaging the audience is the goal. Always, always, always. The rest

doesn’t mean s**t,

electronic gaming monthly 245.0

ib | PRESS START

Creative Director Epic Games

Oh god, that's a tough one. Was it 1973?

“сеесе

Sorry 15 False. Lela is voiced by Katey Sagal.

ххх

Gears of War 3 features a new mode called Beast. What color fur does Beast from the X-men have?

Correct.

ххх

FINAL SCORE: 2/5

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MOD A CONSOLE...

And face a new string of legal consequences

ta technical level, videogames and the con-

soles that play them are just like any other

computer software and hardware. But at a

practical level, game and hardware makers place some heavy restrictions on the way users can alter and use the products they own.

More and more, the game industry has been enforcing that difference legally using the Digital Millennium Copyright Act (РМСА), a 1998 law that, among other things, made it illegal to circumvent copy protection mechanisms on any hardware or software.

The controversial law has been lauded by the entertainment industry, and is increasingly being brought to bear in cases involving videogames. For instance, the DMCA was used to bring first- of-their-kind federal criminal charges against a California man who was caught installing an Xbox 360 mod chip for an investigator hired by the Entertainment Software Association. The case was later dropped for technical reasons, but it shows the industry is willing to use the DMCA to go after not just those who sell pirated software, but also those who sell the hardware modifications that make piracy possible.

Of course, hardware modification isn't always about piracy. Some freedom-to-tinker advocates worry that this kind of litigation can also limit folks who want to modify their systems for totally legit (read: legal) purposes.

Timothy Lee, an adjunct scholar at the CATO Institute and an expert in technology policy, points out that unauthorized modifications to the original Xbox let owners use the system as a fully functional Linux computer, and stream audio and video to their TVs through the Xbox Media Center program.

“While | don't have a ton of sympathy for people who are simply helping people pirate vid- eogames,” he says, "I think it's important to see that the precedents in these cases don't foreclose, potentially, other useful but unauthorized uses for these games and systems. The problem with the DMCA is it doesn't do a good job of drawing these kinds of distinctions. It just says ‘no tinkering, pe- поа.’ It doesn't really have a useful exception for cases where you're doing something that isn't otherwise illegal."

It's a distinction that hardware makers don't seem to consider, either. Sony recently cited the DMCA, among other laws, in seeking a temporary restraining order against a hacking group called failOverflow. The group managed to hack the pre- viously secure PS3, exposing and publishing the "root key" that prevents the system from running unauthorized software. That includes both home- brew software (such as the versions of Linux that Sony recently removed as an officially supported, installable option) as well as pirated games.

Practically, the law is of little use here—now that the root key is public, there's no injunction

By KYLE ORLAND

or gag order that will stop it from being passed around (and it's unclear that there's a technical fix short of replacing the millions of PS3 systems already in the market). Given that, Electronic Frontier Foundation Intellectual Property Director Corynne McSherry thinks Sony's lawsuit might be intended to create more of a chilling effect.

*| think the point may be to scare other people, to send a message to other people that Sony is going to try to use the legal process to stop any- body that does anything they don't like with the machines they're selling," she says.

While McSherry says she understands the desire of companies like Sony to stop software pirates, legally the pre-DMCA copyright laws did a fine job of putting penalties on such illegal copy- ing. Under the DMCA, she worries companies are overstepping those valid concerns to place overly burdensome restrictions on what people can do with the products they've bought. “If this was anything else but software, everyone would realize that was ridiculous," she says. “‘Wait, so | bought my car and | can't tinker with it, | can't put in the lock system of my choice?' People would find that to be outrageous, and rightly so."

Of course, the ability to upgrade your car's engine doesn't mean you can put mounted guns on the roof and drive it around on the street. This seems to be the analogy Blizzard would prefer in arguing a recent case surrounding a World of War- craft bot program called Glider, which was used by thousands of players to automate the more tedious, level-grinding aspects of the early game.

Blizzard argued that Glider's circumvention of the company's anti-bot Warden technology made the bot more than a mere violation of WoW's terms of use, but also a full-on violation of the DMCA, with all the harsh potential penalties that come with it. An appeals court recently agreed with that argument, a move Lee says is a bad sign for those who see the power of entertainment companies expanding dangerously under the DMCA. “Сег- tainly | think the way it's being used there is more aggressive than the way it was probably sold to Congress," says Lee.

Despite lots of grassroots support for changing the DMCA in the tech community, activists agree that there doesn't seem to be enough politi- cal support to force Congress' hand in the near term. But the issue may be moot anyway, as the increasing move to online games, subscription models and titles stored in the cloud may give game companies the total software control they desire without any legal maneuvering.

“If you sell copies of games, you have to prevent your users from making those copies," Lee points out. "But if your users are paying you a monthly fee, in a sense you don't care if people are making copies of the games because people can't do anything with the games unless they're signed up for your online service." El

AN SON е

week Y а

І we were ae NO NEN FH

PRESS START

plastic army men,

evolved

Fun things to do when you're not playing games Move over Marcus Fenix, there's a new

а ^ the month in adi ~ badass in town. Grayson Hunt—the ја "S protagonist of Epic Games' new, ap- 2 У ~ ма propriately named shooter Bulletstorm —is CU я а drunken, gun-toting space pirate who

makes Zebesians look tame. And now Hunt's embodied in plastic thanks to s NECA in this detailed, articulated ac- by TRACEY JOHN, ANDREW PFISTER, PAUL SEMEL tion figure, which comes with wearable

goggles and his Peacemaker Carbine AND REBECCA SWANNER Rifle. ($13.99; NECAonline.com)

breathe with us flying high aga

Gaming is stressful sometimes. That's why Paul Cosca created these "Keep Calm and Given how important the story is in Deus Ex games, it's fit- Carry On" posters ($30.00; etsy.com), which he modeled after vintage 1939 posters ting that Random House is releasing Deus Ex: Icarus Effect created to boost morale in British citizens during World War ||. While the originals were ($15.00; delreybooks.com) to coincide with the new game, printed in limited numbers and lost to history until they were rediscovered in a small Deus Ex: Human Revolution. But Icarus isn't just a retelling of book store 10 years ago, Cosca's versions are easier to come by and available for fans that game's plot. Written by James Swallow who's penned of the 360, Wii, Dreamcast or NES. the Sundowner series as well as novels based on Warham-

mer 40,000 and Star Trek—the novel is set in the same world as the game but is actually a parallel tale told with some of the same characters you'll meet in Revolution.

A thrilling adventure in the Deus Ex: Human Revolution universe!

Wwwwy-egmnov-com

START | 19

ce cream sniper

Like the Wii before it, the PlayStation Move is perfect for games where you "shoot" your TV. But if you want to avoid the strange sensation that you're pointing an ice cream cone at the screen you'll need the rifle- shaped Sharp Shooter ($39.99; us.playstation.com). Compatible with Killzone 3, Dead Space: Extraction (which is included in the PS3 version of Dead Space 2) and SOCOM 4: U.S. Navy SEALs, the Sharp Shooter has an adjustable shoulder stock and the ability to Switch from a single shot to burst fire to rapid fire.

Of all the Marvel superheroes, Wolverine prob- ably gets told to go to hell the most. Well, except for maybe Spider-Man. But in a new comic collection from Marvel, our favorite X-Man is actually going down. Written by Jason Aaron (Wolverine: Get Mystique) and illustrated Бу Renate Guedes (Supergirl), the hardcover edition of Wolverine Goes to Hell ($24.99; marvel.com) finds Logan’s soul stuck in the underworld while his body, which is still topside, is possessed by demons.

geting іпю gear

Anyone in love with the automobile should already know the BBC show Top Gear. Hosts Jeremy Clarkson, Richard Hammond and James May present their extensive car knowledge in a surprisingly accessible way, and with wickedly funny chem-

istry, which explains why fellow car-freak Kazunori Yamauchi integrated Top Gear into Gran Turismo 5. Available on DVD and Blu-ray, Top Gear: The Complete Season 14 (DVD: $24.98; BD: $29.98) and 15 (DVD: $19.98; BD: $24.99) feature the usual “Star in a Reasonably Priced Car” segments, beautiful short-film car reviews, and an experiment in which the boys build their own electric car, name it “Geoff,” and proceed to muck up the streets

of downtown London while listening to Belinda Carlisle. Including the South America Sp] AMERICA А BBC CANA EE

AS SEEN ON BBC.

& BBC CANADA (268658)

AS SEEN ON BBC AMERICA

electronic gaming monthly 245.0

aving played both games, watched both animated movies, read the novel and

the comics, and made up your own adventures using the action figures, the

soundtrack CD, and your little sister's Barbie, you probably think you know

everything there is to know about Dead Space 2. But according to franchise executive producer Steve Papoutsis, what you don't know about the scary sequel might kill you. Or interest you.

by PAUL SEMEL

—- = 01

Prior to the game's release, EA released a demo of Dead Space 2 on XBLA and PSN. But unlike some game demos, this one didn't exactly show you what playing the game would be like. “When we were constructing the demo," Papoutsis explains, "we realized that

it might give away parts of the story, which we didn't want to do. So we changed the demo so it would show the different facets of the game but wouldn't spoil anything."

02

Making a game doesn't just require computers. You also need food, beverages, and, apparent- ly, dead livestock. According to Papoutsis, "We used a real goat, which we got from a butcher, as reference for parts of the game, in terms of gore and viscera." As for which lucky member of the development team had to explain that one to EA's comptroller, Papoutsis laughed, "It was on the team's expense report."

03

With Dead Space 2 set on a space station, the dev team had to make up a ton of products that you'd see advertised as you walked around. But while Papoutsis says they had a lot of fun mak- ing up names for tasty snacks and refreshing beverages, there was one inspired by a real-life incident that was neither tasty nor refreshing. "There's a movie poster for a horror film called The Clogger," he admits, *which is a reference to...uh, a situation we had with the plumbing. ГІ just leave it at that.”

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04

While it's well known that Space man Isaac Clarke gets his name from legendary sci-fi writers Isaac Asimov and Arthur C. Clarke, they're not the only literary references in the game. "We love science fiction and we love horror," Papoutsis says, “so any time we can have fun with those kind of combinations, we'll go for it. One of the more obscure ones is that there's a character you'll discover in the middle of the game named Howard Phillips, which is a nod to H.P. Lovecraft [a.k.a. How- ard Phillips Lovecraft, the writer of "The Call of Cthulu" and other horror stories]."

While the Dead Space games are obviously inspired by such films

as Aliens and John Carpenter's remake of The Thing, there are other films that influenced the series that aren't so obvious. "Blade Runner was big in terms of the way The Sprawl looks in the game," Papoutsis notes, “Ап American Werewolf in London inspired a specific scene

in the game. And in terms of the bigger, over-the-top moments, Die Hard was also a bit of a reference."

06

Here's something you might not know about Necromorphs: They've recently learned that those who don't learn from history are doomed to repeat it. “In the original game, Necromorphs always jumped out of the same vents every time," Papoutsis admits. "But with Dead Space 2, we wanted to keep people on their toes, so we put a lot of emphasis on making it random in terms of what kinds of Necromorphs you'll see in a setting, how many of them will be there and where they'll come from.”

______-

____- шш СЫ (________-

2l

While Dead Space 2, like its predecessor, has

07 ET an achievement for finding the Peng statue (and

SKINS GAME | E no, we're not telling you where it is; that's what Perhaps the biggest addition to Dead Space 2 is a competitive the Internet is for), there is something else in multiplayer mode that pits humans against the Necromorphs. But according to Papoutsis, there are actually some special humans you can play as, if you pay attention. "If players follow me or lead multiplayer programmer Louis Gascoigne on Twitter Sprawl, towards the beginning of the game, and [Gleveluptime and @codecow, respectfully] and you play a you go to the hair salon, there is a picture of me match with us, you'll unlock these unique human skins." Sadly, modeling a hairdo." said skins do not look like Papoutsis and Gascoigne. Or H.P. Lovecraft.

Dead Space 2 that you might want to look for. "This kind of embarrasses me a bit," Papoutsis admits, "but if you're in the shopping area of The

DEAD OR ALIVE 2: 1 0 НАВОСОВЕ

09 3 While a lot of games have a hard dif-

AD ENTURES IN BAB SITTING ficulty that only unlocks when you beat Part of the reason Dead Space and Dead Space 2 5 the game once, the one in Dead Space 2 are so scary is because you're almost always on your might qualify as cruel ai inusual pun- own. But according to Papoutsis, that almost wasn't Т. с ishment. “Іп Hard Core mode," Papoutsis the case with the sequel. “At one point,” he points M ym explains, "players are only able to save out, "Isaac was going to have some people following 4 Т ; [ their games three times. And if you die,

him around. But we quickly realized that it would've taken away the tension and the horror. It really changed the flavor of the game and added this kind of babysitting element that just wasn't that fun and would've taken focus away from Isaac's stor

you go back to your previous save, not to the last checkpoint. Though you do get a cool item for beating this mode" Oh, and lest you think you can play the game on easy, get all the upgrades, and use them to beat Hard Core, Papoutsis Says, "No, that doesn't work."

electronic gaming monthly 244.0

by TOM RUSSO

ment. Prior to his studio's closure, Oddworld had a 13-ye

run which resulted in four games that were highly regarded for not only their gameplay but for their thinly veiled jabs at modern society. Given today's headlines full of massive oil spills and financial crises, Odd [efe satire proved more prophetic than any of us dared hope.

е ho-win bureaucracy associated with ig the kind of games he wanted to аке, he and partner Sherry McKenna left е sleepy central-coast town for a home Berkeley hills, perched above the nia university that was a hotbed of 'ounterculture and activism.

life at Lanning’s house on the hill is А gurgling stream runs through ick of the property, and Lanning

lof the squirrels that visit during his ning routine, which he feeds a nut or he stream was buried in brambles in Lanning took over the property, clearing the brush and designing the

iced landscape around it became an | Photos by LYDIA CHEN |

In these troubled times it should serve as some comfort to know that Oddworld is back, and the visionary architect and artist behind Abe, Munch, and the Stranger has. returned from his self-imposed exile. Їп _ the following conversation, he generous takes us behind the curtain (and into his: home) to reveal what's next for Oddwork and his new company, Oddmobb. Hi has a few things to say about where he! been, what he's learned in the process, and why we should be asking for better games from the industry. zx It's been five years since Lorne Lani shuttered Oddworld's San Luis Obisp: based production studio. Fed up with

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electronic дат;

24 | THE EGM INTERVIEW

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occupational therapy of sorts in the two years following his move to the Bay Area.

It is here we meet to discuss Oddworld, and its place in an industry still desperate for creative direction.

It doesn’t take me long to remember

why his presence in gaming is so sorely missed. Throughout the afternoon, the conversation veers into his many inter- ests: Chinese medicine and the study of the human iris, the reclaimed wood which provides his home's interior, the art on the walls, and Burning Man, just to touch оп а few.

And it shouldn't come as a surprise that a man who created a brand called "Oddworld" would live a life less ordinary. Growing up the child of divorced parents in Connecticut, Lanning later trained as a photorealist painter and worked for artist Jack Goldstein in the "805. “І learned how what | call the con-art world works,” he says. An interest in the emerging world of computer graphics led him from New York to California and Cal Arts. At the time he thought, “If | don't get into CG, I'm going to be poor.”

This led to a job working for TRW Aerospace on the Star Wars program, visualizing the strategic defense pro- gram, or “making commercials for the Pentagon,” as Lanning likes to call it. “There was a chasm between what this new high-tech weaponry systems were doing, and what generals understood,” he explains.

This would lead to more computer vi- sualization work, and ultimately, to Sherry McKenna, who was pioneering CG in the advertising space. One afternoon during a poolside chat he convinced McKenna, then his coworker, to help him start Oddworld. A no-nonsense negotiator with a love of art, she was sold more on the grandeur of Lanning’s creative vision of the Oddworld universe than on the prospect of games being the future of en- tertainment. Together they launched the company and ran the studio for 13 years. And while Oddworld’s been seemingly dormant these past five years, it remains wholly owned by the two of them.

Which brings me to their couch at the time of this interview. And while Oddworld may be quietly relegated to history in consumers’ minds, in Lanning’s mind, Oddworld is very much alive. With the revolution of digital delivery upon us, and social media changing the landscape of technology and content, Lanning has been very active, quietly planning his next move. Quiet, that is, until now.

= - m E-] = m z

Our readers will be happy to know you still control the fate of Odd- world. How would you describe what Oddworld is now?

Oddworld is now an IP holding com- pany that's funding development and largely going through a resurgence of getting the existing library up to various platforms and making them available to more gamers.

And so you've partnered specifically with UK developer Just Add Water to handle the technical responsibilities of making them ready for download- able formats.

To us, it's more about working with passionate people who want to stay true to the brand, who want to build sustainable businesses. We're not looking [for external parties] to turn them into big hits, that's not important to us. We know the people who really like our products like them for a rea- son. We don't want to start f***ing with that reason. We would like them to get more, but we don't want the conditions to be such that we have to give up control of the property. So we're doing incremental steps, to help build it as an independent business—as a true indie. Oddly enough, we've become our own publisher.

You mention you had opportunities to sell the brand in 2005, but decided to retain the IP.

We left money on the table, we didn't want to sell the IP because we believe so much in it, and it's only becoming more and more relevant. We believe the Abe motion picture would be like

a new Star Wars. It would be so hard- hitting, nut-kicking and hilarious, but also relevant. We believe the property has all kinds of possibilities, but the idea of trying to still make AAA games that are going to be a Christmas hit is kind of crazy in terms of your likelihood to succeed.

It's been awhile since you've had any news to pass along; fans must be excited to see these games being digitally distributed.

We get reminded every day "where the f*** are the new games?" As time goes on, the unique signature of the Oddworld brand, | think is more indi-

LORNE LANNING

vidually distinctive, because less has been done just like it. I'm not saying it's better than anyone, but it's unique. We knew it would be confusing for our fans to understand, while we were off figuring some things out.

So the Oddboxx collection just launched on Steam—a pack of all four of your games, Abe's Oddysee, Abe's Exoddus, Munch's Oddysee, and Stranger's Wrath.

Yes, and Munch and Stranger at like, quadruple the resolution, at least in terms of rendering. It's on PC, not NTSC [TVs], so they feel like the origi- nal, but look better. We didn’t go back into the games, these aren’t director’s cuts. We look at them like classic mov- ies, we just want players to have that classic experience.

And the Abe titles went up PSN last year.

PSN’s been great, Sony’s been fabulous. They were like, “You know, Abe was a classic here, and we'd like to support it," and they've done some great stuff in Europe, and it's been embraced. By the end of last year, the Abe games on PSN alone were head- ing towards 300,000 units. They are 13 years old! No marketing! No advertis- ing! We see what the fan community does, the different things they need. So who do we hire to help us? The guys who did the best job managing our fan community.

What's going on with XBLA?

We have Stranger all ready to go on XBLA but the answer keeps being no, we're still talking to them and we're hoping to work it out.

And you're bringing Stranger to the PSN network, and have some opti- mization plans for that release?

For Stranger, it's the same game,

but being re-done. All the normal maps and the PS3 rendering tech is being taken advantage of on all the characters and on the environments, So it's been really cool to see how well that's coming along... We never had it on [PS2], and the rendering capability of PS3 speaks for itself, so if we can get that game experience on there, there's nothing else like Stranger on Sony. Now there're other shooters and

THE EGM INTERVIEW

they have multiplayer and they are great, but it's totally unique. So let's give it some more “oomph,” let's just redo those char- acters, let's get those normal maps in. Let's really make it shine, and you look at it and go, "Wow! Real-time Stranger looks like pre-rendered Stranger," and the other characters do too.

Beyond the visually optimized Stranger for PSN, do you have other plans for your past games?

So Abe HD is going into production. It's basically Abe’s Oddysee being redone in a 3D physics engine as a 2D side-scrolling platformer. So the way Just Add Water wants to approach it, we thought was very smart, they are not trying to reinvent any wheels. It’s like, “Can we make that experience in a new engine, with new tech, in the old way?”

So the design elements won't change at all, it’s just a massive graphical conversion.

There will be some, because we know... in Stranger PS3, there really are no design changes, it’s an art upgrade, and economically that made sense. But in Abe HD, in being able to readdress it, we go, “Where can we better tune?” It will be a redo in new tech, totally new rendering , normal-mapped characters, we're going

to take the existing animation files out

of Alias and plug them in, so it will be a retro refit on new tech. But what we're finding is so few games focus on that little niche of hand-stitched quality, that it is still unique in that place, and people want more of it.

So will there be new content in Abe HD? Maybe some levels you design? There will be some new stuff, because the new tech will enable some flexibility. Anything you might have wanted to do in the original Abe that you might not

with the actual three dimensions rather than bitmaps, the answer would be yes. It's like retelling the myth in new tech, there were a lot of limitations back then. So you might embellish the story in places, but you aren't going to change the flow of the story.

Right.

So as the voice of Abe, will you be adding new voice? And can you match your voice to Abe's of 13 years ago?

| don't know, that's a good question. It was tough making the voice match from

have been able to realize thirteen years ago? Ahhh... [thinking] Because we're dealing

WHEN ABE'S ODDYSEE CAME OUT, PEOPLE USED TO SAY, "THIS IS AN ANTI-CAPITALIST MESSAGE." AT WHICH POINT І HAD TO SHUT UP... BUT TODAY PLL SAY, “IT WAS ALWAYS А F***ING ANTI-CAPITALIST MESSAGE!”

"97 to "98. [laughs] The idea of this is not to overinflate expectations. We're saying: We like building games like that. Some

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people liked playing them, we want to build more like that, and we need to do it very cleverly so we don't have to deal with the big boys. That’s the model and so far it’s working.

So let’s shift gears a bit. As a younger man, you had very diverse experi- ences in working in the New York art scene, and then later as a CG artist for the military-industrial complex. You mention you learned a lot working in both areas. How did those experiences shape your goals as you moved into game making?

For me it became about creating modern myths, and weaponizing pop media, for the better. Anything any of us can do help, whether it’s Oprah talking about new health solutions, anyone telling any of

us what's wrong with our water, how we should eat better food —that's weapon- izing information for the better. And that's what it became about for me, and that's what the formation of Oddworld was. It. was about building a property of integrity, that we cared about, that talked about the issues going on in the world today, and we thought that could be relevant pop media. To me, that was more interesting pop media, I’m not the guy who builds the Marines shooting Iraqis or other poor brown people game...when | say “wea- ponize" | don't mean for destruction, |

mean for penetration. How do we д р fine point that is punching through е lly” %

thick ozone of ignorance?

Sure, а ће Oddworld games аге al- legorical in nature, but was there a rea- son you chose games as the delivery mechanism for these messages?

the world, that day is long past. Where is the new trends in public conscious- ness going to occur? It’s a very simple equation—where is the most mindshare being spent? Is it in a book, in a movie, in a game? The first talk | gave at GDC touched on this, it was, how many hours of public mindshare are going into the experiences we're creating? How many times did you see the movie Star Wars? The biggest fan might say 50 times, about 100 hours invested in that IP. That is the average user of Call of Duty today.

Back in 1994 | ran that math, and in the

_ United States alone [games generated]

60 billion hours of mindshare'a year so where better? On a museum We you will never, ever capture 60 hours of public mindshare. t landscape to penetrate...thi territory, you can grow some in that soil. Given that, how did you the important messages It was like, “Okay, so what a | care most about? What aff deepest, what makes me 1056 night? How many people feel And | think the numbers are higher than any market research 15 goiñg/to show, | think a lot of people feel 4 great nt with what's going on in the idscape. And | think where they ised, is they get impassioned to take sides. What | wish is that everyone would stop taking sides and look at the real/problem. If we can figure out how to use mediums Where 60 billion hours of mindshare ае going in 1994, and it’s 2011, maybe the medium is more than

Art hanging on.walls ИШ де НТ ше а топеутакег.

around the World isn't going to change

www-egmnow-com

So how did your first game, Abe’s

THE EGM INTERVIEW

27

Oddysee, tie into that mission to enlighten your audience?

Abe's Oddysee was conceived in the '80s. In the "805 what | saw as one of the big- gest threats to humanity was the fast food nation had such a demand for cheap meat that it was financing the wholesale burn- ing of rainforests for the sake of cheap grazing ground —so we could have our 99-cent happy meals. Now, a lot people kind of relied on those to keep their kids alive because that's all they could afford, it was a vicious circle.

But | can't talk about McDonald's financ- ing that, and | can't talk about how [big media] is misrepresenting that, because then it's no longer a product, it's a state- ment. And who gives a s*** about some guy on a pedestal, preaching. | don't want to preach anything, | just want to say, “look what’s going on” and you know what, it’s pretty good entertainment, when you understand it’s that f***ed up.

In the time that the Oddworld studio was active, did you feel it was suc- cessful?

In very earthly, physical ways, it was successful, and we benefited and I'm grateful. [And] | know it was successful on personal levels where people came back from the brink of suicide, because somehow they were able to laugh for prolonged periods of time with content they identified with—feeling like losers in the world. We got a few testimonies to that. | don’t know how many brands in gaming can claim that, but Sherry and I feel good about that one. And then there's the value, which is the intent of it in the first place. Which is, how did it inspire? Did it inspire people to do a better job in the future...

Better job?

Better job making content that inspires. [laughs]

Ah right, how you directly affected other game developers.

Yeah! Did | inspire to inspire? Did | inspire to not give up, and to do something to cause others to be inspired? Hopefully. In the artists communities that we speak at occasionally, the feedback has been such that | feel pretty good... When you see people who think you were the s***, and you're like, "man, you are taking it further." You've said to me in the past that people will buy crap, but that doesn't mean you're obligated to make it.

That used to be a bragging call. Now | think we're living in a landscape where people are realizing, "We've been had!” | don't care if you call yourself left or right, or moderate, or extreme, or whatever,

2005 Oddworld: Stranger's Wrath

2001 Oddworld: Munch’s Oddysee

|

|

| 1998

| Oddworld:

| Abe's Exoddus |

| 1997

| Oddworld:

| Abe's Oddysee - = J

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here's the one thing we all agree upon— we've been had! [laughs] And we're all

in the same “got f***ed” pool. And that's pretty well observed today, no matter what you're leaning. Even if you are still watching network media, which is pretty much a joke.

Let's talk about Stranger, your last game. Wasn't it going to be an Xbox first-party exclusive?

It was set to be, until [former Xbox head of first-party] Ed Fries left, and the whole world changed at Microsoft, and then the game went to EA.

Right, it became one of the early EA Partners game.

It was one of the early EA Partners ab- surdities. | mean, they didn't promote the game! They couldn't get it to run on the PS2 like they were supposed to. Anyway, that's water long under the bridge... Come on! What exactly happened? Stranger was planned to be a multi-SKU title in the [Electronic Arts] relationship. But one of the SKUs broke down under their care. Then all of sudden it's not a multi-SKU title, and, "We don't really market exclusive titles." So, that's a piece that broke on the way to market. Would people like to have the game? Absolutely!

But the process is riddled with these hurdles and thresholds.

So, Stranger was being ported exter- nally by another developer.

Under their command.

And because they failed to produce, and didn't have the additional PS2 SKU to market, they basically said, "We're going to scale back our entire promise to you to push this title."

Entirely.

Wow. That's pretty crappy business. But this is what we call capitalism. Like when Abe's Oddysee came out, people used to say, "This is an anti-capitalist message." At which point | had to shut up, because that was not a cool thing to say. But today ГИ say, it was always а fing anti-capitalist message, because capitalism isn't working for the rest of us— do we have to screw each other

so frequently and regularly, and as a standard operating procedure? I look at the world and go, I'm more interested in building sustain- able businesses. Why can't we just be sustainable? Why do we have to run over 20 other bodies just so we can say, "We're king!”

Hmm, I‘m suddenly seeing the image

| don't think we have to.

of the cigar-chomping chief of the Glukkons.

Yeah! The Glukkons! [laughs]

The guys at the top getting rich on the back of slave labor, Abe and his fellow Mudokons.

The exploited.

So you felt like development was a no- win scenario after Stranger?

It basically extinguished our desire to play that role in that dance that is the current boxed product scene. It just extinguished that incentive. Because when you see that happen, and so...It was a bless-

ing, because it caused us to rethink and readdress what's happening on that landscape, and how to deal with it.

Yet, you already had another game concept in the works with Majesco, called The Brutal Ballad of Fangus Klot. What was it going to be?

So it was a first- and third-person shooter, | was excited about it, and so was the team. We had the Stranger engine, which we loved, and we loved the tools. | hadn't seen anything technically work that well in my experience, the tools, the pipeline, everything. Fangus was an opportunity

to try something new, on an engine that already worked that we had the tools for.

THE EGM INTERVIEW | ач

I THINK A LOT OF PEOPLE FEEL A GREAT DISCONTENT WITH WHAT'S GOING ON IN THE VISIBLE LANDSCAPE.

It was an attempt to do multiplayer. It was set in another part of Oddworld, that way, if we Р""ед it up, we didn't kill Abe. Every- one always fought us on that. “Use the IP people know!" But Oddworld was a planet we wanted to develop, and if we're going to take risks, let's not take it on the IP that is a greater risk to risk on...and we wanted to separate the characters because we were going to go darker, more hardcore. So what was the game going to

be about?

| really wanted to take on the lifelong battles between certain gene pools, like cats versus dogs— по matter what, that's a gene pool battle! They will never like each other. So how do we take that basic notion and extend that into more human conditions? So we set up Fangus, and he's going to be like the shepherd, and he's the canine. But the cat guys are going to be like the Russian mob. They are going to be like KGB, or like a CIA underground drug trafficking operation, and they are going to invade the country, and do what we did to Afghanistan. Which is invade, ruin the infrastructure, increase the opium production. That was the inspi- ration, this meth-lab type of culture that were ruthless Mafiosos taking over a more indigenous population.

So Fangus is like this dog at the pound who has been forced to fight, and was re- ally just a pooch. Except he gets pushed too far. | wanted to give the user a [run- ning] clock, where you are enslaved, and start off in a pit fight, and have to escape. But in that fight in the beginning, right before you escape, you get bitten by the opponent, and you get this form of rabies. And you have to change this landscape before it takes you over.

So you're dealing with this infected hero, who can use this infected condition as a power-up, but his normal state becomes weaker. Almost like a vampire, or you're dealing with an addict...| thought we could use that addiction as a sympathy mechanism. So that you felt for this character who had to fulfill certain things in order to function, but every time you did it, it brought you closer to your ruin. And | wanted you to feel that. | was excited about that, but then, you know, market conditions, realities, relationships. Ultimately, we said, "Okay, we can't do this project."

And that was when you decided you

were done making games?

Yeah, well, that's how it got reported. What we said was, we're going to focus on understanding this new landscape. Right? And we're going to shut down the development studio. And building games the way we had been building games,

we weren't going to continue doing. That was a wake-up call because it reinforced certain patterns that we saw happening in the business landscape for small develop- ers. Which is basically, your risk was going up, your reward was getting smaller, and your effort was becoming much big- ger, and the incentives were

just diminishing. So why are you doing this? And is this the smartest thing you can be doing?

If you are really honest with yourself, and you're asking yourself those questions

at that point in time... We really love our property, do we want to sell it? Which is where all this is heading towards, and you see most of the big developers sold if they could. You go, things have moved so fast, it's time to reevaluate. Why not reboot, forget everything, and start studying why free games are making more money than the games you pay for?

What was the most difficult thing about shutting down the studio in 2005?

The hardest thing about it for me was car- ing what other people would think, that's the honest truth. | knew it was the right thing to do, but, there's the, “So-and-so is going to say you guys are losing." You know, all the natural insecurities guys tend to have, and | don't claim to be outside of that possibility. [laughs]. But that was the hardest part, how | dealt with it internally in a lot of ways, Oddworld the entity, at the time, in my own mind, equated a lot of my own sense of self-worth. That was a major issue in my life all along.

You were too tied to your professional identity?

Yeah, and even with successes you never feel like you're necessarily hitting them. Your own judgment of yourself is probably harsher than a person who knows about you but doesn't know you. And I suffered a lot of that.

You’ve mentioned you didn’t have what І would call a typical game designer upbringing...

| wasn't a geek, | was into Pink Floyd,

and getting into trouble, getting laid, chasing girls, and getting into fights. | was

just a wreck as a kid! [laughs] | grew up around what | would call all-American true outlaws, and for whatever reason, and my own disharmonies at home, | was always close friends with kids whose parents or fathers spent time in prison. And it’s hard for a lot of people to understand what that culture really is, but | saw that poor people have different ways of fighting for their own integrity. And one of my closest friends from elementary school through high school became president of the Hells Angels in Connecticut...

And | thought a lot of things were normal, | thought prejudices were normal, rac- ism was normal, | thought homophobic behavior was normal, | thought various elements of crime were absolutely com- mon. And my parents were divorced, and my dad was an alcoholic, so when he got himself cleaned up, | went to see him on the weekends in Essex, which is totally blueblood Connecticut, from the time | was nine until | was about 16, and | didn’t really fit in with that culture of kids. | went to Alcoholics Anonymous meetings with my dad. But there was a lot of great fish- ing. | spent all my time outside with the dog, and the fish. | was a pretty angry kid, for various reasons, but | found a lot of peace being alone in nature.

So aside from your recent digital distribution efforts, what else has been going on since 2005?

In 2005 we stopped the operation of our studio to come up here and have since started a new company, called Oddmobb

electronic

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Incorporated. That name may change go- ing forward, but that's the founding name of our new operation that we started with venture capital backing. We set that up in Emeryville so we're right down the street from Pixar, Will [Wright's] Stupid Fun Club. It reminds me of being in SoHo [New York] back in the '80s when it started changing from industrial to artists living in lofts, and cool galleries and cafés opening up, and you still had this old industrial feeling. | think Emeryville captures that sense, and | love that... And that’s where it's getting exciting now. It's not like we'll be able to bear the fruits of five years of production, but we're going to be able to bear the results of five years of learning.

What can you tell us about your Odd- mobb project?

We saw the smart models that have emerged, the Facebooks, the eBays,

the iTunes, the YouTubes —it's anybody, anything, at any time, just don't cross certain lines. We started looking at that and saw there are two massive trends, people [being] social, and content [being] social. How do we make people and social media the medium for games? How does it become "playing"?

Instead of building a game like Abe out of CG on Maya, [you play] on your Xbox, instead of that, how does any content out there, out of the pool of 100 million pho- tos being uploaded a day to Facebook, two billion YouTube videos being served a day, 24 hours of linear video are being uploaded to YouTube every minute, how does that become the fabric by which

we can play games together? That's the problem we solved.

So this is like a social media gaming experience?

Instead of me saying, *Here's my charac- ters, and here's my theme, this is game- play" this is, “Who are your friends? What content do you like? Here is a template and a format that we will be providing." We have over 100 patents in motion right now-—and what you love about great so- cial experiences in real-time, except that you are experiencing people and content in a new way together.

So it sounds more like a service. You mentioned it was content- and genre- agnostic.

Why should it be any genre? Google

is not a genre, YouTube is not a genre. They filter to whatever, whomever, and whenever. How do we capture that, with the sensibilities of what make games great, the chemistry between people in multiplayer gaming? How do we capture that essence? And turn that into an expe-

HOW DO WE MAKE PEOPLE AND SOCIAL MEDIA THE MEDIUM FOR GAMES? HOW DOES IT BECOME "PLAYING"?

rience that is easy for people to engage in, and have access to? Maybe it's free. And how does anything they are attracted to become the thread, the fabric of their experiences with one another?

Can you be more specific?

It is a way to share the media experience en masse, online. Whether it's epic-scale, like the Super Bowl, or intimate, like you want to watch a movie with your girlfriend, except she's in New York and you're in Tokyo. We're making the spaces online, where media can be shared, live together, en masse. And we're using game tech to build that.

And you've mentioned it will be in 3D. That sounds kind of like Second Life or PlayStation Home.

It's nothing like PlayStation Home. What we've found, in what we've been building, [is that] people will come for people. [In] Second Life, the virtual world, the geek factor is too high, not enough people can jump right in. | want to find a solution where your social network, at the push of а button, gets turned into an expressible avatar, and you don't have to do anything. And when people look at it, they know it's you, just like that. If we want to have 15,000 people in one space, experienc- ing an event, we can do that [snaps his fingers] just like that.

It's not PlayStation Home, but it still sounds more like a virtual world. Is it

a game?

We're looking at it this way, the chemistry of people and content together forms play. Now exactly what that is, that is what the patent applications are out there doing. But it is very simple, very fast, and very addictive... This time I don't want my audience's experiences to be dictated by the predetermined IP I’m bringing it. Instead, | want them to bring it, and give them a place where what they bring can be more exciting, more social, and more live.

And it's completely interactive?

Yes. But what I’m saying is the chemistry that makes games successful is in this, I'm not saying, “Hey! play this new game." Instead it's, "Experience this with people

you like, and see what falls out." It's already proven to be pretty eye-opening. So when will people get their hands

on it?

This isn't something that everyone is going get to run on everyone's browsers overnight. | know I’m not being super- specific, but we'll be looking for people to be beta testers soon. We welcome interested readers to email us at signup@ oddmobb.com if they want to participate. You mention some VC funding and a pretty talented group of people work- ing with you. What do you think the chances are for Oddmobb's project?

| feel like we're sitting at the perfect place on the planet, and we know there is going to be a total solar eclipse. Why wouldn't you have a camera? Our knowledge of computer graphics, our knowledge of interactivity, our knowledge of characters, and making people feel like they're in fun spaces, our knowledge of properties,

the changing landscape of what's hap- pening online, all these different things are such that we'd be crazy if we didn't do this part now. And if we do this well,

and it takes off, it facilitates all kinds of new possibilities.

And if not?

If we don't, we crash on our face, and we move on. And in many ways, | haven't been willing to crash on my face before. So life is really tense, | don't want to

say "I'm willing to fail now," but | see it differently. Now it's really about taking advantage of this moment in time, to cre- ate a platform that is another mechanism for harnessing mindshare and people connecting. And if we can do that well, we can prosper well, and we can finance anything we want. If we want to finance the Abe movies ourselves, we'll be able to do that. And that's where we want to be. The Oddworld movie—there was an Oddworld movie in the works right? Citizen Siege?

| don't want to compromise on the Oddworld story. If we make an Oddworld motion picture today, and the studio pays for it, then the studio owns the property, period. That’s what happened with Citizen

THE EGM INTERVIEW | 31

Siege, the studio would have owned the property... Citizen Siege we wanted to do as a film, and we wanted to do the game. Basically, the producing partnership we set up, for creative differences, didn't really work. The concept and intent was dead on, and a number of people thought that.

| wish | could tell you the guys who were interested in writing and directing it. David Franzoni [writer of the film Gladiator] was interested in it. He got it, he's a cool guy. So it was going to be live action?

We first started talking about it that way, we wanted to sell the live-action picture rights and retain the game rights. What happened was, we got the development go-ahead as an R-rated animated CG mo- tion picture, but we didn't get production go-ahead.

The financial crash of 2008, among other issues, really limited your ability to move forward with the project. Was that tough?

ties. If Oddworld is like a 1984 with a funny bone, Citizen Siege is 1984 with a brutal kick in the nuts. | mean, it went for the jugular, it was f***ed up. The idea of Citizen Siege, there are several working script treatments, there are hundreds of production paintings. When we thought we could do it as an R-rated motion picture, the climate was really changing, and it was dark. And it didn't seem like the timing was right— people were looking for hope. Still, we have it, and if we can have other successes, then we can parlay those really passionate IPs and make it all happen.

So let's talk about you and Sherry. You started as co-workers many years ago. But now you share this house together. Part of the thing that brought us together is that we always had hard times in rela- tionships with other people because we were working all the time. All the time! And then we found even when we weren't

what was on the table in the beginning— and other relationships were difficult because there’s such passion towards the storytelling, content, and pioneering technology. And so—we don't have kids, we're never going to have kids, life is good. And we don't have to worry about things, but there's a lot | want to create, and it's going to take a lot of money. You're ramping up Oddworld again, you've got Oddmobb going, it seems there have been a lot of lessons learned in each.

| used to tell people in the Oddworld production studio, we're not getting paid to build games, we're getting paid to build hits. You know, “That’s not good enough!" But now the new wisdom is, you want to swing for as high a quality as you can, but you really want to swing for what works for your audience.

Given the choice, you'd always rather be great than big?

Personally, | think Sherry and | would be much better business people if our hearts weren't in the IP... We love the proper-

What kind of car are you driving?

Asilver 2001 BMW 7401. | bought it when it was two years old, because that's the policy

| believe in, let somebody else pay full price, and buy it for half two years later. My next car will be something electric and fun, and the Tesla is not it. So I'm waiting for the solution. What are you listening to?

Right now we are listening to Barn Owl. These guys are hot. [laughs] It's drone electric. guitar electronica, and it is slower than most RPMs can measure. This is one of my recent favorites and the other thing I'm listening to lately is Acid Crunk, DJ An-ten-nae, | saw him at Burning Man: | like electronica because

it's where the most experimental sounds аге taking place.

SLOHS 9NILHuVd

What are your favorite TV shows?

Anything made by Bad Robot: Lost or

Fringe. But you know, | don't believe in cable anymore, so | have to get it on DVD or watch it on Hulu. Cable TV is dead to me. | watch shows on the internet. Entourage is classic, and | wish Deadwood would come back. I'm also addicted to whistleblower testimonies on the Internet—that is quality drama. You have to search weird things to find them. Try “Са- nadian minister of defense" or *U.S. minister of intelligence retired" to see where that takes you. These little code words can take you to red pill pieces of information that will rip the roof off of your reality. That's the stuff I’m ad- dicted to! [laughs]

Favorite all-time movie?

The movie I’ve watched more than any other

working we were still talking until two in the morning. Every day! Then eventually something made sense. But it wasn’t

and inspiring.

movie—Ghost in the Shell. One of the best movies | think that was ever made, and I’ve only watched it once, and | don't want to watch it twice —Schindler's List.

What are you currently reading?

1 just bought Family of Secrets, which is an ex- tremely well-documented history of the Bush family as a criminal organization in this country. It's not like I’m а Democrat, or a Republican. I'm a political atheist. | believe everyone is full of s***. They are all making me sick.

There’s a lot of art in your home, and as an artist yourself, whose art inspires you? There’s a young guy, Andrew Jones. I’ve given a few talks on his work, as | believe whether completely consciously or not, he’s riding the threshold of man’s consciousness. His work is quite interesting, he’s sort of left doing illustra- tion and game design, he’s one of the founders of Massive Black, and one of the founders

of conceptart.org. And he’s finding his own spiritual path, and [his] work is reflecting that. And | believe he is pretty right-on.

Say you were chosen to colonize Mars, but due to luggage limits, you could only bring two personal items. What would you want to take with you?

You know what's really strange? | have а few boxes in storage, and they're taped up and closed. But I’ve never pulled out the contents to make anything intelligent with them, even as а display. They are photographs of family. From Latvia after the first World War, from the Pony Express in the U.S., from the plate glass photographs of family as it was taken around

Yeah, l'd rather be great than big. I'd rather be relevant than huge. Relevant

the Civil War period. All these moments in lineage, right? And | know that those boxes, the reason | have them is because | asked my family, who | didn't believe would actually archive this stuff, to give them to me. And I didn't know what would happen to this stuff, if it weren't. And now I'm the last of the gene pool in my family, my brother's dead, my mother's dead, my father's dead. Everyone is dead, that | know of, and these boxes rep- resent all these plate glass old photographs, that I’ve never really looked through. But if you asked me what is the most sentimental object of value that I'd want to have with me, it would be those boxes. Because they represent. the most history that's irreplaceable. Even though they are in storage and | don't even have them visible. You've been sentenced to death for a crime you didn't commit, and you can pick your last meal. What do you have? If | was in for a crime | didn't commit, Га do a hunger strike. As а testament to, “I didn’t do this, | don’t want your f***ing steak." Okay, so let’s just say it wasn’t a crime- based scenario, but you had the opportu- nity to pick your own last meal, as a way of surmising what your favorite meal might Бе. So framed that way, or let's say | was guilty [laughs] and it was the last meal? It would be shellfish—it would be lobster, steamed clams, mussels, and butter! A real Maine meal, corn n the cob, blueberry pie, apple pie... The full clambake. Yeah.

electronic gaming monthly 245.0

32 | COVER STORY

With guns blazing, Call of Juarez: The Cartel puts а new face on the Wild West

i by EVAN SHAMOON

www-egmnow-com

PUBLISHER UBISOFT DEVELOPER TECHLAND PLATFORMS XBOX 360, PS3, PC RELEASE DATE SUMMER 2011

due “any day now,” and the deep purple rings beneath his eyes betray a profound lack of sleep. To make matters worse, he and his teammates have spent the past several weeks working overtime to ensure that their game looks good for its public unveiling, which you're currently holding in your hands.

Slated for release this summer, Call of Juarez: The Cartel is Techland's most significant project to date. It's arguably the studio's first game to be properly po- Sitioned on the world stage, with Ubisoft investing heavily to turn Call of Juarez into

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hland art director and writer Pawel Selinger looks tired, and just because; as his dual titles indicate, he's doing the work

a major international franchise. And to provide some sense of production scale, the developers tell me that a single level in The Cartel will require more art assets than the entirety of Bound in Blood—previously its biggest game to date.

Unlike the previous two Call of Juarez games, it’s set in the present day, trading “Old West” for “New West” but keeping “Wild West” decidedly intact. It con- cerns itself with the ongoing, shockingly bloody conflict in Mexico—one that has now taken more than 30,000 lives since 2006, including great numbers of police, soldiers, judges and civilians. Consider it

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a child of globalization: A Polish develop- ment studio creating a game set against the backdrop of the Mexican drug war that heavily references the American Western, published by a French company and

co-written by an American screenwriter in Los Angeles.

The premise is itself rather ominous and, frankly, not impossible to envision: One of the Mexican drug cartels makes a successful bombing assault on a federal law enforcement agency headquarters, killing thousands. As Techland's interna- tional brand manager Blazej Krakowiak rather succinctly explains, “There’s a big explosion, and big repercussions.” Immediately after the blast, hard-line U.S. politicians advocate military intervention in Mexico; in a last-ditch effort to prevent full-scale war, however, the Department of Justice forms a special team that stretches across several agencies in an attempt to solve the case by somewhat more understated means.

Said means are, perhaps unsurprisingly, the ragtag trio printed on the cover of this magazine: FBI agent Kim Evans, DEA agent Eddie Guerra, and LAPD officer Ben McCall (see sidebar). And while the subject matter and locations may be topical, the tone is fiction of a rather pulpy variety. The cast of characters is ethically

dubious, torn both by antagonistic person- al interests and some very short fuses. The likes of television serials like The Shield, Sons of Anarchy, and the recently revital- ized Southland are cited as references, and the fast-talking, one-liner dropping antiheroes certainly have their precursors across all forms of media. Westerns re- mained a major source of inspiration, and the influence of contemporary American comics seems readily apparent.

While the ripped-from-the-headlines backdrop may be sensitive, the tenor is decidedly more Tarantino than The New York Times. Techland refers to The Cartel several times as an "action shooter road trip," and judging by what I’ve seen that description seems rather accurate. "We are more following Hollywood action movies than we are following news," says Techland CEO Pawel Marchewka. "You feel like you're in Hollywood movies, more than like playing the actual events."

The adventure begins in Los Angeles, and runs through mountain ranges, can- yons, 19th-century western ghost towns, and even the Sequoia National Park, eventually terminating south of the border

on the cartel’s home turf. My demo took place several hours into the game, begin- ning with the trio of protagonists kicking open an LA apartment door. On the other

Side is a gangbanger named Flaco, laying on the bed and straddled by a woman in a fairly advanced state of undress. “Hey Flako, sorry for the cock-blo: says Guerra. “Game’s over, mamacita," chimes in Evans. Eventually, Flaco's coerced into wearing a wire, the sitch goes south, and l'm forced to intervene.

In terms of both attitude and appear- ance, a helpful point of reference might be Grand Theft Auto: San Andreas or Saints Row, as experienced through the first- person perspective. But the similarities do not extend to structure, as this is not an open-world game; while you'll be able to tackle the odd "ambient" crime taking place on the streets around you, the game is a decidedly linear, narrative-driven affair.

"Like a roller coaster ride," says Techland CEO Pawel Marchewka, extending his open palm up a steep incline.

Amid the strings of strip malls and Technicolor California sunsets, I'm sud- denly assaulted by a cluster of brawling Mexican gangsters. When faced with non-lethal weapons, you're expected to react accordingly via the game’s new first-person hand-to-hand combat system. While it’s still being refined and balanced, the fighting recalls Namco's Breakdown and Sega's Condemned, with your punches, blocks and disarms made all the more personal by the POV.

Techland intends the physicality of these fights to provide a more varied experience, as well as to satisfy a par-

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ticular need. “І really wanted to fulfill the fantasy of meeting really bad, huge guys in the street that you're usually afraid of... you are basically not afraid of anyone, and you can beat anyone...even with your bare hands," says Pawel Zawodny (and yes, everyone at Techland is named Pawel). But it's there to further a more narrative сопсеќ as well: "We really wanted to depict the situations to make sure that you feel like a cop during an investigation, rather than a soldier shooting everything," says Marchewka. "It's not another military game, it's a cop story. A cops story," he Says, placing the considerable weight of his Polish accent on the plural.

This serves to highlight what may be the game's most significant new feature: namely, three-player online co-op. It will be of the *drop-in, drop-out" variety; should players wish to, they can go it alone, letting computer AI handle the other squad members. Teaming with friends is clearly the preferred way to play. It was one of the most requested features from fans of the series, and required rewriting of much of the engine's code to accommodate.

The protagonists will split up at certain points, finding their own way and then

rejoining later, but for the bulk of the game you'll be side-by-side with your partners. “It's one story, but each character has his own experience," says Ubisoft pro- ducer Samuel Jacques, “and some side missions have twists on co-op." Each protagonist is distinguished slightly by his or her areas of weapons expertise (Agent Evans is rather handy with a sniper rifle, for instance), but don't expect anything like the disparate character classes found in other titles.

Working together will be key to suc- cess. A "synchronized entry system" requires two players to place themselves on either side of a doorway before entering and picking off enemies in slow motion, while the somewhat awkwardly named "Move Moving" mechanic brings more tactical strategy. Essentially, when overwhelmed by enemies, one player can tell another to move, providing covering fire in order to let his or her comrade flank enemies.

Г see both maneuvers demonstrated in the demo's most impressive scene, which takes place inside an LA nightclub. The previous Call of Juarez games featured particularly elegant, expressive gunplay, and this flair will certainly return in The

COVER STORY

Cartel with a whole new set of weapons. On the tail of some ne'er-do-wells, l'm obliged to take some of these weap-

ons out of their holsters, and using the synchronized entry system burst through the double doors to the club's main room, unveiling a scene more impressive than any l've seen of its type.

Several hundred partygoers are getting their virtual freak on beneath the flashing lights of the dance floor, which comes to a slow-motion halt as my partners and | take aim and fire at perps, sparking bedlam in every direction. Here, “police protocol" is more Beverly Hills Cop than Law and Order, and | quickly racked up the body count to prove it.

The firefight spills out into a parking lot full of steel horses, which provide both effective cover and explosive danger.

The action is frenetic and intense, with emphasis clearly placed on the physi- cal form of the gunfight. If it hasn't yet been made clear, this is blood-soaked first-person shooting. The game runs

on Techland's own Chrome Engine 5, and while perhaps lacking some of the polish of the industry's more doted-upon tech, it proves itself more than capable. Dual-wielded pistols provide some rather

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No COUN I HRY FOR oLD GENRES

The team is quick to point out that the move to present day doesn’t negate the pos- sibility of the series returning to the Old West. According to Krakowiak, the success of Red Dead Redemption in particular may just have broadened the audience. “The brand has brought some new players to the Wild West idea. We might get back to [that]; during the [marketing] campaign for Bound in Blood, we kept telling players that the Wild West was universal. And now we are actually proving this, by shifting to modern times and still retaining the Wild West flavor and elements of the genre.”

spectacular moments, and the environ- ment appropriately reflects my misfires. The last portion of the demo takes place on the 101 freeway that bisects the city (here, however unlikely, free of traf- fic), as my team pursues suspects who escaped the crime scene on wheels. It’s a common videogame refrain: One player drives as the other shoots, and after a series of near-catastrophes we catch up to the speeding SUV, finally cuffing him in a closing cut-scene. How this action will work with three players remains unclear, but I’m told that no one will ever have to sit out very long. (While competitive multiplayer modes haven't been detailed yet, the team assures that it will include

COVER STORY

options in line with previous games in the series.)

The Cartel is not an attempt to reinvent the wheel. It's as unlikely to surpass San Andreas' sense of place or scale as it is to eclipse the emotional arcs of the television serials with which it shares its narrative DNA. The game is, rather, Techland's attempt to recreate the classic Western in a modern milieu, borrowing form and function from cinema it has been intensely studying and synthesizing for nearly 10 years. And if it can continue to do that with the sustained pace seen in the demonstra- tion today, The Cartel will clearly be a pony ride worth taking.

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Kim Evans

FBI Agent

Age: 25

Gender: Female

Kim grew up in South Central LA and was raised by a single mother who struggled to put food on the table. She lost two brothers to gang violence and her third brother is still involved with a local gang, the Rolling "505. Determined to turn her life around, Kim earned scholarships for her education and was recruited by the FBI as part of a new training program. She's a rising star; a tough, no-nonsense, by-the-book agent who always gets the job done. She is loyal to the bureau and motivated to seek justice.

Eddie Guerra DEA Agent

Age: 37

Gender: Male

Eddie grew up in East LA and served in Iraq with the military prior to joining the DEA. Eddie is one of the DEA's top agents in Southern California and has recovered more drugs, cash, and made more arrests, than anyone in the LA of- fice. A bona fide risk taker, Eddie is not afraid to play a little dirty to get the results he needs. Eddie is well connected with gangs in LA and is the most knowledge- able about the drug cartels in Mexico. Though Eddie is a natural-born detective, he has a compulsive gambling habit that puts him in debt (and in a lot of trouble).

Ben ЈУЕсСто ни

LAPD Homicide Detective

Age: 57

Gender: Male

Ben, a descendent of Billy McCall (aka Billy Candle), served in Vietnam where he saw injustice on a massive scale. Follow- ing his service in the war, Ben joined the Los Angeles Police Department to protect the innocent and bring justice to corrupt and violent criminals. He is a decorated L.A.P.D. Homicide Detective and the lead- er of the three-person task force charged with hunting down and putting a stop to the Mendoza Cartel. Ben is a cynic and will stop at nothing to seek justice, even if it crosses moral lines.

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INTERVIEW

COVER STORY

Techland Art Directo of Call of Juarez: The Cartel-

15 it difficult for a Polish studio to make a game about Los Angeles and Mexico?

We have lots of reference material from the Internet, from pictures, from books— there is a lot of source material available to us without being there in person. But it is absolutely never our goal to re-create

"Games need to tell

a serious story to be relevant, because if it’s just entertainment, then it's empty."

за = год си ШЕ. cpm sx 3.

an ultra-realistic reality. It's not about that. It's the vision. We're not going 1:1 from Google [Street View] to the game—those are just places that have some meaning. | see the Western as a tale about the basic values in life, that is at the same time exaggerated and also a bit understated. We are creating the Western vistas, not recreating reality.

In a graphical sense, though, are you aiming for realism?

Our engine is very good at realistic graphics, so basically when you go for real life, this is what you get. | call it hy- perrealism— it exaggerates certain things, and synthesizes them into what you experience.

Stepping back a bit, what is the most important thing you want to achieve with this game?

Paradoxically, because it's a new setting and it's not obviously a western, we're trying to exaggerate certain elements of the Wild West. The scorching heat of the desert, the sweat on your brow—this is the type of small detail that appears, and we sometimes want to focus on that. This modern setting obviously has a huge vari- ety, and a completely different level of vi- sual intensity. The number of assets from a single level exceeds [that] of the whole [Bound in Blood] game. Where you had a saloon, which was the centerpiece of so many western scenes, now you have the strip club —this is the disreputable place where you go for drinks and girls. You have much more movement and colors in this establishment, but the basic role of this establishment is like [it is in] the Wild West. This, for example, shows in the tiny decorations —if there's a neon sign or an ad in the disco, it's shaped as a sheriff's star or a running mustang.

Do the Mexicans in this game essen- tially parallel Native Americans found in classic Westerns?

For me, it was the Sergio Leone movies, and there were Mexican bandits, as such, there. And actually, the *anti-Indian" Westerns weren't very big. It's a natural transformation of the Mexican banditos into the cartel. At the start of every inves- tigation, it begins with human nature— your greatest enemy is yourself. This is how | approach writing these characters. There is no focus on the [members of

Wroclaw, Poland isn't exactly a hub of cutting-edge game development, but for 20 years it has been the unassuming home of Techland. The company began as a distributor in 1991; it wasn't until 2000 that it released its first internally developed game, a PC title called Crime Cities, and until 2006 that it received

its first real taste of international acclaim with the original Call of Juarez, and then again with its 2009 prequel, Bound in Blood. The company has grown slowly but steadily since its meager beginnings, and now employs some 200 people across its Wroclaw and Warsaw studios.

the] cartel—the focus is on the [main] characters. The main antagonist is just the antagonist; the real test is overcoming what's inside [you]. This is the truth | am seeking.

What were your primary influences for the game?

Well, too many to name, of course. But Training Day, for me, is about people— not about police and bandits. It's a duel. Also Heat, and No Country for Old Men. So many others. There is a Polish action movie called Dogs. It's a cult movie; when people were part of the socialist state's repression, they had to become real policemen, when before they were really criminals and thugs. Another is a TV series called Pitbull; it's very realistic, because the director was actually mak- ing a documentary about the police, carrying a hidden camera with them for four years. The characters and dialogue are based on real people and events.

I'm always attracted to extremes. When a movie shows something | can't really look at—and it's not gore or brutality, just how people can react in a situation. It can be an absolution or cleaning of sorts when you watch and absorb something 50 extreme.

Is it difficult for you to get into the mind and understand the subtler sensibilities of American and Mexican characters? Harris Orkin is doing much more [for

the game] this time. Last time he was supporting me, this time his contribution is greater. That's why І can focus on the things important to me—the universal values, the human nature. The context, the relations of agencies and politics are Harris Orkin's job. Also the language, the nuance of how the characters speak.

You know, some people call Poland the Mexico of Europe, for some reason. | saw this in a documentary about Americans, actually. It’s because it's a lawless land, in a way—of course it’s an exaggeration, but that’s what they called it. But [Poland] is a young democracy—20 years is not much, and there are still people who are morally and internally destroyed by com- munism. The “dark period." The history is very troubled—the 100 years under rule of three separate powers, then there was the war, and then the betrayal of com- munism. And then the spirit of people just got demeaned and damaged, and people became more bitter. They became anar- chists, trying to find pieces of the young democracy for themselves. The spirit is numb. The faith in man is lower, and | think it shows in my stories in some way. Oh, and please don't post this recording online, because ІЛІ get in trouble with the

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nationalists. [laughs]

Are the themes you want to explore similar to those in the past games? Is the cowboy's story different from that of an FBI/DEA/LAPD officer?

It’s the perfect match, except for the fact that the price of freedom is much higher. How did you come to be creating videogames?

When | was a child, | knew | would Бе doing three things in life. Special effects (optical effects at the time), videogames, and the third thing | forgot. [laughs] I’ve been making games since Atari, for more than 20 years. Then when the time of high school and studies came, | stopped playing and stopped believing it could be done in Poland. And then Techland ap- peared—the only company in the region interested in making games. And so | ran to them.

Are you still hopeful that videogames can achieve the same narrative punch as movies and books?

For me, it's already a wrong question.

It won't be long before you're asking

if books and movies can be as good

as games. Because you're involved in games, and nothing is as important as involvement. | draw a metaphor that entertainment is like chewing gum: First it's sweet, and then you forget about it. And that's it: Games need to tell a serious story to be relevant, because if it's just entertainment, then it's empty. This is why games sort of hurt their own chances in this race—they deal so much with the light *entertainment" themes, and this is why people don't see their potential

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44

SEUN

"m Don't forget your booties. Or your axe.

Фа ETIL LI

by DAVID WOLINSKY

Games design director Brian Gomez says with a know-

ing smile. То be sure, Silent НИ: Downpour's forecast calls for lots of precipitation, but there are plenty of reasons other than getting a little damp that the series' eighth entry is poised to rattle your bones.

(4 [4 [: never gonna be а clear, bright day in Silent Hill,” Vatra

In а pitch-black demo room, just before is as impeccably paced and patiently Thanksgiving last fall, producer Devin thrilling as the first 60 minutes. Shatsky showcased the first hour of a

pre-alpha Downpour. And even though PARTING THE FOG

the Czech development team was So what the hell happens to inmate cryptic and teasingly vague about what Murphy Pendleton and the prison trans- lay ahead, they shouldn’t have much port he’s in after it crashes near Silent to worry about if the rest of their game Hill at the end of Downpour's ЕЗ trailer?

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“з

Ы PUBLISHER KONAMI

DEVELOPER

VATRA GAMES

PLATFORMS

XBOX 360,

о PLAYSTATION 3

RELEASE DATE

LATE 2011

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Well, a lot. Problem is, l'm still just as

in the dark as you, since the team in- tentionally skipped past the intro movie in demoing the game. | have по idea what crime Murphy committed, who that

woman is visiting him in jail, or why he's even being transported.

In a post-demo interview, Gomez tells me that none of that is revealed

in the intro anyhow. What will be given a little more context and significance in that opening sequence, however, is Downpour's fixation on water.

“When it starts raining, look ош Gomez says. "You better get ready for bad s*'t to start happening." That's putting it lightly. After Murphy dusts himself off from the wreckage, he tries

to seek out any other survivors in knee- deep freezing water. A bloody body lays face-down in the grass, which proves useful since it has a flashlight in its pants. Not far from there, there's a shipwrecked rowboat, with a newspaper inside bearing the headline “Freak Storm Hits Storm Hill."

Murphy presses on, and after

ack in 2009, the 11-year-old series got a spiritual

reboot in Shattered Memories, a winning reimagin-

ing of the self-titled first installation that also came on the heels of 2007's prequel Origins. Downpour looks to be similarly back-to-basics, and couldn't have set down roots in a more appropriate location. Developer Vatra Games oper- ates out of Brno in the Czech Republic. It's a lovely city (and it certainly has history: There are concert halls so old Mozart played them), though the region is notoriously bleak, foggy, and gray. Sound familiar?

On a tour of locales used as inspiration for Downpour's

elaborate set pieces, | visited the roaming catacombs of the Capuchin Crypts and the 350-million-year-old Punkva Caves. The former is home to a mass grave and dozens of mummified corpses in glass cases, some of which were infected by the bubonic plague, and the tan-colored bodies have all been perfectly —and mysteriously preserved just through normal exposure to Brno's air. The latter is an intricate series of caverns that have mostly been eroded due to natural wear and tear (some areas house truly bizarre stalagmites, some looking eerily and unmistakably like owls or churches), with some areas going as deep as 138 meters below the earth's surface. (And there's still another series of caves beneath the subterranean Punkva River.) Also: To date, 80 people have committed suicide by throwing themselves into the cave's abyss, which is featured in the game's second level, an abandoned amusement park called The Devil's Pit. Step right up!

carefully crossing a log bridging the gap along a chasm he eventually get to an abandoned gas station amid lots of wreckage. This being Silent Hill, the world subtly shifts from reality to freakish surreality, and one of the first weird things | noticed was a lost-dog poster, with a child's scrawled drawing instead of an actual photo. Odd.

The demo suggests that actual rain will be much more threatening, but events reach a boiling point when a diner's sprinkler system has to be Switched on to put out an accidental fire. The ceiling disappears into the stratosphere, leaving only fluttering embers, and the restaurant slowly transforms into a dungeon. Paintings on the walls functioned as switches that can mechanically rotate. An indoor waterfall sits inexplicably next to a still- rocking chair as "Born Free" plays on an antique Victrola. Gears descend from the sky.

Murphy tries to run away, ducking into a hallway that goes on for forever, and when he attempts to double back, the room he came from is not the room he enters. About this sequence, Lead De- signer Marek Berka says later, “[We want]

the player feeling like their character is a dungeon." Expect Downpour to play lots of tricks on you like this, and, really, not

being able to rely on anything, ever.

That same unreliability extends to Downpour's weapon and combat system. After taking a brief holiday in the combat-less Shattered Memories, you can again get up close, personal and violent. Not that you'll want to get too close all the time: breakable weapons are also returning. They won't be quite as flimsy as before, but depending upon one weapon or weapon type too much can do you in. "It's a very fine line because [we want to] disempower the player, make him vulnerable," says Gomez. "By the time you're a few hours into the game, ideally we want it to be that if you see a monster, and you have a weapon in hand you до, ‘l'Il take you." If you see two, 'Okay, | see the exit.' If you see three [deeply exhales], "АН, Р it." Not too much could be gleaned from that sole instance of combat in the demo, but Gomez insists the aim with Downpour is to exploit people's fight-or-

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Since the latter half of the past decade,

a different studio has developed each Silent Hill game. Downpour is no different, though it breaks with another tradition by cutting loose composer Akira Yamaoka— who’s scored every previous game—and hiring Dexter composer Daniel Licht in

his stead, It’s easy to see why. Licht’s work on Dexter is exceptional at creating tension, building atmosphere, and bending moods mid-measure. Though not much of a gamer himself (before you cry foul, Licht has said in other interviews he’s played Silent Hill 2 and Homecoming), Licht’s pedigree makes him perfect for the gig scoring Downpour, as his impressive credits include Hellraiser: Bloodline

and Children Of The Corn Il: The Final Sacrifice.

Going off the first hour of the game, | thought that Licht’s varied score already felt like a perfect fit for the series. Ethereal organs маќеа in the distance, barely there drops of water and faint heartbeats served as percussive lead-ins to more intense pulse-pounding, throbbing sections accompanied Murphy being chased and the town slowly morphed into the rusty Otherworld. Also noticeable was when Licht’s score eased off, falling completely silent just long enough to let uncontainable suspicion rise and make my hair stand on end. And for a guy who’s a self-proclaimed non-gamer, the harp arpeggios in what’s presumably the tentative title track sure sound awfully reminiscent of Ze/da’s classic dungeon theme. That can only be a good thing.

flight instincts. Murphy's not as nimble as Homecoming's Alex Shepherd, nor does he know how to expertly handle every weapon he might come across.

With a laugh, Gomez recalls that a lot of the guys they were using for motion capture, thanks to the Czech Republic's past policy of compulsory military service, were fighting too skillfully for the game's purposes. "There are some really fantastic martial artists here, and we had to have them dumb it down," says Gomez. It's unlikely that Murphy will be able to kill a man with a lunch tray, and don't be surprised if his precious crowbar gets stuck in a particularly fleshy enemy. And there's no shame in hiding, though senior associate producer Tomm Hulett says the monsters are more than willing to come looking for you.

Still, battles are nothing to take lightly. It was a good 45 minutes before the first enemy encounter, when a convulsing woman thrashing both her arms around like a deranged version of a windmilling Pete Townshend literally got the jump on Murphy and leapt on his back in an eerily serene courtyard. Shatsky had a leg up on the game by knowing where and when enemies and weapons were, but still got killed by the banshee even though he had an axe.

That extra challenge only adds to the town's ominous vibe, and necessitates

being wary of what's around every corner. Not much is known about

what other enemies you'll run across, though the demo had a placeholder monster made entirely of smoke, the ЕЗ trailer showed a glimpse of a silent and extremely tall... thing with sunken features, and just to keep things from being too predictable, Hulett confirmed that Pyramid Head will not be making an appearance in Downpour.

OFF THE BEATEN PATH Since he's a regular guy, the team's taking great efforts to make Murphy feel like he's part of the world, and similarly, make the world itself feel real. “І think a lot of past games, not just Silent Hill, but games in general, stuff happens to your character and they don't react to it," says Gomez. "They can pass a dead body and be fine, or they've just been attacked by a monster and nothing seems to phase them." Murphy's body language doesn't just feed into how low his health might be; Gomez says they're building "several" walk cycles based on whether he was just attacked, near something scary, or even if it's just dark. It's going to be much more subtle than Murphy muttering to himself, “Воу, that was scary, wasn't it?" Gomez assures with a laugh.

Part of making the world feel more alive dovetails nicely with Downpour's

side quests. Silent Hill devotees won't be shocked to hear that the game will feature a variety of different endings dependent upon your choices—and the same holds true of Downpour's side quests. Just as you can't expect to

see every ending the first time through, don't expect to have access to every optional quest. Their availabilities range from major, no-duh forks in the road (on your way to town, you have the opportunity to save or abandon a female police officer about to fall off a cliff)

to more trivial ones, like whether you have Murphy favor wearing hoodies or brighter apparel. In other words, your choices affect much more than just the endings.

That said, side quests aren't instantly recognizable as such. "We don't ever want the player to find something in the world or interface that says, ‘Here’s a side quest!” says Gomez. "Even if it's not related to the main story, it's still going to reveal things about Murphy and his past."

Since Downpour doesn't have an of- ficial release date other than "before the end of the year," this is a tad premature, but Gomez confirmed that there have already been talks about potential DLC for the game. Looks like Silent Hill won't go silent again for quite some time. This is one instance where a bit of rain in the forecast is more than welcome.

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Rapture in the sky

PUBLISHER

2K GAMES DEVELOPER IRRATIONAL GAMES PLATFORMS XBOX 360, PS3, PC RELEASE DATE 2012

by EVAN SHAMOON

As was the case with Rapture, Columbia is a utopian city gone awry; constructed in the early 20th century, the floating metropolis was created to show off what a post-Civil War America was capable of. Corruption eventually intervened, and Columbia became a militarized city in the sky; it was eventually abandoned by America, and left to shape its own soci- ety. Just moments into the game's demo sequence, signs warn that "they'll take your gun," with barrels full of rifles laying nearby for the taking. Second Amend- ment, anyone?

“Columbia was a distillation of the American mission in the world," says Levine. “And | think what happened to Columbia is that two people can see the same mission, read the same set of founding documents, and take away two or three or four or a thousand different interpretations of those documents. And the interpretations are so diverse and so divergent that they'll kill each other over it. And I think that's certainly more what we're interested in talking about; not this interpretation's wrong or this interpreta- tion's right, but more the dynamic of what happens when people encounter ideas, and how they relate to those ideas."

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ioShock Infinite does not take place 6,000 leagues under

the sea, but instead high, high above it. It’s a complete

change of period, place, and persona from the original, but one that creative director Ken Levine sees as part of a larger theme. “We asked ourselves, ‘What is BioShock?’ and we distilled it down to two key elements,” he says. “One is that you’re in a world that’s kind of over-the-top, kind of absurd and ridiculous, but also very much grounded and believable, the way that Rapture was. Columbia is this ridiculous city in the sky, but yet the conflict of the journey these people are on is also a reflection of the experience this country has gone through at many points in its history.”

Infinite’s gameplay also feels undeni- ably congruent with the original BioShock, in large part due to its core mechanic. “The other element is that we give the player dual-wielding—weapons in one hand and powers in the other,” says Levine. “We were one of the first to do that back in the System Shock 2 days, and we really followed up with it in BioShock. For us, dual-wielding isn’t just having a second pistol, it’s having very disparate powers in either hand, and I'm gonna have a lot of expression about how | approach the problems of the world through those powers.”

Exactly how you choose to wield these powers, however, as well as the reactions of Columbia’s many inhabits, takes a turn for the unpredictable. “The second you saw a splicer in BioShock, they'd attack you right away,” says Levine. “The Big Daddy and Little Sister were the only characters in the world that didn’t do that, and they engendered a lot of interest in the game because you observed them in their native state.” One challenge the team took on with Infinite was to extend that role to everybody: “Maybe it’s hard to set them off,” says Levine. “Maybe some guy has his lunch on the table and you touch that lunch and that’s gonna set him off. Maybe he’s just kinda crazy. It’s much more of that Wild West feeling: You come to а space and you don’t know what people are gonna do.”

Asked whether his team will be dealing with sensitive issues in Infinite —slav- ery and gun rights come to mind after watching the demo, to name a couple— Levine affirms. “God | hope so,” he says. “Because if you're not talking about something sensitive, what is there to talk about— chamomile tea vs. Earl Grey? You've gotta find something people are passionate about, or you're wasting your time."

0.

electronic gaming monthly 245

by ВЕВЕССА SWANNER

Wwww.-egmnoy-com

'ou could make the argument that Thor is the most

powerful of the marvel characters," contemplates Rico Sablan, lead designer at Liquid Entertainment. “Well, some people would say Sentinel, but he's right up there."

Whether you're playing the HD ver- Sion of Thor or the Wii version, that's something you'll definitely experience. You'll wield lightning, thunder, wind, and of course, Thor's mighty hammer as you crush all enemies. And, you can also breathe a collective sigh of relief because although the game is coming out just three days before the release of the Thor film, and uses the likenesses and voices of the lead actors, these are not movie-based games.

Remarkably, Marvel and Sega gave the two development teams Red Fly (known for its underground hit Mushroom Men) and Liquid Entertainment (Lord of the Rings: War of the Ring)—an incred- ible amount of freedom to create their own Thor storylines. In both titles, the ever-mischievous Loki tries to initiate a conflict between his father Odin and his brother Thor by encouraging Thor to re- lease the Мапдод —а creature his father had imprisoned after it went mad and

|

use it to take revenge on the frost giants destroying the Norse Gods' home world of Asgard. Not surprisingly, things don't до quite as planned, and Thor is left hav- ing to clean up Loki's mess.

Thor's quest will take you to four worlds Asgard, Vanaheim, Muspel- heim, Nifelheim—in the HD version and to five— Midgard in the Wii version. In both, you'll face off against the impres- Sive bosses Ulich, Ymir, and Surtur before you finally go head-to-head with Mangog (for that battle you'll team up with Loki and Odin in the HD version). It's in the imagining of the realms and the moment-to-moment gameplay that the two versions stand apart.

The HD titles are gorgeous. The forest

= E т 5 a © =

PUBLISHER SEGA DEVELOPER LIQUID ENTERTAINMENT (XBOX 360, Р53), RED FLY (WII) PLATFORMS

XBOX 360, PS3, WII RELEASE DATE 05.03.11

world of Vanaheim looks like a lush oasis while Surtur's Muspelheim is fiery, dark, and foreboding. And Thor— whether

in his classic costume, dressed in hi Ultimates get-up or his Destroyer-themed gear—is ready to do damage, grappling onto his larger enemies and knocking them about in real time. As you progress, the experience you gain will let you unlock powerful hammer throws and intense god powers so you can execute brutal finishing moves and ram Thor's

hammer down the throat of an enemy, or pull a frost gjant out of a frost goliath and deliver a crushing blow to his chest.

Red Fly had to take a different ap- proach on Wii. Red Fly’s creative director Craig Bolin explains that they went for a “stylized, hard, and colorful look. If you make a character with strong lines and strong colors, put some sweet lighting on them and get a bunch of particle effects crawling around on them, that guy is go- ing to look great.”

NEXT WAVE

Then there’s the issue of the controls. “We don't have the four buttons or the camera stick and, because of where the Wii ends up skewing, we aimed the game to be a little more casual,” Bolin says. “But, we still wanted to make the player feel powerful and like they were moving in sync with the guy on the screen so we kept the controls simple and incorporated gestures at key moments.”

Most of the time, to initiate Thor’s god powers (like when you bring down light- ning for the Krack-a-Boom) or to whack an enemy with the Mjolnir hammer, you'll per- form a series of A button presses. But, if you want to do a Ground Slam, a gesture with the controllers will make Thor pound the ground and send enemies flying.

While the graphics and control Schemes are scaled back with the Wii title, Red Fly's creation lets you customize your character much more deeply though the use of runes. Where runes are used solely to regain health, experience, or magic in the HD versions, they're collectibles here. In the first playthough you'll unlock four rune slots and, depending on which of the dozens of runes you acquire during your journey you'll be able to enhance your melee, abilies, and magic powers in different ways. Swap these runes in and out as your play and you'll come across certain combinations that will make Thor exponentially more powerful.

Га love to tell you what those are, but you wouldn't want me to give away every- thing, would you? El

electronic gaming monthly 24

53

SUPREMACY

Anew mixed martial-arts game strives to be the ultimate fighting contest

by AARON BOULDING

PUBLISHER

505 GAMES DEVELOPER KUNG FU FACTORY PLATFORMS

XBOX 360, PLAYSTATION 3 RELEASE DATE SUMMER 2011

www-egmnow-com

| your favorite teams, athletes and sports leagues are

polished, sanitized pageants. This is a problem for the

folks at Kung Fu Factory and their Supremacy MMA. These veteran developers are looking to celebrate the human struggle and brutal dues-paying of cage fighting, to show that the culture around the sport is far more intense and possibly appealing —than previous games have led us to believe.

Supremacy will be the Factory's first title

as a standalone developer, a moment

that lifelong friends Daryl Pitts (president) and Ricci Rukavina (CEO and creative director) have been preparing for over the last 35 years. Disparate experiences with big-budget movies (Rukavina worked for Spielberg's Amblin Entertainment on such films as Jurassic Park) and other fighting games —the WWF series, Mortal Kombat, and UFC games Tapout and Undisputed 2009 Іей the pair convinced that they were best equipped to make a mixed martial arts videogame that was grittier, less filtered,

and truer to the spirit of the sport.

“With this game we can go back to the roots of fighting,” Rukavina explains at Kung Fu Factory's collegial offices in Santa Monica, California. “Bones break in MMA. If you go to a fight, things are different...it's even worse.”

we see in golf and other participant sports, mixed martial arts features a high percentage of fans who fight and train themselves. The thinking is that these fans would demand authenticity in ап MMA videogame because they're living the sport themselves. A focus on brutality of any kind

PU а

nn

tends to scare away most game publishers, including ones holding UFC licenses. When Kung Fu Factory worked on some of the fight mechanics for the wildly successful UFC Undisputed 2009, it saw that there was. another level of realism fans were missing. Supremacy's fighting is more fireballs and dragon punches than sweet science. The whole system of strikes, combos and ground grappling is still being refined, though speed without being overly агсаде-у is the target. There's also a rock-paper-scis- sors system where you'll always have a way to turn the opponent's advantage around, whether standing or on the ground. A strike beats a transition beats a setup/push beats a strike. Think of a setup or push as a major

move or takedown attempt that can neutral- ize an opponent trying to out-punch you, yet leaves you vulnerable to simple transi- tion or counter moves. l've seen skilled players launch attacks and counter-attacks so fluidly it makes Supremacy look like a classic kung-fu movie, with lots of action but only an occasional solid hit.

Real life beginner-circuit MMA is full of fractured skulls and twisted legs that point in wrong directions like some mangled ac- tion figure. And Kung Fu Factory is putting this stuff in the game to "keep it real," as its devs say. "Fighting games get watered down," says Rukavina. "Whether it's Fight Night or an MMA game. There's blood on the mat at every fight. We don't want to

tone down our game for anyone." Lightweight Jens Pulver is the biggest named real-life fighter associated with Supremacy, and he's going to be subject to the same stylized storytelling meth- ods as the fictional mixed martial artists. The original characters are fleshed out through graphic novel-style animation with voiceovers that can be haunting at times. To the folks at Kung Fu Factory, “Lil Evil's" story, career and approach to MMA represents everything they want to put into Supremacy. He's fought through the ugly, dark side to the glamorous heights of MMA and lived to tell about it. We'll see if an unlicensed, unheralded MMA videogame can do the same.

NEXT WAVE

А ТІ

55

electronic gaming monthly 245.0

Unravel the mysteries of women, a secret conspiracy and your own А identity іа CD Projekt RED’s newest quest

шы.”

hen а strange, new idea challenges the conventional

thinking, one of two things will happen: The idea

is either embraced or totally rejected. Luckily for developer CD Projekt RED, The Witcher's attempt to defy the boundaries of its genre found favor among RPG fans upon its October 2007 release. And with only a few more months of planned development left, The Witcher 2: Assassins of Kings promises to inspire even more devotion to the series.

Though CD Projekt RED originally intended to develop only an expansion for the original game, the powers-that-be upgraded the project into a fully realized sequel, much to the delight of fans. In fact, it’s those same fans who are helping to determine the tenets of Assassins. Ele- ments like the new combat system were directly inspired by fan suggestions. Before getting ahead of ourselves, let's review the story so far: In The Witcher, you played as Geralt of Rivia, an ivory-haired swordsman who boasts supernatural strength and agility courtesy of body-altering mutagens. An amnesiac,

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Geralt is complimented by a cast of bra- zen adventurers who, together, comprise what is left of an ancient, monster-hunting order known as The Witchers.

Assassins picks up the storyline imme- diately where the first game left off. With the stability of the kingdom under threat, monster-hunting Witcher extraordinaire Geralt will have to investigate and eventu- ally bring an endterminate to a cabal of Witcher-like assassins who, as the title implies, are intent on taking out the king. Luckily, Assassins’ in-game world has grown to reflect the newly epic nature of the narrative’s more comprehensive size.

You'll be travelling more, engaging in more politics and, most importantly, will face the same kinds of agonizing moral dilemmas which will leave you pacing around your desk for an answer.

In revising the combat system of the original Witcher, CD Projekt RED faced conflicting complaints from the commu- nity bemoaning too much constraint and too much choice. In an attempt to appeal to everyone, the developer's crafted an even more dynamic combat system. So whether you prefer to run headlong into the chaos of battle or step back and strategize, Assassins should hopefully have you covered.

Part of The Witcher's appeal is con-

tained in its ability to confront mature subject matter, particularly themes like faith, sexuality and violence. Though the game took strides in the right direction, features like in-game, sexually explicit playing cards made the efforts feel juve- nile. CD Projekt intends to remedy that problem by permanently embedding these themes into the story. As opposed to the hackneyed mini-games so often included in other RPGs, Assassins will force you to act on your own desires and aspirations during dialogue scenes. Don't expect to find any silly button-pressing events here. Morality will once again play a consid- erable role, and CD Projekt is striving to move beyond the simple black-and-white

МАКЕ"

ање

options of other games. After the release of The Witcher, the studio went straight to work on a new engine, replacing the technology it licensed from BioWare for the first game. The new RED Engine tech is specifically tailored to suit the needs of the new game, allowing you to change the course of events more often, in more ways, and with more variables consid- ered. The result lets the studio tell its story while simultaneously giving you the tools to tell your own. That's the idea, anyway. Slated for a mid-May release, The Witcher 2 should give us all one more rea- son to avoid the unbearable summer heat in favor of the cooler (albeit blood-stained) pastures of Temeria. ЕД

electronic gaming monthly 245.0

NEXT WAVE | 57

PUBLISHER ATARI, CD PROJEKT DEVELOPER

CD PROJEKT RED STUDIO PLATFORMS

PC

RELEASE DATE 05.17.11

58 | NEXT WA

by ALEJANDRO QUAN-MADRID

keleton samurais don't get much respect maybe it's

the got-no-skin thing. They'll get the rare chance to

prove their worth in Haunted Temple Studios' inaugural game, Skulls of the Shogun. Lead designer Jake Kazdal is endeavoring to put a unique spin on the turn-based-strategy genre —emphasizing pick-up-and-play gameplay over the traditional layers of menus and statistics and so far he and his team are off to a promising start.

“It's a cross between football and chess,” says Kazdal. Football? Well, for one, you'll have to choose what kind of offense and defense to run in feudal-era Japan. Do you send your squad of undead soldiers— grunts, cavalry, archers, etc. —to gang up on the enemy for an early advantage? Or do you “haunt” the псе paddies and summoning shrines to control the map's resources and try to win by numbers? You:can also have your warriors eat

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the skulls of their enemies to gain extra

hit points and eventually transform into a special demon with an extra attack. Con- versely, you might want your fox monk to purify the skulls of your fallen comrades to keep your enemy from eating them.

And chess? Your army has a powerful, mustachioed general who is both an asset—he gets an extra turn in battle— and a liability, since his death means game over. This unit, along with the

enemy's counterpart (i.e., a rival general or Japanese other-world creature), is for the most part a mix between a chess king and queen.

Fans of Advance Wars should feel right at home. One of the key differences, however, is that you control your troops in a looser, freeform fashion instead of via traditional grid-based movement. Skulls of the Shogun also features simpli- fied stats. In the version | played, each Shogun's hit points hovers in the teens, while sword and shield symbols represent attack and defense values. The controls are similarly straightforward. On the Xbox 360, each action command (attack, haunt, eat skulls) corresponds to a separate face button.

This all falls in line with Haunted Tem- ple Studio's mantra of “arcade meets TBS (turn-based strategy)." Kazdal stresses that, "It's not necessarily as in-depth and

PUBLISHER

TBA

DEVELOPER HAUNTED TEMPLE GAMES PLATFORMS XBLA, PSN, PC RELEASE DATE SUMMER 2011

“ною «ШЕ TOSPEEDUPAI

about stats [as other strategy games]; it's about each game, sitting down, and playing it.”

What helps these digestible chunks of gameplay go down is the quirky humor peppered throughout. Working through the intro, | found that the playful, goofy banter between the simple-minded skel- etons made learning the ropes a joy. Ironi-

cally, the title wasn't always supposed to be lighthearted. Haunted Temple Studios initially envisioned a more serious experi- ence and added the comedic dialogue to serve as a placeholder. "People kept play testing it and laughing at it," says Kazdal, “and they were like ‘this is really funny.”

He describes the text as "just this stupid s**t we threw in," but then, based off of

the feedback, he and the team decided to keep Skulls of the Shogun “оп the goofy side of the story spectrum."

It might just be the humor the helps this project stand out. A strategy game that isn't afraid to show its funny bone could be quite refreshing, or at least as re- freshing as a tale about mystical skeletons who cannibalize each other can get.

ATTA

electronic gaming monthly 245.0

Бо | NEXT WAVE

he story of FEZ, a charming platformer coming to XBLA this year, began back at the 2008 Independent Games Festival. Montreal’s Phil Fish proudly introduced his baby to the world in an irresistible single-level demo, and FEZ became an indie darling overnight— claiming the IGF's Excellence in Visual Art award in the process. He was suddenly faced with the enviable task of having to assemble a real, full game. He enlisted a tiny crew of specialized independent talent at the newly christened Polytron Corporation, and buckled- down to create a nuanced adventure for brave little Gomez, the

would-be hero of FEZ.

Fish cites two critical trios as world-shat- tering gaming influences. "It was Christ- mas 1988. I received a NES with Super Mario Brothers, Tetris, and The Legend of Zelda. To this day, | consider this trifecta to be one of the most important and influential things to ever happen to me. Those three games taught me everything | know about game design. This will be painfully obvious to anybody who plays FEZ. They taught me the basics, the

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more mechanical side of things—good controls, systems and world-building.” The other treasured trio may have saved his gaming soul. “Later in life, just when | was starting to get bored with games, three came along that redefined everything: Rez, Ico and Katamari Dam- acy are all sacred to me. They changed my idea of what games could be,” proclaims Fish. “What this trifecta taught me was more about personal vision and art. Three games with unique, beautiful

and pure visions. Simple games, all of them, focusing on a few important things that they did better than most other games. They were all unique, trippy and completely different. | could tell they were the product of a few focused, bril- liant minds.”

Leaving loads of untapped game con- cepts on the table, Fish now devotes every waking minute to polishing and perfecting FEZ—which, at this time, is largely content-complete. Steeped in nostalgic game design and aesthetics, FEZ chronicles the adventures of Gomez, а 2D тап on a voyage of discovery into the mysterious third dimension.

"The story really takes a backseat to everything else in the дате," Fish explains. “It isn't a story as much as a lore, or internal logic. Almost nothing is explained, but there's enough information lying around for people to piece together what happened, and why. There's about as much story as Super Mario Brothers, but about as much lore and internal logic as LOST —except it makes sense."

Gomez learns he's the chosen one, with a gift of vision into the third dimension. This presents itself in the form of 3D axis rota- tions in a 2D world, built inside Polytron's

custom Trixel engine. The perspective-shift-

ing rotations are beautifully executed, while triumphant discoveries and solutions erupt in colorful 3D effects. The goal, however,

is to adhere to a minimalist aesthetic, with background wireframes and other primitive shapes. Fish makes it clear that these choices also tie into the story.

“The game world isn't hostile. The worst thing that usually happens is you'll miss

NEXTWAVE | 5i

THE POLYTRON TEAM

While personally overseeing all aspects of art and gameplay for FEZ, Phil Fish is aided by programmer Renaud Bedard, anima- tors Paul Robertson and Adam Saltsman, Brandon McCartin on sound effects, and chiptune veteran Disasterpeace (a.k.a. Rich Vreeland) has composed an exquisite 8-bit soundtrack.

a jump and fall to your death, but there's no consequence for death," says Fish. "No lives, no health we just respawn you where you were before you died. There are no enemies and no bosses. No combat whatsoever. No bad guys. No confronta- tions, no antagonism. No gods or kings... only Gomez."

Sure enough, the primary goal in FEZ is to collect cubes. Sixty-four shiny golden cubes tucked away in vast, cleverly-de- signed platforming worlds. “They are our Mario 64 stars, or Zelda Tri-force shards” explains Fish. "They're what you're look- ing for as you explore the world. It's very simple. Some cubes are floating here and

there, or placed inside treasure chests, and PUBLISHER others are hidden behind layers of obscure POLYTRON / meta-puzzles." MICROSOFT DEVELOPER

POLYTRON

The Polytron team relishes its role as inde- PLATFORM pendent, self-sufficient XBLA developer, XBLA yet Fish isn't blind to the potential risks. "It RELEASE DATE makes some stuff a lot harder," he says, 2011

"but when I call Microsoft to tell them that FEZ is delayed, all they say is ‘That’s your call, you're self-published.' So that's very nice. Of course they could always drovp us without any notice and we'd lose our XBLA slot, which is really terrifying. But hey, that’s freedom! Horrible, horrible freedom!” [2]

electronic gaming monthly 245.0

Вго!

MORTAL KOMBAT

360,

For the first real Kombat on the current-gen systems, you'll not only get Fatalities in high-def, but a deeper combo system, a three-tiered super meter for special moves and new online options.

0301.11

FIGHT NIGHT CHAMPION

Besides changing the number of ways you can punch people, this boxing sim also adds one-punch knockouts, one- button blocking and a more dynamic camera. EAS first M-rated sport game will be brutal at the very least.

0301.11

BIONIC COMMAND REARMED 2

While the 3D version failed miserably, this sequel to the downloadable Commando does add one of that game's mechanics: Nathan can now jump when he doesn't feel like swinging.

0301.11

MLB 11 THE SHOW

Besides a new analog system for batting, pitching and fielding, the new Show also boast a new co-op mode so you can play 2-оп-2, 2-on-1 or even 2-on-the- computer.

0301.11

RIFT In this epic fantasy MMO, cataclysms don't just happen once, they're ongoing, as the forces of evil use holes in time and space to invade your world.

03.07.11

MLB 2K11

Along with the usual updated rosters

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every sports game gets annually, this year’s model also features smarter and better looking players.

0308.11

HOMEFRONT

With a story that has North Korea invading the U.S., we're hoping this first-person shooter is more fun than it is timely. If not, hi Glorious Leader!

03.08.11

DRAGON AGE И

Besides adopting the conversation system from their brethren game Mass Effect, BioWare are also altering the combat and upgrading the visuals for this fantasy RPG

0308.11

ELEMENTS OF WAR

While most real-time strategy games let you control the military, this one also let's you control the weather, attacking your enemies with earthquakes, tornados and other natural disasters.

03.15.11

TOTAL WAR: SHOGUN 2

Though the original delighted RTS fans with its solid mix of strategy and tactics,

Not only will this stand-alone sequel have many more puzzles to solve, but it also boasts a two-player co-op mode where the prob- lems are doubly hard.

this sequel is still adding a fresh coat of visual polish, among other tweaks, 03.15.11

OKAMIDEN

Like its big brother Okami, this playful Zelda-esque puzzler casts you as a furball who must use the Celestial Brush to draw the shapes and patterns you need to get by.

0315.11

ТОР SPIN 4.

Not only does this tennis game have more pros than before— including Andre Agassi, Michael Chang and Boris Becker—but their egos will be satiated by the new TV-style presentation. 03.16.11

SWARM

If you thought Pikmin could ve used more minions, and that those minions could've

used more legs, and that those legs would be could move strategically, have we got a game for you.

03.15.11

GODS EATER BURST

While the name says it all, for those in need of more explanation, let's just say that this action-RPG lets you be the Hunter of Monsters (hint, hint) in a Final

Fantasy-esque world. 03.22.11 CRYSIS 2

While yes, this is a sequel, its creators as- sure those of us who missed the PC-only original that we won't be lost, story-wise, when we start up this sci-fi first-person shooter.

03.22.11

THE TOMB RAIDER TRILOGY

Besides 2008's Tomb Raider: Under- world, this collection also includes 2006's Tomb Raider: Legend and 2007's Anniversary (an upgraded remake of the original Raider) for the first time on PS3. 03.22.11

DISSIDIA 012[DUODECIM] FINAL FANTASY

A brawler set in the Final Fantasy universe, this sequel to 2008's Dissidia: Final Fantasy not only adds new fighting mechanics and characters but a RPG-lite single-player mode as well.

032211

THE SIMS MEDIEVAL

Finally, a version of The Sims for people who spend their weekends at renais- sance fairies. Or Lord Of The Rings conventions. Or making obvious Pulp Fiction jokes...

SOCOM 4: U.S. NAVY SEALS

PS3 ~ Sony

While this follow-up to the online-only Confrontation has web-based battles as well, it's notable for being the first installment of this third- person tactical shooter series on PS3 to have a story mode.

11.01.11

PS3 - Sony

03.29.11 THE THIRD BIRTHDAY

The third game in the Parasite Eve series and first in more than a decade, this action-RPG will let you control any mem- ber of your party as you work together to defend Manhattan from The Twisted. 0329.11 SHIFT 2 UNLEASHED

р р It may have dropped part of its name, but this racing sim is indeed the sequel to 2008's respected, realistic and beautiful Need for Speed: Shift. 03.29.11 WWE ALL STARS

While their Smackdown series goes for (relative) realism, All Stars is taking а more arcadey approach, with unrealistic moves and cartoonishly huge characters. 03.29.11

THE FIRST TEMPLAR

Kind of like Assassin's Creed in reverse, this action-RPG casts you as a Templar and a heretic in 13th century France who must work together to uncover a conspira

electronic gaming monthly 244.0

Besides an all-new adventure—one that has our titular hero trekking through the desert—this sequel also has Sony's answer to Lara Croft being much more of a brawler this time out.

03.29.11 TIGER WOODS PGA TOUR 12: THE MASTERS For the first time in this golf game's history, you'll be able to take a shot at The Masters. Which is kind of like golf's ion of The Super Bowl. With less interesting comme! 03.7BA.11 GHOSTBUSTERS: SANCTUM OF SLIME А, РЭМ tar Picking up where the last Ghostbusters game left off, this isometric arcade shooter casts you—or you and three friends—as Egon and crew's new coworkers. ОЗСТВА.11 ICO/SHADOW OF THE COLOSSUS COLLECTION

Not only does this collection have both of these cult classics upgraded to HD, but

it will also support 3D and, in the case of Ico, contains a different ending.

03.TBA.11

YOOSTAR2

Using your 360's Kinect or your PS3's

Eye, this movie karaoke game lets you star in your favorite movies, and then

judged on your performance like a real actor.

All dates subject to change. ЕСМ is not responsible if you drive out to your local game store and they tell you, "Sorry, that's not out until next week."

С POINT | b3

bu

Mid

M349 И

MARVELVS САРСОМ 3... TEST DRIVE UNLIMITED 2... STACKING...

LORD OF ARCANA... TACTICS OGRE: LUCT... YOU DON'T KNOW JACK... REVIEW ROUNDUP...

PAUL SEMEL

Fraidy Cat _

Thanks to an unfortunate incident involving Silent Hill and a pair of arguing felines, Paul can't play scary games late at night. Or early evening. Or when its overcast.

Liki Not Liking: Stale cupcakes

: Black Rebel Motorcycle Clubs Live in London

Reading: Richard Stark' Deadly Edge

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With the third consecutive year of Capcom’ 20 fight.

ing games dropping in first quarter, Sterling’ starting

Liking: Dante, Wolverine, коп Not Liking: Dr. D

m as the Ni

Wishes: Hed bought those Europe

discs (Motown!) wh

STERLING MCGARVEY ,Time Marches on Nevergnding а

nlike so many other games

tagged as "survival horror," the

original Dead Space really was

a horror you had to survive. Mixing gunplay, situational puzzles and genuine frights, it was like Aliens if Ripley had gone to LV-426 alone, the titular creatures were designed by Clive Barker, and director James Cameron was on a steady diet of Marilyn Manson videos.

Thankfully, most of the basic elements

are intact (to say the least) in this sequel, which once again pits poor Isaac Clarke against a horde of alien zombies, a

JASMINE MALEFICENT А Я Fight tout!

Letting nostalgia rule your gaming experiences i

the fastest way to lose а fight ina strategy RPG

an/Magneto/Ryu eight times Sagat Liking: DCU Dine exclusive SingStar Not Liking: How much life shes losing to DCUO

pond Currently Dreading: Doing her taxes

Jasmine learned this after repeating the same fig

tattered environment, his own fractured psyche, and monsters of the human variety. But while Dead Space 2 is every bit as invigorating, unnerving and involv- ing as the original, it occasionally (though not critically) comes up a bit short.

It's been three years since the events of the original game, but they're all a blur to Isaac. All he knows is that his old pals the Necromorphs have turned up unin- vited on a space base called The Sprawl. How he, and they, got there is a mystery.

From the get-go, it's clear that many of the things that made the first game so frighteningly good are carried over to this sequel, such as the disturbing imagery, the tight controls, and the horror movie scare tactics. More importantly, it has

MIKE MINOTTI

EA

, Awesome Arcana, Dude

his NFL season.

is Mike lost a lot of money tting it all

on the Lions wasn smartest move.

| у" Liking: World of Warcraft: Cataclysm

Not Liking: Carpal tunnel syndrome

Arby's Sauce: Not just for roast beef sandwiches

the same genius sound design and light/ shadow interplay that gave the original such a horrific atmosphere. You know

a game has set a scary mood when the sound of a “Get Well" balloon popping makes you jump.

EA's even included an added bonus for PS3 people: a Move-enabled version

tion, the excellent light-gun game originally released on the Wii.

But while Dead Space 2 has most of the basic elements that made the original 50 good, it's somewhat lacking in boss battles and clever situational puzzles. They're less common, less epic, and none are as taxing physically or men- tally—or as varied as those in the first

lately

ok game —andit's not even goo

Liking: Rumors ofi

game. This time out you’re mostly just running from point A to point B.

Not that going from A to B gets bor- ing. There are plenty of enemies and other scary bits to keep you occupied. In fact, it isn’t until you stop and think about it that you realize not a lot has happened. When you're going through it, you just get so caught up in the tension and the action that you don't realize what you’re missing.

It isn’t all the same old thing, however.

has to contend with

ding this month in Europe, enjoyin

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oming with a Retin:

Liking

some new Necromorphs. Stalkers will flank Isaac before running at him full speed, The Pack are like a bunch of six- years-olds at an all-you-can-eat sundae bar that's just run out of hot fudge, while The Puker and The Spitter are pretty self- explanatory. And gross.

Luckily Isaac's learned some new tricks. He can now hack terminals using a rather easy stick-wiggling maneuver like the one Batman and Sam Fisher use to pick locks. He's also traded in his magnetic boots for a pair with little jets

AARON THOMAS: :

PUBLISHER ELECTRONIC ARTS DEVELOPER VISCERAL GAMES PLATFORMS

XBOX 360, PLAYSTATION 3, PC PLAYERS SINGLE-PLAYER, 2-8 MULTIPLAYER ESRB

M - MATURE RELEASE DATE 01.25.11

Not Liking: The f t there

mobile GPU Ready For: The su eather to return wi

the coming year. Economy Plus Seating Up really summer

еппу

electronic gaming monthly 245.0

REVIEW CREW

that let him zip around in zero-g.

Unfortunately, some of the other additions don't actually add much. By moving the action from a space ship to a space station, the game's environ- ments gain some diversity. But while th school setting is particularly upsetting, in a good way, having a shootout in a food court just isn't as engaging as one in a cramped engine room.

Then there's multiplayer. In it, four humans have to complete such objec- tives as gathering parts for a Shockmine, while four Necromorphs try to stop them. And then you switch sides. But even if you ignore the conceptual inconsisten- cies Necromorphs are more instinctual than intellectual, and would never use strategy like a person would —and the fact that playing with others ruins the

scary vibe, the real problem is that it's just...meh. Sure, it has some depth: leveling up, multiple playable characters with different weapons or abilities, etc. And it gets points for trying to offer more than just Team Deathmatch. But with only the one mode, the objectives all be- ing pretty similar, and most of the char- acters moving too slowly for multiplayer, it just isn't that compelling.

Then again, this kind of game just doesn't lend itself to competitive multi- player, so it's hard to imagine someone being disappointed by something they probably weren't going to play anyway.

Dead Space 2 is not going to win over anyone who hated like the original. But for lovers of the first game, as well as fans of FE.A.R., Resident Evil and/ or Silent Hill—this is a seriously solid sequel. Everything that worked the first time is intact, while the new adventure is just as compelling without being a re- hash. Sure, it's a little shallow, but when you're slowly moving through a corridor, nervously twitching because some freaky space zombie might jump out at you at any moment, you won't miss a thing. а

DEAD SPACE 2 9.5

THEGOOD

Has all of the original's great mechanics THEBAD

Could use more (and more involved) puzzles and boss battles

THEUG

The school section is unapologetically twisted

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b& | REVIEW CREW

MARVEL VS. APCOM 3: FATE OF TWO

My Cod, it's full of stars!

B

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by STERLING MCGARVEY

y all accounts, Marvel vs. Capcom 3: Fate of Two Worlds shouldn't exist. Between all the intellec-

tual property entanglements and exclusivity deals and rooms full of lawyers it's a miracle that Marvel vs. Capcom 3 ever got past concept art. Nevertheless, Capcom's slowly but methodically brought us to this release, first with Street Fighter's

ЖОЛОЙ

triumphant return, then with its triumph over barristers and IP-holders with Tatsu- noko vs. Capcom. And all those reissued classics on XBLA whetted our 2D fisticuff appetites for years, proving that there's still a market for these games. As the in-game announcer proudly crows, Marvel vs. Cap- com 3 is here, and it's a highly satisfactory package that beautifully complements its antecedents.

МУСЗ continues the tradition of high- velocity team-based combat made so popular in the late "905. It weds proven elements of the formula (lightning-fast attack combos, temporary aid from teammates) with adjustments and updates (a sense of persistence to its stat-tracking, 3D graphics) that bring it up to the needs and

standards of contemporary fighting games.

Arguably the most notice- able update of MvC3 is the transition from the sprite- based art of over a decade

past to lush visuals that evoke both comic books

PUBLISHER CAPCOM DEVELOPER CAPCOM PLATFORMS XBOX 360, PLAYSTATION 3 PLAYERS

1-2 OFFLINE, 2-8 MULTIPLAYER ESRB

T- TEEN RELEASE DATE 02.15.11

and Viewtiful Joe in a broad swath. Back in the '90s there was a sense of real velocity to the action, but in this contemporary update there's a genuine fluidity that matches the speed. The HD visuals are imaginative, colorful, and aesthetically daz- zling—though admittedly, it won't take long to realize why the game features a seizure warning. Marvel vs. Capcom 3 turns the famous Wolverine quote on its head: "It's one of the best at what it does, and what it does is pretty."

While MvC3 certainly shows off how today's consoles can rework a classic formula with contemporary graphical flair, it also includes some subtle gameplay tweaks that truly bring the game from 2000 to 2011. There's a new simplified control mode option —special attacks

REVIEW CREW | Ба

are mapped to each button— that allows your less-experienced friends to take you on without having to memo- rize combos. Don't worry, you'll still probably

put them down for the count. Further, partner attacks and Switching are on the same but-

ton and can be toggled by either tapping (attack) or holding (switch), a real streamlining of the process.

It's also a more intelligent fighting game than its predecessors, thanks to small conveniences that keep up with the times. Now you have the option to save pre-set trios to quickly bounce back after defeats. Like Street Fighter IV, MvC3 tracks your play data, determines (based on cumula- tive points earned across several catego- ries) how defensively and offensively you play, and allows you to personalize your online identity with badges and nicknames. It stat-tracks which characters you lean on the most (apparently I've used Dante some 8896 of my battles thus far). They're small things, yet they're important.

Despite my Dante dependency, the mix of characters is interesting. Granted, there's the possibility that well after this

AS STORM EE,

electronic gaming monthly 245.0

review is published we'll see the likes of Zangief and Venom making their returns, but for now there's a sense of "Character X feels like he/she has elements of Character Y mixed with Z." The roster is packed

with famous characters, past and present, who've never been in a fighter, such as Dante and Amaterasu on the Capcom side and Deadpool and Phoenix on the Marvel side. It's a solid mix of fighters. At the same time, | wonder how much the imple- mentation and addition of new fighters

via DLC will affect the game's long-term balance. Time will tell.

Marvel vs. Capcom 3 is a wonder to watch and a treat to play. If you've kept tabs on Capcom’s fighting shenanigans over the last few years it’s easy to see how things have evolved to reach this point. In the same way that Street Fighter ІУ resurrected the spirit of 1991 with its fantastic return to form, Marvel vs. Capcom 3 evokes the frenetic, flashy pace of a by- gone era when arcades began to wilt but a few titles stood strong. It's an outstanding fighter that'll win you over easily. СТ

MARVEL VS. CAPCOM 3. 9.0

THEGOOD

Colorful, dazzling fighting fun

THEBAD

Boss fight may cause controller spiking THEUGLY

Has a Marvel vs. Capcom game ever had a good soundtrack?

70 | REVIEW CREW

TEST DRIVE UNLIMITED

www-egmnow-com

Roads? Where we're going, we don't need roads.

by AARON THOMAS

t has been nearly a half decade since Test Drive Unlimited surprised gamers worldwide, which feels like an eternity in today’s annual update-driven in- dustry. Eden Games has been at work on Test Drive Unlimited 2 for some time, but whether this update was worth the wait largely depends on what you look for in a sequel. It's certainly evolutionary the addition of Ibiza adds more exploratory options but if you're looking for revolu- tionary, that's tougher to come by. TDU?2's rather awfully executed plot can best be distilled into the following concept: You're on the Spanish island of Ibiza where you must race against a vari- ety of mentally-unbalanced drivers in the reality-TV Solar Crown championships. The game world is massive. Between the new island Ibiza, and the return-

ing island of Oahu, there are over 1,800 miles of paved and un-paved road to explore—that's like driving from New York City to Denver. While the islands have been crafted using satellite data, they're not strict recreations many, if not most, man-made landmarks aren't present. That's not to say that the islands don't have a lot of character. One quick jaunt from your house to a dealership may take you past gorgeous mountain vistas, lush rainforests, quaint villages, and sprawling farms. While the visuals don't push the envelope, they're well-evolved past 20! era Xbox 360 aesthetics.

There's plenty of time to enjoy the Scenery because you're unable to teleport from one spot to another until you've driven the route between your current location and future destination. This

encourages (read: forces) you to explore the islands, which is understandable, but by the time you find yourself back on Oahu, it's a bit of a slog--especially if you've played the first game. Even the addition of off-road paths and monetary rewards for reckless driving can't stave off boredom forever.

TDU2 isn't just about leisurely driving around tropical islands; it's about col- lecting, customizing, tuning, and racing exotic cars both on and off-road. It's about buying opulent homes, decorating the interior, and showing your home and vehicle collections to your friends. It's simultaneously a single-player and multi- player game in which the transition from single-player championship to multiplayer follow-the-leader is seamless—you’re always online with other drivers. Whether

PUBLISHER ATARI DEVELOPER EDEN GAMES PLATFORMS XBOX 360, PS3, PC PLAYERS SINGLE-PLAYER 2-8 MULTIPLAYER ESRB

T- TEEN RELEASE DATE 02.08.11

you enjoy creating your own challenges, tackling a time posted by someone else, or checking out other peoples' rides

in one of the social-oriented car clubs, it seems as if there's something new around every corner.

It's too bad that much of what Test Drive Unlimited 2 does well is often dermined by what it does poorly. Off-road racing sounds like a good idea, and is seemingly a great way to make use of t wide open space on the islands. How- ever, its appeal is significantly lessened by narrow paths, heavy focus on timed checkpoint races, and off-road driving that just doesn't feel quite right. Touchy controls and frustrating physics plague all aspects of the game, particularly while traveling at a high rate of speed, and during the overly-long and occasionally maddeningly-difficult license tests.

But the game's biggest issue is that much of what's new doesn't feel very new. Other than some traffic circles and hilly terrain, Ibiza isn't vastly different than Oahu. | understand that the developer wouldn't want to throw away all of the work that went into creating Oahu in the first game; however, its inclusion here feels like filler. The two islands' immense size is impressive from a technical standpoint, but it's hard to ignore the fact that they're mostly empty and devoid of life outside of some light traffic and the occasional hitchhiker. Lastly, while there's a new island and plenty of “new” challenges, you essentially do the same activities you did in the last game, albeit a higher percentage.

Much of Test Drive Unlimited 2's suc- cess is dependent on the post-release support it receives from both the devel-

REVIEW CR

N

oper and the community. The groundwork for a robust online community has been laid, but only time will tell if the competi- tion it spawns is friendly and bug-free. On their end, Atari has promised post-release support in the form of downloadable con- tent and new challenges. Even if neither of these two things occur, TDU2 is worth a look if you're a racing enthusiast.

TEST DRIVE UNLIMITED 2

Exotic cars in exotic locations Handling is touchy at high speeds

Some license tests are absurdly difficult

T

electronic gaming monthly 245.0

STACKING

I'm playing with dolls...and lovin' it!

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PUBLISHER THQ DEVELOPER DOUBLE FINE PLATFORMS XBLA, PSN

PLAYERS SINGLE-PLAYER ESRB

E10+

RELEASE DATE 02.09.11

can't imagine how the pitch meeting for Stacking went down. An adventure game involving Russian nesting dolls that's set against a jaunty Victorian- era backdrop of child labor and industri- alization doesn't scream *blockbuster," but I’m sure glad THQ picked it up. Those unlikely elements have produced one of the sweetest, funniest, most enjoyable downloadable games I’ve ever played.

That shouldn't be surprising, consider- ing that Tim Schafer and his team at Double Fine—makers of Psychonauts, Brutal Legend, and last fall's download- able Costume Quest—are behind Stack- ing. Schafer revels in taking unlikely sce- narios, like Halloween trick-or-treating, Mexico’s Day of the Dead celebrations, and turning them into endearing games.

Stacking is no different. As told in a series of silent movie-style vignettes, the game follows Charlie Blackmore, the tiniest nesting doll in a family of chimney sweeps, on a quest to save his brothers and sisters from a life of indentured servitude at the hands of the industrial- ist (and child-labor enthusiast) known as The Baron. Heavy themes, to be sure, but while Stacking treads across some dark topics, it never wallows in them. Period music—mostly pianos and strings—light- ens the mood, as does Double Fine’s trademark humor. Heck, just watching Charlie wobble from place to place will elicit a smile.

While Charlie may be teased for being the smallest doll around, his diminutive size allows him to hop into the body of any doll one size larger than him, a conceit that forms the basis of Stacking’s gameplay. Once in a larger body, Charlie can then stack a doll a bit larger than before, and so on. Each of the nesting dolls that populate the trains, train sta-

tions, cruise ships, and zeppelins in the Stacking world possess a specific ability that can be used once you've stacked it. Some of these are merely silly, like the kid whose “Sugar Rush" spins him around at hyper speed until the world blurs and he passes out. Some are essential to advancing the story, like the key master whose key can unlock gates. Some are actually both, like poor Meriwether Malodor, whose farts can clear a room or ignite a flame in a flash. You'll want to stack every doll you come across just to discover their ability.

The smartest part about the nesting dolls concept is that the dolls provide all the tools you need for every puzzle. Figuring out what you have to do is as simple as looking around and, well, stacking. Double Fine smartly decided to include three to five solutions per puzzle, which encourages replay and ex- perimentation while addressing my main complaint about many adventure games: If your solution to a puzzle doesn't follow the developer's often obtuse logic, you're screwed. One of the solutions to each of Stacking's numerous challenges should jibe with your own personal logic.

Stacking will certainly inspire com- plaints about being too simple and short, and if your goal is merely to get to the end of the game, it is. But the point of it is to relish the adventure, to experiment with abilities, to take 15 minutes out of your day to simply goof off. There's plenty for you to do in Stacking's four levels: alternate solutions to puzzle out, unique dolls to "collect" by stacking (some of whom you have to stack in a particular order to complete a set), and *Hi-Jinks" non-essential objectives like scaring children with a menacing clown.

Above all, Stacking encourages you to

REVIEW CREW | ?3

play. Fatherhood must have radically al- tered Schafer's creative mindset, because both Costume Quest and Stacking dis- play a poignancy of youth I’ve not seen in any other developer. To play these games is to understand what it means to be a kid, when life is wondrous, unburdened, confusing, scary, unfair, funny, and most importantly —fun.

THEGOOD Brilliantly reinvents the adventure genre THEBAD

Too easy for some

THEUGLY

Igniting a fart is necessary to advance the story

а Not 5 close to the caviar! don't Want anything to spill into it!

electronic gaming monthly 245.0

| REVIEW CREW

The lord of mediocrity

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by MIKE MINOTTI

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ECM-

LORD or ARCANA

t's easy to write off Lord of Arcana as

publisher Square Enix's attempt at a

Monster Hunter killer...because that's

exactly what it is. Just like Capcom's hit franchise, you venture out on quests, alone or with friends, with the goal of col- lecting items and killing monsters (some bigger than others).

The bosses are the most enjoyable to fight, though they require the same type of pattern memorization necessary to beat all of the game's enemies. They can't be put away for good without an obliga- tory quick-time event, à la God of War, a modern gaming cliché that adds little to the experience.

Beating them is sometimes less dependent on your skill as on your level and equipment, meaning you'll be spend- ing a good deal of your time grinding for

PUBLISHER SQUARE ENIX DEVELOPER ACCESS GAMES PLATFORM

PSP

PLAYERS SINGLE-PLAYER 2-4 CO-OP ESRB

M - MATURE RELEASE DATE 01.25.11

experience and crafting materials. So out you venture, fighting the same monsters over and over, most of which offer no real challenge once you’ve memorized their simple patterns.

Not that there’s anything wrong with grinding. Crafting is the game’s biggest joy, with the promise of new loot often being the biggest motivation for moving forward. But with grinding comes repeti- tion, and Lord of Arcana does little to freshen its formula. Levels are reused for multiple missions, and the environments’ muddy color palettes do little to dress up the bland locations.

It's disappointing that Arcana doesn't fix Monster Hunter's biggest problem: the camera. Since character movement is mapped to the analog nub and the camera to the d-pad, it's impossible to control both at the same time. You do have the ability to lock-on to specific monsters, but changing targets requires the d-pad, which (again) is impossible to do while moving.

Combat is often just as clunky. Beat- ing a monster largely depends on your ability to know when it's going to attack, 50 it's vital that you start blocking ог dodging as soon as an enemy winds up for a blow. Unfortunately, your own com- bos are slow and impossible to interrupt. You'll often know that a hit is coming but have already committed to attacks that'll leave you vulnerable.

It's tough to go after an established franchise like Monster Hunter, especially when you bring few fresh ideas to the genre. Lord of Arcana's combat may be a bit faster-paced, but it suffers from enough of Monster Hunter's problems to keep potential new blood away, while offering too few innovations to convert the monster-hunting faithful. E

LORD OF ARCANA

THEGOOD

Offers some mindless fun

THEBAD

Repetitive

THEUGLY

Go away, bright colors! You have no home here

TACTICS

CREW | 75

OGRE: c us сине ТОСЕТНЕР

Marching on to save Valeria once more

by JASMINE REA

PUBLISHER SQUARE ENIX DEVELOPER SQUARE ENIX PLATFORM PSP

PLAYERS SINGLE-PLAYER, 2 PLAYER (OFFLINE ESRB T-TEEN RELEASE DATE 02.15.11

ће epic struggle to bring peace

to Valeria lives on in the PSP

remake of Tactics Ogre. At the time

it launched in the late '90s, the PlayStation version was by far the most complex strategy RPG on the market. Since then, games like Rondo of Swords for the DS tried to claim that throne. Tactics Ogre: Let Us Cling Together is a remake of the best title in the Ogre Battle series and strives to reinstate itself as the most gruel- ing yet enjoyable tactics games to date.

Fans of the series are sure to delight in the fresh presentation. While still sprite-based, everything has a fresh coat of paint and a wider range of animation. The iconic, stalky characters remain, but they are more lively and fluid-moving than before. Square also invested time into re-localizing all the character names and dialogue. While the Atlus version was definitely understandable and enjoyable, many conversations ended in strange non sequiturs that often undercut the game's intended tone.

The biggest change in this version is the new streamlined combat. Characters no longer gain experience directly by engaging in skirmishes on the battle- field. Any character present in a battle

< 1. SURRENDER, AND I WILL NOT HARM YOU. 4. TO THE DARKNESS WITH YOU!

who survives through the victory condi- tions is automatically allotted some of the net experience points. This is a time- and life-saving fix over the original game. Now parties can focus on completing the ob- jective at hand rather than worrying about getting every character into the middle of the fight.

While combat mechanics are more accessible than ever, fighting is no easy business. Like most strategy RPGs, Tactics Ogre utilizes guest characters that you have no control over. Oftentimes they are more powerful and charge forward on

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BUSSEESS nD

the map. The Al, as it happens, enjoys putting itself (and thus you) in the most dangerous situations possible. You'll often lose battles simply because an Al-con- trolled fighter threw itself into the middle of enemy fire.

The world, too, is complex and very confusing. The Ogre Battle series delights in its rich history and political intrigue, but a lot of the main action happens off- screen. Characters in the game reference events that happened long ago and it's up to you to scroll through endless pages of historical lore to divine some meaning.

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Although it feels a tad outdated—not unlike the numerous existing PlaySta- tion-to-PSP remakes, and that hurts it at times— Tactics Ogre: Let Us Cling Together is a gorgeous and fan-pleasing remake that improves upon an already- excellent game.

TACTICS OGRE:

Combat is streamlined and accessible It’s easy to get information overload

Ally Al often puts itself in game-ending danger

electronic gaming monthly 245.

7b CREW

YOU DONT KNOW

РТРК ЕРЕН 15 Баск

f you don't know You Don't Know Jack, you're likely too young to remember the series of "irreverent" trivia games from the mid-to-late '90s that mashed up pop-culture references with more traditional noggin busters. Since the past decade of celebrity screw-ups and ridicu- lous new products has rendered the topical bon mots from those earlier games crustier than a KFC Double Down, developer Jel- lyvision decided to resurrect the series with updated questions and online functionality. Besides that, not much has changed in 10

HOW MANY BALLS ро YOU WAVE?

by BRETT BATES

years, so if you like your trivia with a hearty dose of snark, then you'll have fun with You Don’t Know Jack.

How does that mashed-up snark play out? A staid question like “How did Jackson Pollock create his paintings?” for example, becomes “Suppose Jackson Pollock had become a sandwich artist at Subway. What would his supervisor have noted about his performance?” (Answer: “Overuses the sauce squirters.”) Or maybe you'll be shown a series of names and have to determine whether they belong

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to a pope or a Britney Spears song. Half of the difficulty in answering questions is parsing just what the heck it’s asking you.

What really matters in a trivia game is the quality of its questions, and You Don’t Know Jack’s run the gamut from “duh” to “how could anyone possibly know that?” It can make you feel brilliant for knowing a silly thing (the types of pizzas at Pizza Hut, say) and a brainy thing (that tortoises are vegetarians) in the span of a single question. The game also smartly changes up the subject after each question, so you won't end up out of the game just because there's an entire category on 18th-century fabrics.

You Don't Know Jack does stumble oc- casionally. The game doesn't provide any Al competition, which makes playing of- fline by yourself a lonely affair. Worse, you can't shuffle questions between episodes, 50 once you've completed an episode, you're pretty much finished with it (unless you want a leg up on your friends the next time they come over). These issues were also present in earlier editions, so it's both surprising and disappointing that they haven't been addressed. But until you start running into repeat questions, You Don't Know Jack deserves a place in the same party-game pantheon as Rock Band and Wii Sports.

YOU DON'T KNOW JACK

Snarky humor in top form

No replay once you've finished an episode

Pulling out a win by getting the “wrong answer of the game”

WHAT-A-PR

CACTUS COMPA

PUBLISHER тна DEVELOPER JELLYVISION PLATFORMS XBOX 360, PS3, WII, DS PLAYERS SINGLE-PLAYER 2-4 MULTIPLAYER ESRB

T- TEEN RELEASE DATE 02.08.11

REVIEW

LITTLEBIGPLANET 2

The sequel manages to re-capture the magic and provides more potential for millions of ways to play.

AARON THOMAS: GHOST TRICK: CALL OF DUTY: PHANTOM DETECTIVE BLACK ОР5

The team behind Ace Attorney delivers a satisfying adventure game that should possess you

Though the plot borders on implausible, it's still an outstanding shooter.

for hours. PAUL SEMEL:

NATHAN MEUNIER: AARON BOULDING: KINGDOM HEARTS: DISNEY EPIC MICKEY RE:CODED The iconic mouse returns to

It's great-looking, but the

DS remake of the Japanese less epic than antiquated.

mobile game is loaded down AARON THOMAS:

with schmaltz and bad MATT CABRAL:

platforming.

JAMES DEROSA: DONKEY KONG COUNTRY RETURNS

LOST IN SHADOW Retro Studios' platformer

A tedious slog through evokes old-school charm

artificially-padded levels that and punishment.

evoke /co, but with less awe ANDREW PFISTER: and more “awww.” PATRICK KLEPEK: BRETT BATES:

MAJIN AND THE GRAN TURISMO 5 FORSAKEN KINGDOM The legendary series return The bond between you and

delivers sound racing, though its dysfunctional online and archaic feel blow a tire. AARON THOMAS:

а mystical Golem overcomes bland action platforming. BRETT BATES:

STERLING MCGARVEY:

gaming with a platformer that's

GOLDEN SUN:

DARK DAWN

Despite chatty characters, it offers a great balance of role- playing and puzzles. NATHAN MEUNIER:

JOE DODSON:

SPLATTERHOUSE

Be glad the originals are on-disc, since the reboot offers little other incentive to try it. JEREMY M. ZOSS:

DAN "SHOE" HSU:

ASSASSIN'S CREED: BROTHERHOOD Outstanding multiplayer is a great reason to play "Assassin's Creed Il: Part Il."

STERLING MCGARVEY: ANDREW PFISTER:

DANCE CENTRAL Harmonix's rhythm game is

arguably the best reason to pick

up a Kinect. PATRICK KLEPEK: STERLING MCGARVEY:

NEED FOR SPEED:

HOT PURSUIT

The combination of Need

for Speed's cop chases and Burnout's big crashes is a match made in heaven.

BRETT BATES:

AARON THOMAS:

HARRY POTTER AND

THE DEATHLY HALLOWS, PARTI

Cast “Expelliarmus” to keep this game out of your console. JASMINE REA:

MIKE MINOTTI:

MARIO VS. DONKEY KONG:

MINI-LAND MAYHEM! Mario's mini-soldiers march on in a fun and challenging sequel tothe puzzle series. . ALEXANDRA HALL:

DAN “SHOE” HSU:

KINECT ADVENTURES Kinect’s pack-in game is fun, but the strict requirements—

space, etc—cloud the entertainment factor. PATRICK KLEPEK: STERLING MCGARVEY:

GOLDENEYE 007

Bond returns to Nintendo platforms in а shooter that does a sterling job replicating the 1645 halcyon days.

NATHAN MEUNIER: ALEXANDRA HALL:

GOD OF WAR:

GHOST OF SPARTA

The follow-up to Chains of Olympus exceeds its already- excellent predecessor.

PAUL SEMEL:

BRETT BATES:

ROCK BAND 3

Harmonix's fantastic evolution of the series enables you to take play time to another level with real instruments. PATRICK KLEPEK: ANDREW PFISTER:

DJ HERO 2

The turntable series’ encore weaves in more depth and strategy alongside the joys of working the decks. STERLING MCGARVEY: AARON BOULDING:

KIRBY’S EPIC YARN Don't be fooled by its syrupy- sweet aesthetic: It’s an excep- tionally sound platformer. NATHAN MEUNIER: ANDREW PFISTER:

FALLOUT: NEW VEGAS There's enough RPG action go- ing on in the Mojave Wasteland to hook you for months. STERLING MCGARVEY: HAROLD GOLDBERG:

MEDAL OF HONOR

The FPS relocates to modern- day Afghanistan. If the lack- luster story doesn’t grab you, DICE’s multiplayer should. DAN “SHOE” HSU:

BRETT BATES:

CREW | 77

REVIEW CREW REWIND

(EGM #115)

Probably the most genuinely disturbing "survival horror" game around, the story plays on psychologi- al nastiness both in terms of the events that take place and the graphical content. The game seems to gooutofíts way throughout to make you feel uncomfortable, Its claustrophobic, dark, and dis- turbing. There are a few niggles with the gameplay; the collision detection for picking up objects is dodgy in places...and the few genuine puzzles are all explained by fairly obvious clues located in pretty much the same location. That said though, it’s an enjoyable experience and there's some replay value thanks to its multiple endings.

The first must-own PS game of 1999 is here. Silent Hillis an awesome horroradventure that no fan

of the RE series should miss. Its not perfect controls could be tighter, and the writing/voice acting is a little weak, but the disturbing, truly frightening gameplay experience more than makes up for these minor flaws. Great story, too. Be sure to play it with a Dual Shock (trust me), and if you've got kids, keep ‘em far away.

Resident Evil is to Night of the Living Dead as Silent Hillisto Hellraiser. Talk about a creepy,gamel:lt starts off slow, but once you get an hour into it, things can get really tense (although you will run into long, drawn-out periods of uneventfulness). Speaking of RE, you can see theiinfluences everywhere (and | mean everywhere), so if you're an RE fan, do not miss out on this опе! By the way, do not let your children see this game.

Even more so than the Resident Evil games, this thing pushes all your fear buttons; Its dim visuals, discordant music, jarring sound effects and twisted story are disturbing on.so many levels. It all makes for an experience that's as frightening as anything else on the consoles. You'll need to fiddle with options before the game becomes playable, and | had gripes with the camera and control throughout the game.

electronic gaming monthly 245-0

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=DOWNLOAD

2010 Year in Review

by ЕШ HODAPP

010 was an amazing year for gaming in general, but par-

ticularly for iOS gamers. When the App Store launched in

July of 2008, | doubt anyone would have even guessed

that it would become the behemoth it is today. The iTunes App Store is home to over 400,000 apps that have been downloaded over 10,000,000,000 times. Games on iOS devices have advanced from fairly simple 2D and 3D titles to ones with high-end graphics engines released by companies such as id Software and Epic Games. Additionally, developers are pushing the boundaries of the platform more and more, with massive open-world RPGs and games that support real-time online multiplayer via 3G networks with 16 (or more) players. If you've managed to go this long without buying an iPhone, iPad, or iPod Touch, 2011 might be the year to reconsider!

2010 iPHONE GAME OF THE YEAR

PUBLISHER VENAN ENTERTAINMENT, INC.

Space Miner: Space Ore Bust strikes an almost perfect balance between classic arcade-style gameplay and RPG elements that keep you going for hours, then get you starting all over again for a second play-through on a higher difficulty level. The core of the game is highly reminiscent of Asteroids, as you fly through space blasting various space rocks to suck up ore with your tractor beam. Ore is sold for in-game money which you can then use to upgrade your ship in numerous ways, from souping up your fire power to strengthening your armor to increasing the ship's cargo capacity. You can also pick up secret alien technology, which provides additional benefits that persist through new games. A search for “space miner" on the App Store will yield the iPhone version, an

iPad version, trial versions, and even a free pick-up-and-play iteration of the game called Space Miner Blast. | spent 2010 constantly revisiting Space Miner, which hopefully goes some small way toward illustrating its massive addictiveness.

www-egmnow-com

2010 iPAD GAME OF THE YEAR

WORLD OF GOO

PUBLISHER 2D BOY

As | mentioned in a previous column about gaming on the iPad, the device re-

ally has yet to see a truly killer iPad-exclu-

sive game. That’s okay though, because the quality of iPhone-to-iPad ports grew exponentially over 2010. World of Goo was an absolutely fantastic puzzle game when it was first released on the Mac and PC, but the game really shines when mixed with the iPad’s multi-touch inter- face. Previously, you had to build struc- tures using the various goo balls with the mouse pointer. It worked fine, but playing with multi-touch allows you to grab as many goo balls as you have fingers, all while moving the camera around with whatever finger you have left to spare, making World of Goo hands-on fun. A recent update substantially improved performance, making it run silky-smooth. World of Goo is one of the highest-rated games on the net, and works so well on the tablet that it almost feels like Apple should just start bundling the game with its hardware.

-

2010 iPAD GAME OF THE YEAR RUNNER-UP

PLANTS VS. ZOMBIES HD

PUBLISHER POPCAP GAMES

Similar to World of Goo, Plants vs. Zombies had a long and successful life on both the PC and Mac before it graced the iPad. Still, this casual tower defense game is even better when combined with direct multi-touch input. It’s good on the iPhone as well, but | felt the additional screen

real estate really made Plants vs. Zombies shine on the iPad. Like all PopCap games, Plants vs. Zombies is immediately ap- proachable, even to folks who’ve never heard of a tower defense game before. But it also boasts a shocking amount

of depth for veterans, who'll enjoy unlocking the numerous plant types and experimenting to find the ultimate zombie defense layout. A surprising amount of strategy comes from the fact that you’re limited to a set number of seeds on each level, forcing you to choose your favorites wisely. In short, this is a game that every- one with an iPad should own.

2010 iPHONE GAME OF THE YEAR RUNNER-UP

PUBLISHER THE CODING MONKEYS

Board game adaptations are no strangers in the App Store, especially as EA con-

tinues to go hog-wild porting an endless

stream of Hasbro classics. But Carcas- sonne is as good as it gets. The original version of the game has won numerous awards and revolves around placing cards on the table to build a medi-

eval civilization. The virtual tabletop

of the iPhone game totally captures

the look and feel of the original

while offering absolutely every game mode you'd ever want. Carcas-

sonne can be played in single-play-

er mode with various types of Al or

in various multiplayer modes rang-

ing from local device pass-and-play

to local multi-device multiplayer via Bluetooth or Wi-Fi. It can even be

played in asynchronous online multiplayer powered by push alerts. To sweeten the deal, the game has also recently been updated with both high-resolution graphics for the Retina Display on the iPhone 4 and universal compatibility for native iPad play. If you want to see just how good a board game can be on an iOS device, look no further than Carcassonne.

n writing this, my first column for 2011

(pay no attention to the month on the

spine!), | dove into my mental reser-

voir of potential ideas...and came up empty. As funny as it'd be—to me—to let the text end there, an entire page of white space might tip off my employer that one of his editors was no longer capable of generating critical thought, or worse, lazy to the point of being unemployable.

It's not that there's a shortage of issues to discuss as we move into a new decade of gaming, it’s that We—by which | mean the Royal You of the audience and the Royal Us of the media—are still stuck on the same old arguments and tired debates that prevent us from figuring out what the new issues are. That's the topic l've settled on for this first column: topics we're pretty much done talking about (in their current form).

1. "Are Games Art?" Yes. No. Some parts of a game are. Some parts aren't. What-

COMMENTARY | 73

SHOTTOPICS -

ever. We (again, the Royal We) spend so much effort on trying to force our chosen hobby and profession into already nebulous definitions, or hold it up against inherently different forms of media in an effort to legiti- mize our personal and professional invest- ments, we forget to ask a simple question: As long as we care, who cares?

Our games can look beautiful. Their sounds can stir various emotions. They can impart a meaning or make a statement. Or they can do none of these things, and just provide thirty seconds of fun. That's okay, too. We shouldn't be preoccupied with defending the artistic merit of games, we should be celebrating and exploring their ability to awe us with their artistry, and how their scenes and soundtracks and stories combine in a way no other medium can: with us in control

So let's stop talking about *games as art" as an issue, and start talking about "games as art" as art. Justification doesn't come by way of a movie critic's accep-

Instead of worrying that old hardcore games are going away, let's start talking about new hardcore ideas.

з

tance, a Congressional resolution or the Nobel Committee; it comes when the New York Times quietly adds a "Video Games" tab to its Arts section because it was the natural thing to do.

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153

2. “Hardcore Gaming” Countless Wii fitness games. Eight million Kinects. FarmVille. The banner of “hardcore” that most of us grew up under is dead...but

we didn't lose. Those who still stubbornly cling to that label as a badge of honor and refuse to cross-pollinate their genres, dink around on Facebook for a half-hour, or risk fleeting embarrassment dancing in front of а camera...they're the ones missing out on the fun.

Instead of worrying that old hardcore games are going away, let’s start talking about new hardcore ideas. Let’s examine why PlayStation Move limped out of the gate when Kinect has done so well, and what Nintendo could possibly do next in reaction. Let's talk about how our portable devices are becoming more powerful, and our powerful devices are becoming more portable. There are new technologies and new tools, new creators and new players. Let's experiment, free of labels.

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3. Awards For the Royal Us, it's one of those necessary evils, because the Royal You shows up in droves to debate end-of- year choices. It's not even that selecting faves is "evil," it's just that we're in 2011 and it still hasn't sunk into the collective understanding that A) individuals have differing, unique tastes and B) it's silly to arbitrarily confine greatness into 365-day segments. Instead, using our publica- tions and social interactions, let's improve our communication: no need to wait until December to tell each other how awesome a game is. Awesome lasts forever.

3b. Award Shows To the people in charge: You can do a better job. To the people who watch: The only authority they have is the authority you give them.

Now let's never speak of any of this again. ЕД

electronic gaming monthly 245.0

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www-egmnow-com

very time | travel outside the U.S., | always visit a few videogame shops wherever | am. During my recent holiday visit to Europe | found myself in a conversation with my wife’s old RPG buddy, who asked me what game platform | preferred. It’s a loaded question at home, let alone in another language and country, where you have to also explain the number of non- gaming related streaming services and how they factor into choice Stateside. | decided to fire off a question back at him: “Why are games here so expensive?”

Consider this for context: At most Italian shops, a copy of Assassin’s Creed: Brotherhood runs €70. Most new releases cost €65. A new DS game usually costs €35-40. That’s before you factor in the U.S. exchange rate, which hovered be- tween $1.31 and $1.34 during my trip. It’s daunting to import a game as a tourist, and the used game market isn’t nearly as big there. Even an Italian GameStop didn’t have much of a selection. (I’m going to avoid the third rail of piracy prevalence, as that’s another column for another month.)

He couldn't answer, and as he asked me about game prices in the 0.5., | started thinking about how not only are videogames here cheaper by virtue of exchange rate, but due to the cutthroat sales of months past. Yes, the $60 game has been the standard for five years, but an erosion of that price point has been slowly occurring amidst a highly com- petitive time for retailers. | don't think it's merely a holiday phenomenon.

This is armchair analysis from a jet- lagged writer, but | can't help but wonder if we're entering a new era of game pric- ing. A variety of factors —from overstock to desperate retailers looking to push forward during rough economic times— have driven this change.

Over these last few months l've been inundated with tweets and e-mails about the latest big must-buy deals. Well before Black Friday, Target was hocking Buy Two, Get One Free sales that let me snag three critically acclaimed titles а been

S

Amazon, especially, has been aggressive in its price-slashing efforts, to the extent that it seems to have emulated the "first-run, second-run" format you see in films.

meaning to try.

Amazon, especially, has been aggres- Sive in its price-slashing efforts, to the extent that it seems to have emulated the "first-run, second-run" format you see in films. On launch day (if you haven't taken advantage of a pre-order deal that gives you a $10 gift card), you might expect to see $5 knocked off the price. It's a good deal for a game you've likely been anticipating. However, if you're willing to wait (and those of you in the throes of this past autumn's smash hits likely are), you can expect deeper cuts just a month or two later. It’s not just Amazon, either. А look at Best Buy's website revealed As- sassin's Creed: Brotherhood and Fallout: New Vegas for $50.

We've all complained about $60 games and waxed nostalgic for the $50

price point of the PS2 days. Thing is, if you can muster some patience and do

a little research we're practically back at that point. And frankly, given the massive variety of games we have to keep us busy these days, even in times when our wal- lets are tighter—from the blockbuster to the downloadable darling to portables—is the wait truly that agonizing?

І don't mean to downplay the struggles of developers as budgets bloat and studios close in these hit-driven times, where the first week or two of sales usu- ally determines a hit or miss. But revela- tions gained abroad can often grant new perspective. Mine is a sense of gratitude that I’m living somewhere that І can afford to subsidize my hobby. Now | just need to stop tweeting long enough to actually play something...

ord of Ultima, EA's browser-based Evony rip-off, is the worst game Гуе been playing every day since May 2010. It's basically Navigating Menus: The Game. And yet, in between emailing, editing, checking Amazon's gold box deals, and whatever else it is | do all day, it's the perfect momentary distrac- tion, always just one browser tab away. You know, like when updating my Face- book status about how much better CNN was with Rick Sanchez gets too intense, and | just need a minute to center myself and upgrade my Town Hall to level 10.

I'm ashamed that I’ve actually spent money on the normally free-to-play Lord of Ultima. Because in this game, you don't buy a fancy tractor with racing stripes or even a catapult with racing stripes— you have to pay cash just to make it sort of playable, to unlock the basic features that any city-building game should have. But as much as | love to hate LoU and also just regular hate it, it's something we're going to see a lot more of from traditional game publishers.

When Zynga and its fellow social-

I WELCOME OUR ) OVERLORDS |

Look ing forward to the d

free-to play games г

gaming upstarts pulled an end-around

on the establishment and got your aunt hooked on virtual agribusiness and animal husbandry, | think the phenomenon left

a lot of us feeling a bit conflicted. It was great that people who used to consider anything with nicer graphics than Solitaire as a colossal waste of time were now set- ting calendar alerts to harvest digital corn, but did they have to play such painfully crappy games? More importantly, did they have to spam our Facebook walls with gifts of free ponies?

Well, hey, it got 'em in the door. Zynga's latest, CityVille, eclipsed Farm- Ville’s userbase about three weeks after launch. By all accounts it's a significantly better game, which is nice considering that people who like games aren't really the target audience. | haven't played it, personally after all, these cottages in Lord of Ultima don't build themselves (although they will for the bargain price of about $1.10 a week).

Languishing way below CityVille in popularity is Madden NFL Superstars and Assassin's Creed: Project Legacy,

In the good old pre-2007 days, the designer's conundrum was always "how do | make a game that people will buy," and the answer was "make it fun."

мћеп social and

the vanguard of a looming wave of AAA "brand extensions" coming to Facebook from EA, Ubisoft, and other publishers who (maybe) aren't going to take this Zynga thing sitting down. NFL Superstars combines a collectible card game with

a light football management sim, and

hell yes you can buy more cards with

real money if you want them, thanks for asking. Project Legacy is a bit more inter- esting in theory if not execution it's not a blatant cash grab, and you can unlock new capes and other affiliated crap in Assassin's Creed: Brotherhood by playing. Unfortunately, like Lord of Ultima it's from the school of thought that considers click- ing through menus as the lone bullet point under "core gameplay."

Even though Project Legacy doesn't actually count as enjoyable, it gives me hope. In the good old pre-2007 days, the designer's conundrum was always "how do | make a game that people will buy," and the answer was "make it fun." That's a system | can get behind. But in most browser-based, free-to-play games, the challenge is *how do | make a game where people will pay a quarter for an opalescent unicorn that doesn't really do anything?" And the answer is some mess about level-progression treadmills, and the right social hooks. Project Legacy is still mainly an interactive ad for a $60 videogame, but the best way for it to suc- ceed at its task is if it's a fun experience. It's not—I think I've established that— but it should be.

Microtransactions in browser-based games aren't going anywhere, and I'm okay with that. | just hope that traditional game publishers can figure out a way to make actively good social and browser games, or that Zynga and co. can raise the taste level and still manage to rake in the obscene amounts of cash that they're accustomed to. Because Solitaire is ter- rible and no one should play it.

Now if you'll excuse me, | need to go transfer 500,000 units of wood from one city to another in Lord of Ultima so | can feel like | just got something done.

electronic gaming monthly 245-0

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FOUR FORGOTTEN

FIGHTER FAILURES OF'94

A Special Rest of the Crap Look at Nineteen Ninety Fail

994 was a great year for fighting games, and most gamers spent the year beating each other up in Mortal Kombat И, Super Street Fighter И Turbo, or Virtua Fighter. But it’s not my job to remember nice games, so | dug up the corpses of four of 1994's worst. Prepare yourself; these are the games that will be waiting for us in hell.

The Fighting Game For Real Fighter's

Arcade

Bloodstorm's graphics were hand-drawn by someone who hated their job more than Kirstie Alley's bikini wax. But in fairness to both, | doubt either of them expected their work to ever be scrutinized. Blood- storm was an idiot’s idea of hardcore violence. Its bloody limb-removing game- play was so desperate to be controversial that they should have just called it Racist Abortion Kombat: Rise of the Delicious Cigarettes.

The characters in Bloodstorm looked like drawings your fourth-grade teacher would show the local news to explain why she searched your backpack and found faces. It was as ugly, uncreative, and use- less as a photocopy of a McNugget. How- ever, compared to its ad campaign, the game was a masterpiece.

The Bloodstorm ad proclaimed itself to be “The Fighting Game for Real Fight- ers.” They proved it with a picture of a fake fighter from a fake fighting tournament next to the words: “Daniel Pesina, who starred as Johnny Cage in Mortal Kombat, has switched to Bloodstorm.” From a celebrity product endorsement point of view, this was like seeing the Gerber baby endorse Hank's Discount Cat Parts for Babies. The ad didn't convince anyone to play Blood- storm, but it did convince Johnny Cage's bosses to fire him. So if you have a job where you take off your shirt and nerds photograph you pretending to punch crotches, now you know how to get fired. Daniel Pesina says, "You're welcome."

SNES, Genesis, 3DO, Arcade, CD-i, PC, Amiga, Game Gear

Rise of the Robots tried to merge Street Fighter gameplay with cutting-edge 3D graphics, although maybe “tried” is too strong a word. The only selectable char-

acter was a featureless mannequin, and it fought other featureless mannequins. This is what deaf people experience when they listen to the radio. | don’t even think they meant for Rise of the Robots to be enter- tainment; this was more like a group of atheists who got together to try and prove they didn’t have souls.

Each featureless robot had about two karate moves at its disposal. You might think this would get old immediately, but it actually got old faster than that. A sleeping pill overdose has deeper gameplay than Rise of the Robots. The rendered graphics, however, were ahead of their time. With all the glossy sleekness of a high-end diaper genie, each frame of animation took weeks for their ancient computers to generate. And during that time, the actual humans involved in the game never once thought about how to make it fun. If these maniacs invented a gas-powered kennel that shot puppies into the ocean, it would have been a less tragic waste of resources.

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Way of the Warrior looked like a Mor-

tal Kombat fan movie.made by bored programmers in their dorm room because that's almost exactly what it was. The developers had no money, so they cast each other and their friends as the game's warriors. Instead of deadly cornbat, it

а Kn

looked like a sad argument over who should have gotten 89th runner-up in the costume contest.

To make the game more edgy, they added blood. Lots of blood. They figured their chubby math tutor would look tougher slapping their Chili’s waitress if she was filled with 400 gallons of fluid. They were wrong. It looked so non-dangerous that cranberry juice bottling plants use this as a safety training video. Way of the Warrior is sort of like Mortal Kombat in the same way a kidnapped baby is sort of like a family people are dressed in ridiculous disguises, one of them is squirting, and no one will ever see them again.

Genesis, SNES, 3D0

They named this Ballz to reference the hi- lariousness of testicles, and | don’t see any reason to disrespect the Ballz developers by reviewing Ballz any differently. Not since Shaq Fu has putting your Ballz in a Sega Genesis hurt so much. Yoda accidentally reviews Ballz when he dirty talks because these Ballz suck in.every direction. Warn- ing: Ballz is a choking hazard and Daniel Pesina, the actor who switched to Blood- storm, has switched to Ballz.

Kicking someone in the balls is the international phrase for victory. So it was ironic that Ballz taunted the player so ineffectively. The taunts like “SMELL THE МАТ” are some of the strangest things I've heard anyone scream while playing with Ballz, and | know Armenian goat farmers. |

don't know about you, but when my Ballz is spinning in the ЗОО, | don’t want to hear

“NIBBLE SOME KNUCKLE.” | was raised better than that. That’s filthy, Ballz.

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