GOD OF WAR III, HALO 3: ODST, SUPER MARIO Фуу ШЕКП DEAD 2 INSIDE

WORLD EXCLUSIVE AUGUST 2009,

s

Woo JeWojuleweb MMM.

ic"s Brave New World - ~

US $5.99 CAN $5.99 FUK £3.99

Blood

Mild Language Use of Alcohol Violence

0 |" SOFTWARE

M all alo iated logos and designs are trademarks or registered trader Сз Gdfrpdratien EC DVOROM Online logo (TM and G)EMA 2006. The. Мадера of the Entertainment Software Association: All other marks are property of their respective owners

x

А WORLD DIVIDED. A JOURNEY UNCHARTED.

„545, ——— w

THE FORGOTTEN NEVER FORGIVE

FEW ARE BRAVE ENOUGH TO TRAVERSE OUR SHATTERED ЖОКЕ

YET IN THE SHADOWS, THE ASMODIANS HAVE FOUND STRENGTH. NOW WE SHALL RECLAIM THIS LAND FROM THE ARROGANT CREA THAT INHABIT IT, AND EXPERIENCE LIFE BEYOND THE DARK

AIONONLINE.COM. o

cover story

Id Software is exploring new horizons of game development with its next opus, Rage. Concepts-entirely new to the veteran:studio, from driving to stealth, are incor- porated into a massive open world and tendered by the powerful graphics engine id Tech 5. Teaser trailers for the game fave been floating around for some time, but Game Informer presents the world-exclusive first look at the inner workings of this multiplatform action title.

features

2 10 GAMES

28

ALTERED BEAST We talked to the bigshots within EA

as well as high-profile partner compa-

We pick the hottest of this year's impressive catalog from the show floor. These aren't the only 10 games from E3 worth watching not

by a long shot - but they are the best-looking titles out of a bumper gaming crop. That's a heck of an endorsement.

nies like Valve Software, Epic Games, and Double Fine Productions to find out how the EA Partners program delivers its startling level of quality.

щл

S 4 Staff 36 Opinion 94

E Read the team’s latest favorites GI's Andrew Reiner talks about the

5 Б GISpy future of game difficulty

E Silly pictures of our life and times 37 Calendar 95 8 Dear Gl Get hip to this month's happenings

Your chance to fire back at us!

I2 Connect

Where news, talk, and technology collide

48

Previews Our preview section has rarely beenas 96 stocked full of quality product as it is in this issue. Splinter Cell: Conviction and

20 Impulse Super Mario Galaxy 2 are just the tip of

Your guide to the world of downloadable the iceberg

ПУ 84 Reviews 100 34 Gear Game of the Month: Fight Night Round

Geeky gadget stuff for the masses

2 GAME INFORMER

4 for PlayStation 3 and Xbox 360

Charts Retail Sales Data and the GI editors’ Top 10 Games

Online See what's happening at Game Informer Online

Secret Access Codes, strategies, and passwords

Classic Gl Reliving gaming's greatest moments

Game Over The end...oris it?

GAME INDEX

GAME PAGE DI ————— ары 69 Arcania: A Gothic Tale. .J46 Assassin's Creed |І. ........... 459. Avatar........... „® Battlefield 1943 ...... ..89 Beatles: Rock Band, The... .58

Bigs 2; The. coe etes BioShock 2....... Borderlands........... Brink. Call of Juarez: Bound in Blood. Castlevania: Lords of Shadow Conduit, The ..6. eese " Damnation. .

Def Jam Rapstar . Demon's Souls Dit2 „сеек Drawn to Life: The Next Chapter East India Company . EyePet. . Fight Night Round 4.

Final Fantasy Crystal Chronicles: The Crystal Bearers . .

Forza Motorsport Ill . . God of War III . Golden Sun DS i Guitar Hero: Smash Hits Halo 3: ODST. Heavy Rain. . Homefront.......... Jak & Daxter: The Lost Frontier . . Last Guardian, The . . League of Legends: Clash of Fates Left 4 Dead Ov КИИИН see Legend of Zelda: Spirit Tracks, The Legendary Starfy, Тһе......................

LEGO Indiana Jones 2: The Adventure Continues.

LEGO Rock Band........ LittleBigPlanet Portable.

Mario & Luigi: Bowser's Inside Story . . Mass Effect 2...

Metroid: Other М ModNation Racers. NCAA Football 10 . .

No More Heroes 2: Desperate Struggle .. .

Overlord !!............. ..90 Overlord: Dark Legend. . . 2.93 Pictoss 3D... cec cores ees еруу ат Professor Layton and the Diabolical Box.......... 81 Ргоќоѓуре........... ПЕРРЛЕИРИРАСДЕЕ OO Scribblenauts........ Г...

Shaun White Snowboarding: World Stage . . . Sin and Punishment 2 ................... Soulcalibur: Broken Destiny Splinter Cell: Conviction . . Star Wars: The Clone Wars Republic Heroes. Super Mario Galaxy 2 . . Supreme Commander 2

Torchlight.......... Uncharted 2: Among Thieves. Ee Wii Sports Resort. «eren eene 6074

_ NEW AXE INSTINCT

as FRAGRANCE WITH THE POWER OF LEATHER

Н S j Al f People Who Actually Get Paid To Play Video Games

ANDY’S AMERICAN ACADEMY OF AWESOME AWARDS

ANDY McNAMARA EDITOR-IN-CHIEF

Or the coveted А55, as | like to call them. Or as my blitzed

friends at a DICE award show once suggested, the “Andy's” So without further adieu, | give you my completely random awards from this year's ЕЗ that have no real meaning other than I wanted to talk about some of my personal highlights.

Game of the Show: Modern Warfare 2 1 know many gave it to Uncharted 2 (deservedly, because it is awesome), but | feel this will be the best game this year.

Game of the Show That Was Only A Video: The Last Guardian

It was previously known as Project: Trico, but it is still awesome.

Game That Impressed But Didn't Get Much Hype: Darksiders

Still need to see more, but this dark horse definitely took me by surprise.

Most Impressive Tech: ModNation Racers The track creation tool is out of this world crazy cool. Let's hope they get the racing right.

Game 1 Had The Most Fun Playing At the Show: Assassin's Creed 2

This game deserved more accolades than it got. The demo is amazing.

Game That Didn't Give A Crap About E3 Awards So I'm Giving It One: BioShock 2

The team doesn't want to spoil the experience, so they didn't show anything. Cheers to you. Even though you showed little, I'm still dying to play it.

Music Game I Can't Stop Thinking About Award:

DJ Hero

The Beatles: Rock Band is amazing, but DJ Hero's new chal- lenge really has me hyped.

Best RPG: Mass Effect 2

Games 1 Can't Wait To Play That Deserved An Award But It Was Too Much Work To Create One For (Tie): God of War III, Uncharted 2: Among Thieves, Borderlands, Splinter Cell: Conviction, Left 4 Dead 2, Super Mario Galaxy 2, New Super Mario Bros. Wii, Star Wars: The Old Republic, Final Fantasy XI

Game That Nintendo and Tecmo Better Not Screw Up Award: Metroid: Other M

| think this game was tailor-made for this award.

Enjoy the issue.

Cheers,

Andy >> andy@gameinformer.com

Handle: The Game Hombre Expertise: RPGs, Action/Platform, Driving, First-Person Shooters Interests: Silversun Pickups, Phoenix, The Name Of The Wind by Patrick Rothfuss Dislikes: That You Aren't Following Me On Twitter: @GI_AndyMc, Bored State Troopers Who Give Me Tickets Just Because Old People Drive Slow Current Favorite Games: World Of Warcraft, Fallout 3, Chrono Trigger, Infamous, DJ Hero

4 GAME INFORMER

Reiner >> reiner@gameinformer.com

Handle: The Raging Gamer Expertise: RPGs, Action, First-Person Shooters, Strategy, Sports, Adventure Interests: Project Natal, Working On A HUGE New Project At Game Informer, District 9, Recording An Album With My Band (Tripping Icarus), My Twitter (Andrew_Reiner) Dislikes: Peter Molyneux Creating The First Cylon (His Virtual Boy, Milo, Will Bring The End Of Mankind), The Cancellation Of Reaper, Thinking Of What Could Come Next After Nintendo's Vitality Sensor (A Device That Makes Your Pets Talk?) Current Favorite Games: Final Fantasy XIII, Assassin's Creed Il, Ghostbusters, Red Faction: Guerrilla, Modern Warfare 2

Matt >> matt@gameinformer.com

Handle: The Original Gamer Expertise: First-Person Shooters, Action/Platform, Action/ Adventure, Puzzle, Action/Sports Interests: D) Quik & Kurupt - Blagkout, Wondering Who The Vikings Quarterback Will Be, CrossFit, The Spy Who Came In From The Cold By John LeCarre, Wild Rice Brats Dislikes: Attack! Attack! (Come Back, Brokencyde, All Is Forgiven), Hipster Bacon Culture Current Favorite Games: The Beatles: Rock Band, Mass Effect 2, Heavy Rain, Uncharted 2: Among Thieves, Guitar Hero: Smash Hits, WordJong, Fight Night Round 4, Def Jam Rapstar

Kato >> kato@gameinformercom

Handle: The Game Katana Expertise: Sports, Racing, Action/RPG, Action/Adventure Interests: The Quality Of This Year's ЕЗ Lineup, Junior Continuing To Show That He's Not A Top-Flight Talent, Bill Wyman's Signature Series Metal Detector, The New Era Of Wild Hockey, The Return Of Non-Exclusive NASCAR Titles Dislikes: Vampires, The Rapidly Declining Field Of Sports Journalism, EA Letting You Buy Your Way Through NCAA Current Favorite Games: The Beatles: Rock Band, Mass Effect 2, Heavy Rain, Madden NFL 10, Scribblenauts, Just Cause 2, Alpha Protocol, Uncharted 2: Among Thieves, Split Second, NHL 10

Adam >> adame@gameinformer.com

Handle: The Alpha Gamer Expertise: RPGs, Strategy, First-Person Shooters, Fighting Interests: iPhone OS 3.0, War For The Oaks By Emma Bull, Best Ез Lineup In Years, The Massively Better Save System And Framerate Of Mass Effect On My Bumpin’ PC, Good Games Coming Out Of Europe Dislikes: Mass Effect's Unbelievably Horrible Equipment System, No Improvement To The Size Of My Gaming Backlog In Years, Mediocre Baseball From The Twins, Bloatware Current Favorite Games: Mass Effect, World Of Warcraft, Dungeon Crawl Stone Soup, Chrono Trigger, Plants Vs. Zombies

Joe >> JoeQgameinformer.com

Handle: The Real American Gamer Expertise: RPCs, Adventure, Action, Strategy, Puzzle Interests: Final Fantasy XIll's Long-Awaited Release Date, The Name Of The Wind By Patrick Rothfuss (A Must-Read For Fantasy Fans), My Immunity To The Music Game Craze, Finally Watching The Wire (It Lives Up To The Hype) Dislikes: Bands Who White Crap Lyrics, WoW-Themed Beverages, Being Disappointed By Games | Was Looking Forward To (Overlord Il and Prototype), People Who Live In Their iPhones Current Favorite Games: Mass Effect 2, Heavy Rain, Bayonetta, God Of War Ill, Assassin's Creed II, BioShock 2, Splinter Cell: Conviction, Final Fantasy XIII

Miller >> mileregameintormer.com

Handle: The Once And Future Gamer Expertise: RPGs, Action/Adventure, Fighting, Platform, First-Person Shooters, Music, Puzzle Interests: Reaper (We Barely Knew You), The Surprisingly Cool Recent Additions To The Rock Band Music Store (James Brown And Neko Case?!), The Revenant In 4th Edition, E3 Getting Done Right, Gunnerkrigg Court Dislikes: Leaky Sinks, The Absurd Minnesota Road Construction This Year (Why Not Just Shut Down All Roads Entirely?) Current Favorite Games: Excitebots: Trick Racing, Heavy Rain, Neverwinter Nights 2, Final Fantasy IV, Infamous, Rock Band 2, Assassin's Creed II, The Beatles: Rock Band

Bertz >> mattbertz@gameinformer.com

Handle: Lord Gamington Ill Expertise: First-Person Shooters, Sports, Action, RPGs, Strategy Interests: Minnesota Wild's New Regime, Chris Kluwe Getting More Famous For His Band No One's Heard Yet Than He Is For Being A Vikings Punter, Chan Park Woo's Thirst, Artie Lange Destroying Joe Buck On Live TV, Post-Rapture Pet Care (Great Business Plan!), Dinosaur Jr Farm Dislikes: Mafia ll and Red Dead Redemption Delays (Use Your Time Well, Good Sirs), Fixed Elections, Missing The Leonard Cohen Concert Current Favorite Games: NCAA Football 10, Infamous, Red Faction: Guerilla, Battlefield 1943, Assassin's Creed 2, Mass Effect 2, Heavy Rain

Ben >> ben@gameinformercom

Handle: Your Friendly Neighborhood Gamer-Man Expertise: Action/Adventure, Action/ RPGs, Platform, Survival Horror, First-Person Shooters, Racing, Stealth Interests: Smash Burger (Another Reason Colorado Rules), Bigger, Faster, Stronger (| Think l'm Developing An Adonis Complex), Minus: The Race To The Moon (Like Reading A History Book That Tricks You Into Being Interested) Dislikes: Tokyo Zombie (| Know, It Sounds Awesome; It's Not), Tax Audits, Helping People Move Three Days In A Row Current Favorite Games: The Sims 3, Plants Vs. Zombies, Punch-Outl!, Final Fantasy IV, Prototype

Bryan >> bryan&gameinformer.com

Handle: The Gamer's Advocate Expertise: Action/Adventure, RPGs, Survival Horror, First- Person Shooters, Music Interests: ABC's Wipeout (It Blows Away The Classic Obstacle Courses Of Double Dare And Trashes The Boring Quiz Section), Grizzly Bear- Veckatimest Dislikes: Early Cell Phone Contract Cancellation Fees That Don't Scale Down Over Time (I've Only Got Three Months Left And I'm Still Looking At$175 Down The Crapper), When Sod Doesn't Take Current Favorite Games: Rage, Mass Effect 2, The Beatles: Rock Band, Heavy Rain, Final Fantasy IV DS, Guitar Hero: Smash Hits

бАМЕ FORMER

Volume ХУШ Number 8 * Issue 196

PUBLISHER Cathy Preston EDITOR-IN-CHIEF Andrew McNamara EDITORS Executive Editor Andrew Reiner Senior Editor Matt Helgeson Senior Associate Editor Matthew Kato Associate Editors Adam Biessener * Joe Juba * Matt Miller Ben Reeves * Bryan Vore Content Manager Matt Bertz Mascot Arthur PRODUCTION

Art Director Thomas Bustin Production Director Curtis Fung Graphic Designer Jeff Akervik

CONTRIBUTORS Intems Jeff Marchiafava * Tim Turi GAME INFORMER ONLINE

Online Editor Jeff Cork. Media Editor Nick Ahrens Associate Online Editor Meagan VanBurkleo

ADVERTISING SALES

MINNEAPOLIS Rob Borm Associate Publisher (612) 486-6155 * Fax: (612) 4866101 rob@gameinformer.com

WEST COAST Damon Watson West Coast Advertisinsg Director (310) 450-3260 * Fax: (310) 4503571 damon@gameinformer.com Janey Stringer West Coast Advertising Associate (612) 4866104 * Fax: (612) 486-6101 janey@gameinformer.com

EAST COAST Suzanne Lang East Coast Advertising Sales Director (718) 789-0162 * Fax: (612) 486-6101 suzanne@gameinformer.com

MINNEAPOLIS Amy Amold Advertising Coordinator and Online Sales (612) 4866154 * Fax: (612) 486-6101 amy@gameinformer.com

Rachel Nimerfroh Marketing Coordinator (612) 486-6059 * Fax: (612) 486-6101 rachel@gameinformer.com

Mark Burger Marketing Coordinator (612) 486-6083 * Fax: (612) 4866101 ‘mark@gameinformer.com

CIRCULATION CUSTOMER SERVICE DEPARTMENT

For renewal, address change and Edge card details: Visit: www.gameinformer.com Email: customerservice@gameinformer.com

Or send correspondence to: 724 North First St., 3rd Floor Minneapolis, MN 55401 Attn: CIS Dept

For subscription inquiry ONLY: 1 (866) 844-GAME (4263)

Circulation Services Ted Katzung (612) 486-6107 ted@gameinformer.com

Information Systems Manager Paul Hedgpeth paulhedgneth@gameinformer.com

In memory of Paul Anderson

Manufactured and printed in the United States of America The Editor welcomes company product information for all video games. Such materials shoud bo addressed о: Editor, Game отаг Magazine, 724 North First St, 4 Flor, Minneapots, МН 55401. Unsolcted manuscrps cannot be relumed or acknowledged. Entire contents copyright 2009. Game Informer Magazine. Al gs reserved: reproduction in whole rin par without permission is prohibited. Game Informer is а trademark 21 Gamestop, ne, Ребе атин п есе pages are tac rames о trademarks, of their respective companies. PUBLISHER LIABILITY FOR ERROR The pubisher shall not Бе lable for sight changes or Mpographical eros at бо not Jessen the value of an advertisement. ‘The publisher's tabty for other errors or omissions in connecton wilh зл айбетылеп s иті o рибката ie здат n any

any monies paid for the advertisement INDENI ICATION The adverts andor Анита Agency ages to delend and indemnity Ве publisher against any and ай abit, loss, or expense arising from claims of Roe, untar competion, una irade practices, потоп of trademarks, соруун, vade names, patens, Ce proprietary nights ог violation of rights o privacy, esuling rom th publican of the Advertiser's statement.

4

Member Audit Bureau of Circulations

Jameer” TAKE YOUR PHONE TO TXT TO = THE NEXT LEVEL! 72395

Wallpapers} Zi “ШЙ ТЇШЇ

logo1619 logo1620 teh = logo1622 cL logo1624

EL

logo1627

Good tends dont] | | letyou do stupa 3b things. alone ?

Oe logo1634 logo1635

logo1633

.Icanteven Tay attention

logo1638 logo1639

m 1640 logo 1641 logo1642

Realtones, » vo, RENE e ASHER ROTH - | LOVE COLLEGE 50ng5238 Д ттаеа Screensavers:

BLACK EYED PEAS - BOOM BOOM POW s0ng5239

BOW WOW - YOU CAN GET IT ALL song5240

EMINEM - 3AM 50п95241

EMINEM - WE MADE YOU song5242

EMINEM, DR. DRE AND 50 CENT -CRACK A BOTTLE song5243. i JAMIE FOXX - BLAME IT (FT T-PAIN) song5244 KANYE WEST - HEARTLESS song5245

KID CUDI - DAY .N’ NITE song5246

LIL KIM - DOWNLOAD song5247

NE-YO - MAD. song5248

SLIM THUG - I RUN song5249

THE FRAY - YOU FOUND ME song5250

TWISTA - WETTER. song5251

YUNG LA FEAT YOUNG DRO AND T.I. - AIN'T 1 song5252

STHEMESONG song5253

E

game4378

HOW TO ORDER Text the Product Keyword to e get 10 graphics, 4 games and 6 ringtones

each month with this $9.99 / per month subscription 19999 e choose from over 125,000 products/month по credit card needed

Subscribers under 18 need parental consent. By subscribing (a) you certify that you are the account holder or have the account holder's permission, and (b) you agree to these terms, the full Terms and the Privacy Ё

Policy at www.jamster.com. You will be charged $9.99 per month for the Jamster XXL Subscription Plan (6 dy ria 10 graphics and 4 games/apps) until you cancel. Not available on all carriers

or cell phones. Games/apps not available on Verizon Wireless or Virgin Mobile. Virgin Mobile subscribers will be charged $5.99 per month until cancelled. Games/apps, themes and screensavers not available on Alltel. Alltel subscribers will be charged $5.99 per month for 3 graphics and 3 ringtones until cancelled. Charges will appear on your cell phone bill or be deducted from your pre-paid balance. Standard text messaging rates, data charges and other charges may apply. To cancel, text "STOP” to 75555. For help, text " HELP” to 75555, send an email to infofüjamster.com or call (866) 856-5267.

Jamster content is available on the following wireless carriers: AT&T, Verizon Wireless, Sprint, T-Mobile, Alltel, Virgin Mobile, Cellular One and Cincinnati Bell For use in the U.S. and Canada: TM & © 2009 Fox Mobile Distribution, LLC. All Rights Reserved.

©2009 Hasbro. All Rights Reserved. ©2009 DreamWorks LLC and Paramount Pictures Corporation. All Rights Reserved. / Devils and Demons © www.handy-games.com GmbH 2009

Candid Photos From The Seedy Underbelly Of The Video Game Industry

1 Ben and Bryan hang with Bender Helper's Shannon McPhee, Elizabeth Stewart, and Cate Lombardo

2 Reiner turns his swag on with Soulja Boy Tell ‘Em, Cliff Bleszinski, and Chair Entertainment's Donald Mustard 3 Media Molecule's Siobhan Reddy and Disney Interactive's Mariam Sughayer soak up the E3 vibes in Los Angeles 4 Adam and Sony's Steve Grohl may be party- ing too hard. Even our awesome waiter at Roy's in downtown L.A. got caught in the crossfire 5 Nick gets his groove back with Bethesda's Erin Losi and Rohan Rivas 6 Journalist Russ Fischer chills with Capcom's Melody Ann Pfeiffer, OnLive's Tiffany Spencer, and g-Net Media's Shelby Hill 7 Bertz and Matt enjoy some

ice cold glasses of lemonade with Plugged In PR's Heather Sorenson

8 One of the world's biggest Tekken fans, RC, visited the Namco Bandai offices to met Tekken project direc- tor Katsuhiro Harada, courtesy of the Make-A-Wish Foundation

6 GAME INFORMER

\

re musical chai d more!

EN.

ош. P . t to Cake Stack ack Race « ne Po a ү! copy cat an

20 cl sic birthday party gamës: When it’s cake time, everyone can sing along to Happy Birthday. Free party invitations included in the box!

Comic Mischief

а E Ns ESRB CONTENT RATING үлем Bt ће рау 2k. we

© 2009 Take-Two Interactive Software, Inc. and its subsidiaries. Birthday Party Bash, 2K Play, and the 2K logo are ай trademarks and/or registered trademarks of Take-Two Interactive Software, nc. in the USA and /or foreign countries. Wii and the Wii logo are trademarks of Nintendo. © 2006 Nintendo. The ratings icon is a trademark of the Entertainment Software Association. АН rights reserved.

For Example

| always thought your magazine showed some bias in favor of the Xbox 360. Now, after reading Andy's Letter from the Editor in issue 195, | have realized that your editor is also a weasel. What a terrible misrepre- sentation of the facts. When he mentioned “amazing games’ for the 360, he must have been referring solely to the first Gears of War. “Impressive technology” must have also been a reference to the same game. | would like another example of an amazing or impressive technological achievement on this outdated console. As for Sony's Home being a joke, it seems to me that the users and developers love it. Also, it's free! You can't even give one example of how the PS3’s software is a mess, and the assertion that you have to update the system too often is wrong. You would think something more than a vague reference would be in order, but then again, everything Andy con- veyed in his little diatribe was unfounded garbage. | can handle a little bias, but Andy McNamara simply lied.

Anonymous via email

Thank you for illustrating exactly what Andy meant when he said his letter which pointed out equal failings in all

Dead Wrong

After the release of Left 4 Dead, Valve promised a steady release of new downloadable content for the game, much like they did for Team Fortress

2. However, it hasn't even been a year since the release of Left 4 Dead and they're already announcing a sequel? We've hardly seen any of this promised DLC, so what's with the new full-priced game? Left 4 Dead 2 could easily be released as an expansion pack to the original. It’s just a few changes to the director and some new weapons and zombies, so there's really no other rea-

three systems would "send the fingers of conspiracy theorists and bias-watchers into a frenzy of keyboard hate? Before you cry foul, think about this: Recognizing and acknowledging the problems of a console does not constitute bias. On the other hand, willfully ignoring those problems while exaggerating the flaws in another console...well, that sounds like a textbook definition to us.

Late to the Party Isn't Castle Crashers awesome?

Harold Soward via email

Yep.

Missing Pieces

As a life-long fan of the genre, | enjoyed your article on building the perfect RPG. However, you forgot to address one key issue: the archaic save point system. A perfect RPG would need a system that allows you to save whenever you wish. No experience is more frustrating than spending an hour of your time only to have to start again at the begin- ning of a dungeon, or trying to find a save point when you just want to stop playing.

Michael Muzyka via email

Е | The Readers Strike Back

son that the new Left 4 Dead should even be a separate game. I'm not the only one who thinks this there is an entire community that has instigated a boycott of Left 4 Dead 2. | hope Valve does the right thing and downgrades its plans for a full retail release.

Cody Hersman via email

The “controversy” surrounding the announcement of Left 4 Dead 2 is pathet- ic. Have you played the full game yet?

Do you know exactly how the team is

You completely overlooked two categories in your article about building the perfect RPG: replay value and minigames. Every RPG should have a new game plus fea- ture, allowing you to restart with all of the weapons and stats from the end of your last playthrough. Also, minigames like Final Fantasy X's Blitzball and Rogue Galaxy's Insectron should be included to give gamers something to do when they want to take a break from the normal game.

Steven 5 via email

In issue 195 you built the perfect RPG, and | agree with you on almost everything. The one thing | disagree wasn't something you included, but rather something you omitted. You left out one very important part of any RPG (or games in general): the music. Yes, that thing in the background that does so much, from setting the mood to evoking an emotional response. | can't tell you how many times the soundtrack has made a great game for me.

Anonymous via email

Video games are complex, and develop- ers weave many elements together in order to craft a memorable experience. When we imagined our perfect role-play-

improving the mechanics? Do you know all about the weapons and enemies being added? No, you don't. Furthermore, without that information, you are wholly unqualified to make any judgments relat- ing to the game's scope, quality, and appropriate pricing. Here's a little tip: Complaining about these things with no firsthand experience doesn't make you

a gaming activist. It makes you a whiny, entitled brat.

ing game, it wasn't possible to highlight every aspect, so we focused on the major points. These are all excellent suggestions; unfortunately, it would take more space than a single magazine has available to outline all of the potential categories and the games that exemplify them. Plus, if you were going to go to all that trouble, you might as well try to make the perfect RPG instead of just dreaming about it.

Hardcore Negligence

In the reader art section of issue 195, there was a picture of Jack from the under-appre- ciated MadWorld. I'm one of the few who bought that game it makes me wonder about gamers who cry on Internet forums about Nintendo failing its hardcore audience on the Wii. I'm starting to think the opposite is true: The hardcore audience has failed Nintendo. Why didn't you buy MadWorld,

Send your comments to Game Informer. Snail Mail: Game Informer Magazine Attn: Dear GI 724 North First St., 4th Floor e Minneapolis, MN 55401 Email: deargi@gameinformer.com

Game Informer has a thrivi Hia inity, and this is where can EL LOMMUNITY асе

THE QUESTION:

What news from ЕЗ 2009 excited you the most?

The Last Guardian was probably the best announcement to come out of E3 this year. Just watching the trailer, with a boy and his monstrous cat-dragon, is enough to fill your body with all sorts of excitement.

DanteBunny

Just Cause 2 was a real shocker. The first game. was a terrible and ugly GTA done - the only. saving grace was your character's grappling hook and parachute. Now it looks like they put forth a real effort into a refined game that just screams fun to те,

Halo Reach, simply for the fact that Bungie says they're done with Halo, but keep coming back. Either that or Project Natal, since it could move us within a few steps of the elusive Holodeck.

Forsberg! 785

W Just Cause 2

T

Final Fantasy XI was looking pretty awesome... nol а bumblebee until they revealed thatit would be an MMO.

neobluebat

Metroid: Other M. As the Nintendo press confer- ence went along, | thought it was going to be

another bulles like las year. As soon as Samus appeared, graceful kiling people on the screen,

After waiting forever, the total revamp of Splinter Celt: Conviction stole the show for me. The

The Wi Vitality Sensor. Because, through juxta- (lera writing on the wal, gameplay, and the

postion, it made the announcement of Metroid: ту eyes welled up and tears of joy came upon overall fel of the game just oozes style. Other M seem that much better. те. Yes, Nintendo stil cares about us! SmackeyTheFrog TrueNerd Animan Df WoW

Do you want to make your voice heard? Weigh in with your opinion at www gameinformer.comy/forums

8 GAME INFORMER

T

House of the Dead, Okami, or No More Heroes? All of those titles should have sold more copies. If you call yourself hardcore, why aren't you buying the games made for you?

Patrick Borrelli via email

Hardcore Wii owners, Patrick is call-

ing you out. What do you have to say in your defense? Have hardcore gamers let Nintendo down? Drop us a line and share your thoughts.

Bad Comparisons

Back when | just had a PlayStation 2, | bought a game called Jet Li: Rise to Honor. It was one of the greatest games ever! Not only could you kung fu fight, you could shoot guns and pick up melee weapons from a large variety around you! | loved this game! Instead of comparing games to stupid art-house proj- ects like Beyond Good and Evil and Ico, you should compare them to Jet Li: Rise to Honor.

Will Durum

If we followed your suggestion, you'd prob- ably see a lot more sentences like this: “This game isn’t very good, but it’s still better than Jet Li: Rise to Honor,” or “These terrible stealth sections are reminiscent of Jet Li: Rise to Honor.’ Needless to say, we didn’t enjoy the game as much as you did.

Somewhere In Between

| was reading your review for Infamous, which tackles the game's morality mecha- nism, and it got me reminiscing about the portrayal of morality in games in general. | wonder whether games will ever manage to implement a system that doesn't define the character as simply holy or diabolical. Do you think games will ever succeed in implement- ing a more realistic mechanism?

Damian Lopez

Games like Mass Effect and Fallout 3 make respectable attempts to add nuance to the traditional good and evil choices, but they are still ultimately split between two extremes. Part of the problem may be including a morality framework at all; if

a game gives you a choice to be a goody- goody or a despot, players will naturally gravitate toward one of the two options (when has anyone ever tried to follow the neutral path?). By defining the choices

in those terms, players think “I'm good, so I'm going to do good things,” which preemptively defeats the choice. However, providing options and consequences unrestrained by simplified notions of good and evil would encourage players to evaluate the situation carefully and make a more meaningful choice. Several titles have attempted this, but Sony's upcoming Heavy Rain (see our preview on page 70) looks like it might be the first game to pull it off.

10 GAME INFORMER

ALEX COCKBURN My flesh-melting energy beams. Let me show you them

Send to:

Game Informer Reader Art Contest 724 Ist St. N,,

Ath Floor

Mpls, MN 55401

| MICHAEL SURBER If Peach gets any skankier, she could get her own reality show

| | | RYAN GRIEST | What's the joke here? Is this Master Culinarian? Master Cuisinier? Master Cook? We don't get it

Ё

| К. REARICK

| Майко wants a

| sequel. Don't make | her cut you

RUDY GONZALES The perfect zombie-killing strategy: Dress up as a char- ader from NES boxart and elbow-drop their necks

Half the flavor is before You pull the rip cord. The other па is after.

NEW

Wm. Wrigley Jr рату.

e Ф

тм

Z1 а А SQUR TO SWEET BUBBLE

and all affiliated designs are M У ofthe

'ed. 5, Zing. Stimulate Your Senses

© 2009 Wm. Wrigley Jr.

Breaking News, Views, And Technology From The Cutting Edge Of Gaming

" report card

. » Microsoft had a E Я ' tremendous show. К 1 For triple-A third-party

à P f on the market, and + : it showed with the а E e bevy of impressive „» ә & м

Al Ege

espite continuing issues with the “red rings

of death,” the last few years have been tre-

mendously successful for Microsoft's Xbox

360. While it has clearly become a top-flight console, the company has also learned how to make an impression at the annual E3 convention. Eschewing its past attempts at canned "cool," this year's press conference delivered exactly what fans wanted: great new features, a tremendous lineup of games, and some genuinely exciting surprises.

It kicked off with the biggest celebrity appearances in ЕЗ history: The Beatles. Paul McCartney, Ringo Starr, and widows Olivia Harrison and Yoko Ono came on stage to hail Harmonix's upcoming The Beatles: Rock Band. While the appearance was brief, the crowd was clearly thrilled to see rock 'n' roll's most important living legends in the flesh and the game's opening video looked excellent as well.

From there, things only got better. From strong demos of upcoming games like Modern Warfare 2, Forza 5, and Alan Wake to surprises like Splinter Cell: Conviction and Crackdown 2, there was something to be excited about for almost any gamer.

з Hideo Kojima appeared to m announce that Metal Gear Solid siti à Rising is coming to 360

12 GAME INFORMER

games, the Xbox 360 e 15 the leading console

titles littering the show floor. On the Xbox Live front, the company continued

to improve its already Strong position with à host of great new

d © announcements. Finally, Project

Natal blew away the.

expectations of those

expecting a simple,

3 © Wii-style, motion controller peripheral

g

final grade

There's no question that Xbox Live is the best online gaming platform in history. For gamers of all stripes, the service continually adds exciting new features (give or take avatars) and content. Following last year's block- buster announcement of Netflix on-demand compat- ibility, this year Microsoft came back with a handful of intriguing partnerships with some of the world's most successful content and social networking companies.

The most talked about partnership? Xbox Live com- patibility with Facebook and Twitter, which allows - gamers to send and receive the most banal details of life on Earth without leaving the couch. In addition, online music fans will enjoy the new Last.fm support, allowing access to millions of songs vía the streaming online radio station.

On the video side, Microsoft announced the Xbox 360 will soon be home to a Zune-branded video service capable of streaming movies in 1080p HD and 5.1 surround sound instantly, complete with fast forward and skip capabilities. The Netflix service is adding the ability to browse through its entire catalog directly from Xbox Live.

Perhaps the most exciting announcement of all was exclusively for Europe: compatibility with the cable satellite television giant Sky. Later this year, Sky subscribers will be able watch live and on-demand television right from their Xbox, even gathering their avatars in Xbox Live parties to watch and chat about live events like soccer matches. While nothing has been announced for the U.S., Microsoft said it is working on a similar stateside solution for digital TV viewing. It is worth mentioning that European viewers cannot record pro- grams to the 360 hard drive.

During a post-conference luncheon, Microsoft's Marc Whitten revealed a few more surprises. For one, the company is finally pushing for more in-game items for avatars. We saw an avatar decked out with Halo ODST armor and holding items like a toy R/C warthog and pom-poms. More importantly, the company is ramping up its digital distribution model by releasing titles like Assassin's Creed and BioShock as full retail downloads.

A Mysterious New Halo

In addition to a live demonstration of Halo 3: ODST, which returns to New Mombasa with a new multiple thread storytelling style, Microsoft also showed a teaser trailer for an intriguing new addition to the franchise called Halo: Reach. No gameplay footage was shown, but the video depicts a series of explosions decimating the world of Reach to the soundtrack of panicked radio chatter and then. ..silence. The last voice heard says, “We've got Spartans on the ground, sir we're not going anywhere" The apocalyptic atmosphere was heightened by the tagline displayed at the outset of the trailer: "From the beginning, you know the end.” Speculation has run wild on the Internet, with gamers asking the questions: Will the game star Master Chief? Does it represent the last game in the franchise? Will it be a first-person shooter or anoth- er genre altogether? All these questions will be answered after Halo: ODST ships with a Halo: Reach multiplayer beta and we move closer to the ship date in late 2010.

Ditches The Controller

The biggest news out of Microsoft's press conference was the unveiling of Project Natal, a new camera-based, full body motion control add-on for the Xbox 360. The result of a long- term R&D project, the unit allows for hands-free control on

а much more sophisticated level than what is offered by the Nintendo Wii remote.

General manager of Microsoft Game Studios Kudo Tsunoda came on stage to guide the audience through a series of quick demonstrations. He introduced a quick handball style game, where an on-screen avatar mimed motions instantly, knock- ing out boxes in a 3D environment. The Natal teaser video further showed players using their arms to destroy buildings in a Rampage-style game, driving a racecar and performing wheel changes during pit stops, and skateboarding through a city via mimicking a skater's movements. The motion sensing also applies to menu navigation, allowing viewers to quickly flip through movies and games with their hand. The unit even includes facial and voice recognition, automatically booting ир your profile when you step in front of the television.

In addition to the expected minigames, the unit can per- form much more intricate actions, like "scanning" in objects like skateboards for use as virtual gameplay objects. Midway through the demo, an excited Steven Spielberg came onstage to hail Project Natal as a “historic moment” for gaming, one that could make games as mass market as books, movies, and television.

Then we met the intriguing Milo, a virtual character demo created by Peter Molyneux's Lionhead Studios. Milo, a young boy, interacted and conversed with a Lionhead producer, who even scanned in a drawing that the boy was able to receive, look at, and comment on his virtual world. E3 judges met Milo later on at special event, though our own Andy McNamara felt there was a degree of scripting going on with the E3 demo.

It will be interesting to see if Lionhead can bring Milo to life without that bit of trickery.

Other live demos of Natal were quite impressive. The unit tracked motion accurately, even allowing us to play the already released Burnout Paradise without a controller. The incredibly fast racer requires pinpoint control, and we were pleased to see that Natal steering worked nearly as well as a controller.

For now, the biggest question seems to be: When does this thing come out and how much will it cost? Microsoft said it will not be released in 2009, but didn't rule out a holiday 2010 date. It also promised a competitive price point and a marketing plan on par with the launch of a console. Speaking of which, following ЕЗ, 1up.com reported a rumor that Natal will actually anchor a new version of the Xbox 360 hardware to drop next year but that it's available as an add-on too.

® [Top] Lionhead's “Milo” demo in action [Middle]

A picture of the prototype Natal hardware [Bottom] A live showing

of Project Natal's handball minigame

feature

n le уте м

John Schappert

Corporate Vice President

[Editor Note: Shortly affer this interview Schappert left Microsoft for a position af EA)

Spielberg came out during the Natal presentation and said that controllers are keeping games from being mass market. It's very similar to what Nintendo has been saying for the last few years.

I want to mention the Spielberg comment. I've spent some time with him, and Don

has known him for 10 years. The interest- ing consistent feedback is that everyone can go to the movies and enjoy a movie, not everyone can enjoy games, Not everyone has the dexterity or coordination to pick up that controller and actually handle their character onscreen and have fun doing so. So he’s been a big proponent of breaking down those barriers and having the masses come and enjoy experiences. That's why when we showed it to him a few months ago he was excited, he can't wait to work on it and he wanted to be part of our unveiling because he feels it is revolutionary. That's very heart- felt. [We also] realize that there are a lot of folks out there that are very comfortable with controllers, that's why we're going to contin- ue to certainly make controller-based games. That's not going away.

How do you get publíshers to sign on to making Natal games? The history of add- on peripherals demonstrates that it's hard to drive a large installed base.

Our response from publishers has been overwhelmingly positive. Someone said to me, "With Natal, it seems like that's the next Xbox platform or console" That's exactly how we see it. It is our goal that it be synonymous with Xbox, that there be a very, very large install base so that it doesn't get relegated, like you said, as a small attached accessory.

So you envision it as being marketed like a new console launch instead of a new peripheral launch?

That's how we see it. As the next evolution of our platform.

The Milo demo was interesting. Is that something that developers could incor- porate into, for example, an interactive cutscene in a traditional controller game? Yes. When we went on the road we said to publishers, "Let's show you Natal, it's going to bring all new experiences, here's a few expe- riences that we're working on to give you inspiration These are games and experiences that you couldn't play any other way that's how we look at it, that's why you saw some of those demos that we showed. But [we also said] that the Xbox 360 controller is the best controller ever made, and we're going. to continue to make controller-based games. And then there's going to be some of the hybrids, so І can envision and | don't know if we'll ever bring this out that you could play Halo and you could turn your head while Natal is tracking your face and your head, and you're panning the camera. ! could throw а grenade like this [mimes throwing motion] while I'm holding the controller.

connect

Microsoft Interaclive Entertainment

GAME INFORMER 13

connect

° Jack Tretton, CEO апа | | С, C C president of Sony Computer » [ [ | Entertainment America —2 —— i

(7 onys press conference was the last of the big three, and many wondered aloud if the company could bring fire- power to keep up with its competition. Fortunately, Sony did not disappoint. The company's big announcement

the PSP Go - leaked before E3 even started, and Jack Tretton,

CEO and president of Sony Computer Entertainment America,

even joked about it in his opening remarks. "Thank God you guys

showed up," he quipped. “We consider ourselves to be industry leaders at PlayStation, and press leaks are no exception. We are not going to be outdone by anybody. [laughs]"

Thankfully, the premature reveal of PSP Go didn't leave Sony without surprises. Exceptional gameplay demos for God of War Ill, Uncharted 2: Among Thieves, and Assassin's Creed Il were shown alongside reveals for exclusives The Last Guardian, Final Fantasy XIV, Agent, two Gran Turismos, Resident Evil Portable, and ModNation Racers. Finally, the unveiling of Sony's rumored motion controller was impressive despite being the last company to do so. In the end, Sony delivered on a number of fronts, and proved to be anything but a letdown.

14 GAME INFORMER

report card

Sony is in dead last place in terms of console sales, but this ЕЗ ironically found

the company in a comfortable place. The software outlook for the PS3 is good, and third- party console exclusives Such as Final Fantasy XIV and Rockstar North's Agent are exciting surprises for a fanbase that might have thought the days of big- name Sony exclusives were over. The increased publisher support is particularly important for the PSP, which looks like it may be undergoing

а renaissance of sorts being fueled less by the hiche PSP Go and more by promising software like LittleBigPlanet and Resident Evil Portable The lack of a PS3 price drop hurts, but for those of you who already own the system, the console will have plenty of great titles well into next year.

final grade

co i T = ix E КЕККЕ Uti САДА АЫ aen M PSP Is On The Go | M. Shuhei Yoshida The sleek PSP Go features a display that slides out to reveal its $ d-pad, single analog nub, and other controls. The handheld also ditches the clunky UMD drive in favor of a download-only game distribution platform. Sony says it is currently working on a way by which current PSP owners can play already purchased titles on UMD on the new PSP Go without a UMD. Despite the loss of a mechani- / At the Sony ЕЗ press conference, Kaz cal drive, the handheld is expected to have the same relatively low | Hirai said the PSP Go was created with battery life as the previous version, delivering three to six hours of feedback from fans and other sources. playtime. Going forward, Sony says all PSP titles will be released on Pa Я f Was a second analog stick not part of that: both UMDs sold at traditional retailers and in downloadable format. / f feedback? The current PSP-3000 is not being phased out in favor of the PSP А We also felt like many users that we Go. The handheld debuts on October 1st for $249, a price some 4 / wish we had a second analog on the PSP. analysts consider too steep given the relative lack of new hardware 4 Ў 4 But we аге talking about the mid-life cycle of: or functionality. P d this platform, and PSP Go is designed to be The PSP is further supported by the new PC browser-based perfectly compatible with the PSP-3000 and Media Go, which replaces the content-transfer features of the old all the games that released before that. So Media Manager. Software should hopefully see a boost thanks to the в Releases Oct. 1 for $249 в Slightly smaller screen, but with we had a very serious discussion about this fact that Sony is lowering the cost of the system's development tools same resolution as PSP-3000 particular subject, but we decided not to ааа by 80 percent. This fall Sony is also delivering Sense Me, an applica- ® Download only. No UMDs =e жле a second analog, and some of the developers ` x à upports Memory Stick Micro (M2) М a ЖА И tion that builds music playlists according to your moods, and ће ® 16GB of internal memory are doing quite a nice job translating the sec-- company has already made its video store including content from 4 ond analog functionality to different buttons. new partners like Showtime and G4 available on the PSP. а Bluetooth compatible We didn't want to divert their efforts either.

President, Sony worldwide shuctios

We talked with Yoshida about some of the company’s ЕЗ announcements.

What is going to happen to PSP Go owners who want to play the PSP UMDs

J О П y 3 M О [ О H E 0 n [ГО | | ay OUI E пус 8 Sony's motion they've bought on the new, UMD-less

e Ў 5 i controller allows for system? Sony unveiled its version of motion controllers at its E3 press both traditional motion We are very aware of that natural need from conference. Spearheaded by EyeToy creator Richard Marks, control applications our users, so we are looking at different solu- n" " in games, as well as Y T e n the prototype controller consists of a wand with buttons and the capture of players tions to how we can help bring some of their: a colored ball on top that could change colors depending on actually interacting with favorite content that they already own to the

its use in a game. à : virtual objects PSP Go. Sony's new controller differs from the Wii in that it also has |

the ability to deliver an actual representation of the player as captured by the PlayStation Eye camera to interact with virtual objects. During the demonstration, we could see Marx's colleague Anton holding the controller, which was then substituted for any number of virtual objects like an electro whip, gun, and tennis racket. The demo showed off the motion controller's impressive tracking movement fidel- ity, whether it's with the slight flick of a sword or the ability to write words and draw without the usual paint tool shaki- ness. Anton also used two controllers at once as a sword and shield combo.

Sony says that the motion controller is already in the

hands of developers, and expects it to come out in spring . "| Ё шай of 2010. = ——— e GENS

In the past, other Sony executives have poked fun at Microsoft for buying exclu- sives. But with games like Rockstar's Agent: now exclusive for the PS3, has Sony's thinking on third-party exclusives changed 7: Because of the larger installed base of PS3 now, and because of some of the titles we, as well as third parties, are releasing on PS3,

I think publishers are feeling more comfort- able to consider going exclusively with a PlayStation platform again.

Does The Last Guardian creator Fumito Ueda have plans beyond that game, which is the last in the trilogy? | don't think anyone other than Ueda-san should talk about his visions, but as far as I'm. concemed, many people believe that he is creating something for himself. But he is very,

‘CILISIVE 018818 | very aware of how people feel, enjoy, and сее н = | USN g om D W play his games, and he really wants to reach

® Square Enix's Final Fantasy XIVis Microsoft has been winning the war of garnering third-party exclusives, but this year Sony fired back a broader audience that his previous work currently a PS3 console exclusive, ^ with а trio of titles for PlayStation systems. may not have been able to. So, this concept

although after the Sony press $^ conference, Square Enix said that

it [уге other systems; Agent (2K Games/Rockstar North)

E This game from the development team that brought you Grand Theft Auto IV is set in the late 1970s, thrusting you into a world of global espionage and intrigue. "Agent is a game we have wanted to make for a long time," says Rockstar co-founder Sam Houser. "The team in Edinburgh is doing an amazing job combining intense action, atmosphere, and story in a great period setting to create something that feels quite unique"

[The Last Guardian] was created after Shadovv of the Colossus was completed, and he had a chance to see the reaction from consumers. 1 don't think he has any plans at all after the Last Guardian until he has the chance to see the reactions from the release of the game.

Have we seen the last of the Syphon

Filter franchise? Final Fantasy XIV (Square Enix) Never say “never.” You know Sony Bend is This MMORPG is also coming to PC, but it is currently a Sony exclusive in the console space. The a single team. They don't want to do two game comes out in 2010, and your adventures start in Eorzea, a realm in the world of Haiderin. things at the same time, and their last effort Although FF XIV features many elements that fans of FF XI will recognize, it sounds like tweaks to was Resistance Retribution. So, they are mov- character growth, classes, and several game elements make FF XIV a new experience. ing to the next title, which is one that we are

not ready to disclose yet. Resident Evil Portable (Capcom)

Coming next year, this game is the first time the franchise will appear on the PSP. Capcom says

that it will be a different experience designed specifically for the system.

GAME INFORMER

connect fea

Nintendo

Plays

Ir Safe

16 GAME INFORMER

o nobody's surprise, Nintendo used its media briefing to tout

the success of its all-inclusive strategy and the commercial

dominance of the Wii and DS platforms. Among the boring

corporate talk, however, a slew of exciting first-party titles (and a baffling hardware device) were announced.

The Wii received the lion's share of the software love. Super Mario Galaxy 2 is the first direct sequel to a major Mario game for years. New Super Mario Bros. Wii brings 2D platforming action back to home consoles and introduces LittleBigPlanet's four-player co-op to the Mushroom Kingdom. Nintendo also handed the reins to the strangely titled Metroid: Other M to Ninja Gaiden creators Team Ninja, a bold move for a beloved franchise.

Nintendo highlighted several DS games as well. Notably, the announcements of role-playing games Golden Sun DS and Mario & Luigi: Bowser's Inside Story made a splash. Mario vs. Donkey Kong: Minis March Again debuted as well. Lower profile titles at the confer- ence included minigame creation studio WarioWare: DIY and Flipnote Studio, a program that lets you emulate the corner of a notebook on your DS by drawing a series of pictures.

(ERGS

alirim imua

® Nintendo's Bill Trinen onstage at Club Nokia

Getting Fitter With Wii

Wii Fit has been nearly as much of a sensation as the Wii console, so it was no surprise that Nintendo announced the follow-up, Wii Fit Plus. Nintendo VP Cammie Dunaway described the title as being “more attractive for every member of the household,” debuting six exercises and three minigames, which include skateboarding, jug- gling, and doing a Mario impression through an interactive obstacle course. The game also allows greater cus- tomization of your workouts. Given the success of the first title, we can't fault Nintendo for bringing out a safe sequel. Wii Fit Plus is due out this fall.

| æ More than 15 million Wii 1, . balance boards have been

sold, according to Nintendo

27

Whefs A Vitality Sensore

Nintendo graced us with the most bizarre new hardware announcement yet: the Wii Vitality Sensor. The sensor clips onto your finger and reads your heartbeat. Gamers will no longer have to put a dollar in the machine at the grocery store to find out what their pulse rate is with this handy gizmo. How it will be used in relation to games is unknown, though Nintendo president Satoru lwata's comments implied that the company sees it as more of a lifestyle device like the bal- ance board than an accessory aimed at enhancing traditional games. No dates or other details are available at this time.

э The Wii Vitality Sensor plugs into the bottom of the remote in place

of a nunchuk

S

It was strange not to see legendary creator Shigeru Miyamoto at the Nintendo press con- ference, but he did make an appearance at

a small scale gathering behind closed doors. There, this image was revealed, along with confirmation that Miyamoto is working on a new Legend of Zelda game. No other details came forth, but there is plenty to speculate on just from the painting. Who is the mysteri- ous girl? What significance does her necklace hold? How annoying will the fairy be this time around? You'll know as soon as we do.

8 This image is the only public informa- Legend of Zelda

E GAME INFORMER. 17

games к ==

more senseless accolades han E3, where half-

completed games are showered with trophies

ublishers can place

хә

on their retail boxes for

3

arketing purposes whether

>

е titles turn out well or not. Rather than give out meaningless awards for half-baked games, we run down our most anticipated titles showcased at the

annual event.

18 GAME INFORMER

ОТ Modern Warfare 2

A daring climb up the side of an icy mountain during a blizzard; a nail-biting infiltration of a secret enemy base atop the mountain; an ally compromised, a diversionary bomb exploded, and a thrilling escape down the side of the mountain on a snowmobile. No one is better

at delivering jaw-dropping action moments than Infinity Ward. This demo is proof positive that its run of blockbuster titles won't be ending anytime soon, and for this we give Modern Warfare 2 our nod as game of the show.

Oe U Among Thiev

Sony's press conference came to life when Naughty Dog's Evan Wells walked on stage

to demo Uncharted 2. Nathan Drake and his treasure-hunting partner Chloe Frazier are travers- ing the rooftops of a Nepalese city, and as Drake shimmies across a high beam, an attack chopper appears and starts shooting. The resulting chase across the city rooftops culminates with a crum- bling building and a life-or-death jump to safety. The crowd showered the demo with applause, and we can't blame them.

ОЗ Mass Effect 2

Rumors of Commander Shepard's demise were greatly exaggerated he (or she) is back with

a new team and a refined combat engine. After showcasing new heavy weapons and team- mate commands, the demo culminated with the Normandy coming under heavy fire from an unknown alien vessel, and Shepard's escape uncertain. With harrowing moments like these, Mass Effect 2 may be the darkest sequel this side of The Empire Strikes Back.

assin’s Creed Il

In the highly anticipated first trailer of Assassin's Creed Il, new protagonist Ezio Auditore di Firenze pays off ladies of ill repute to distract a noble's henchman during a Carnival celebration. As he happily dances with busty ladies while fireworks go off above, Ezio cuts in and introduces his blade to the man's throat. The noble takes flight and the chase begins through the streets of Venice at dawn. Sensing an ambush as he approaches his prey, Ezio opts to use a new fin- ishing weapon a gun attached to his arm.

Jason Bourne may be the second most danger- ous government operative on the run. After two years under the radar, Sam Fischer emerged "reBourne" at ЕЗ. Gone is the hobo Sam on the run in favor of a bitter old man who abandons Third Echelon to avenge his daughter's murder. Sam exacts his payback the hard way, interrogat- ing people with techniques that would make Dick Cheney blush, killing with abandon, and vaulting through environments with the speed and grace of a born predator rather than the patient stalking for which the series is known.

06 God of War Ill

While Sony announced we must wait until March 2010 to unleash another Kratos-driven rampage, the gameplay footage did nothing to diminish the high expectations for our favorite demigod's return. The press conference foot- age demonstrated that despite the absence of David Jaffe and Cory Barlog, God of War is still in good hands. The hands-on gameplay gave us а chance to grapple harpies, ride a Cyclops, and come face to face with a Chimera.

juardian

Team Ico's highly anticipated follow-up project to Shadow of the Colossus leaked weeks before the convention, but this did nothing to diminish the ЕЗ reveal of this PS3 exclusive. Formerly known as Project Trico, The Last Guardian cen- ters on the relationship between a young boy and a startlingly real giant rat/bird hybrid crea- ture. We just know Fumito Ueda is going to kill this lovely creature after we form a lasting bond. Could this be the video game version of Where the Red Fern Grows?

1A

08 Star We The Old Re

ris рио

C

In the coolest Star Wars video since the first tril- ogy, a badass Sith who looks part Darth Vadar and part Darth Malak confronts a plain looking Jedi who may as well be named Steve. Hmm, wonder who's going to win that fight? Guided remotely by a nearby bounty hunter, a Sith ves- sel barrels into the Coruscant building, reveal- ing a cadre of lightsaber carrying Sith. Perhaps George Lucas should just retire and leave the Star Wars franchise in the capable hands of BioWare; they are clearly better caretakers.

09 Metroid: Other M

When Reggie Fils-Aime started touting a “new, edgier game" in the "mature space," we thought he was about to unveil Super Mario Hostel. Instead, he introduced a badass trailer of a new and improved Samus Aran courtesy of Ninja Gaiden creators Team Ninja (minus former stu- dio head Itagaki). The comprehensive revamp retains most every lauded aspect of the series, and it appears to add a deep back-story, narra- tive cutscenes, and killer finishing moves.

ІО He

Quantic Dream's choose-your-own adventure tale about a serial killer debuted its second of four playable protagonists, a sexy reporter who gets into a sticky situation at a night club with the sleazy owner who may have valuable informa- tion in the Origami Killer case. The game's stun- ningly realistic animations, interesting conversa- tion mechanics, and gritty theme made this the game of the show for some editors. Could this be the start of an adventure game renaissance?

GAME INFORMER 19

connect download

Impulse

BY MATT MILLER

Many showgoers declared E3 2009 one of the finest

BEST @ years for game software in memory, and it wasn't only planned retail releases that garnered attention. All three

2009 platform download services put cool new games on * display, and I've gathered several of my favorites.

>>>

PlayStation Network

a. ££ ¥ BONE

@ ream LOD ик

My favorite PSN title at the show was the next installment in the successful Pixel)

franchise. Like its predecessors, it is a completely new gameplay concept, tied to

the previous entries only through the expectation for innovation that the series Chair Entertainment (Undertow) joined forces with Epic Games (Gears of War) to bring fosters. In this two-player co-op title, players must navigate ships through sprawling us a downloadable title that got more attention at E3 than dozens of bigger disc-based caverns to rescue survivors, much like the old-school game Choplifter. The cool twist games. Citing inspirations like Super Metroid and Contra, the game is a classic 2D comes through full fluid dynamics on all the water and lava that fill the caves. Water exploration game, but set in the near future of Orson Scott Card's Empire fiction. With is generally good, keeping your ship cool, and lava is decidedly bad. Certain walls dozens of hidden items and treasures littered through the game world, players must can be destroyed to allow the flow of either liquid into a new location, which often explore using new power-ups to find all the content. My time with the game revealed clears the path to progression. Water also interacts with lava, combining to become tight controls and a good mix of action and world traversal. In particular, | was excited to more destructible rock for you to blast through. Toss in enemies with missiles, giant see one of the game's massive bosses, a mechanical walker with an absurd amount of bosses, and the opportunity to do it all with a friend, and I'm already convinced I'll firepower. Sources are saying an August release; Shadow Complex is my surest bet for lose as much time to Shooter as | did to PixelJunk Eden. the summer season.

> Cave Story > Invincible Tiger: The Legend of Han Tao > Nyxquest: Kindred Spirits

This fantastic PC freeware game is getting a WiiWare release, and I couldn't be hap- This awesome kung fu beat ‘em up is looking better with each passing month, offer- Releasing as a WiiWare exclusive, Nyxquest has players controlling the winged girl pier that it's finally reaching a wider audience. The seemingly simplistic 2D graphics іп fast action and co-op brawling for anyone who loves classic martial arts flicks. Мух as she searches the ruins of Ancient Greece for her friend Icarus. You control hide a brilliantly designed adventure with a great cast of characters and a deep game Тһе PSN and Live Arcade game even runs in 3D, if you've got the TV and glasses to both Nyx and the godly powers of the Wii remote, which lets you alter wind flows, world ~ more on this one in future months. handle it. move platforms, and otherwise clear the way for her.

20 GAME INFORMER

Shatter

PlayStation Network

It didn't get any love at the big press conferences, but Shatter shouldn't be overlooked in favor of more

high-profile titles. Sidhe, the developer of Gripshift, delivers this variation on the classic brick-breaking model.

The bat, or paddle, still sends the ball careening up to destroy mostly stationary blocks, but several tweaks to the formula inject more fun. The bat can suck and blow like a vacuum, affecting the ball mid-flight

and preventing frustrating “last brick" randomness that can make these games frustrating. You can also

bet on your skill by sending out extra balls onto the field at any time as many as you have in reserve. This increases your multiplier, but if you lose them all it's still game over. For added variety, the game also changes your perspective, sometimes setting you at the base of the screen as you'd expect, but other times on the side, or even along the edge of a circle. It's a far more involved and complex experience than other entries in this style, and is backed up by a cool musical score.

Trials HD

Xbox Live Arcade

Don't be fooled by the screen. This is as much a puzzle game as it is a racer. Detailed physics modeling forms the core of the gameplay challenge, as Trials sends your motorbike hurtling through one obstacle-filled course after another. Leaning forward and back and controlling the gas, you must navigate your bike

to the finish line in the least time possible. It's very focused on precision, so the easily frustrated need not apply. Fifty tracks ship with the game, but a level editor allows for downloaded user- created levels post-release. Check out the demo when it releases this summer; | think you'll be hooked in no time.

Trine MW secret of Monkey Island Special Edition PlayStation Network, Xbox Live Агё E

Xbox Live Arcade

This game strangely has different publishers on its different plat- @ Walk to pirate forms, but it looks great no matter the system. Trine is a clever action/puzzle game deeply enmeshed in its fantasy backdrop. You and up to two friends can play together, each opting in

as the knight, thief, or wizard. Each class has a small number

Talk to @

Your hunt for this PC adventure classic can finally end; LucasArts is bringing the original Secret of Monkey Island to Live Arcade. The team working on the game has recognized the potential hate mail they'd receive if they didn't deliver a faithful remake, but they're also eager to give the game a major visual and audio

of unique abilities that must be used in conjunction to move forward through the 2D, platform-heavy levels. The wizard can create boxes and levitate objects. The thief can grapple with her rope and climb. The knight is mostly good for hitting and lifting things. Throw all three into a gorgeous physics-enabled environ- ment, and Trine emerges as one of the coolest looking down- loadable titles in quite some time.

overhaul. Their solution is ingenious. The gameplay, characters, puzzles, and story are untouched. However, the team rerecorded and remastered all the original music, and completed a full graphical update to give Guybrush Threepwood and his world a new art style and a 10801 presentation. Better yet, they included a hot swap visual feature, which switches everything back to the original graphics with the press of a button. While true puzzle aficionados can still tackle every brainteaser without help, the game also includes a hint System for those who need help moving through the pirate-laden, swashbuckling story. This project sounds like a great idea from top to bottom.

Fret Nice

Swords & Soldiers

Fret Nice is a music/platformer headed to PSN and Live Arcade, thanks to publisher Swords & Soldiers is a fantastic 2D RTS that is only available on WiiWare. Players Tecmo. The 2008 IGF finalist originally used a guitar controller to manipulate the onscreen character, but Tecmo is keeping mum on the control method for this new zontal plane from the constant aggressive advances of the faction on the far right.

Project Cube This omni-directional shooter for Xbox Live Arcade is a rarity, if only because it are tasked with summoning units to defend their base on the left side of a long hori- comes from Square Enix. The game differs from games like Geometry Wars and Robotron because of a dash move that lets you escape from danger and stun those

version, Unfortunately, Fret Nice may be as far away as 2010. evil cubes, Word is the game also includes multiplayer.

Simple, addictive, and immediately fun, this one is already out, so go grab it!

GAME INFORMER 21

connect |

BY ADAM BIESSENER

HOT

DUNGEON FIGHTER ONLINE

Maple Story creator Nexon is bringing another free-to-play Asian hit to our shores. Dungeon Fighter Online may sport visuals that wouldn't be out of place on a Neo-Geo, but its gameplay chops are impeccable thanks to several years of iterative development since its 2006 Korean launch. The Final Fight-style brawling action is shockingly deep, with five classic fantasy classes like Fighter and Mage slinging dozens of unique attacks each. The game rewards players for proficient play in the form of XP bonuses for executing back attacks, juggles, and the like. DFO is supported by microtransactions, though Nexon hasn't yet nailed down what exactly will be sold. The game is fun, but why isn't

it coming to Xbox Live or PlayStation Network? It's a perfect fit. One recommendation: Make sure to plug in a gamepad if you dig into this one.

WARM

PERFECT WORLD INTERNATIONAL

Publisher/developer Perfect World comes from China bearing free-to-play gifts. Perfect World International hangs its hat on

two features: Rich customization and hardcore PvP combat. Dozens of sliders allow players to set their avatar’s appearance just how they like, and you can wear strictly cosmetic clothing that supersedes the look of your actual stat-boosting equipment. On the other side, the unique PvP system allows guilds to bid for the right to attack one another's territory in scheduled weekly battles. These fights can get up to 80-vs-80, and grant victory to the side that more effectively turns the tide of battle between two warring NPC factions. Like many Eastern titles, PWI sports an alluring, slightly alien aesthetic brought to life by colorful fantasy art. The game is indisputably Chinese in many ways, but the PvP structure should appeal to many American gamers as well if you can deal with production values a noticeable step below the Warcrafts and LOTROs of the world.

22 GAME INFORMER

Diversity was the rule at this year’s ЕЗ. With different countries of origin, business models, gameplay styles, and settings, the breadth of experiences available from MMOs has never been

greater. So, which titles look the most promising? Check out our report to find out.

COOL

HUXLEY: THE DYSTOPIA Huxley is an old friend of mine. From my first E3, it's always been there, touting its Unreal Engine 3 graphics (boy, did those look great in 2004) and unusual action-oriented play. It's 2009 now, several shooter-style MMOs have been released, and there | am, playing the Huxley beta from the show floor again. It's good to know that some things never change. Huxley is still fun; it plays much like Unreal Tournament 2004, and the sci-fi set- ting is one | never tire of even if nothing about it stands out. However, it's no longer unique. | have no idea how it's going to entice players away from the dozens of other sci-fi FPS titles out there. Maybe it'll stay in beta for a while, which is for the best. | don't know what I'll do at ЕЗ 2010 if Huxley's not there. It'd be quite the brave new world.

JADE DYNASTY

Also free-to-play and from Perfect World, Jade Dynasty is

unlike any MMO I've seen. The setting shares Perfect World International's Chinese vibe; | saw a fairy-tale forest environment pleasantly different from what you'd see out of a studio like Blizzard. The game actively supports botting, requiring very little interaction from players as their avatars roam the world grinding levels and loot. Offline XP gain is a key feature as well, where you constantly accrue experience while you either have the client open or spend real money-purchased dreaming tokens. The design is weirdly cynical; if you can't keep bots and cheating out of your games, why not build one around those very con- cepts? | doubt I'll play Jade Dynasty extensively myself, but I'm fascinated with seeing how it performs in the U.S.

THE AGENCY/DC UNIVERSE ONLINE

The only console MMOs on this list, these titles from Sony Online Entertainment are cross-compatible between the PC and PS3. Action-oriented gameplay and instanced mission structures make these natural fits for the console. However, with the caveat that

MMOs demo notoriously poorly on the hectic E3 show floor, these didn't look great. The single mission of The Agency | saw was

a simplistic, linear scenario. infiltrating a chateau in eveningwear, followed by busting out guns blazing in tactical gear, came off as

a sequence of elementary obstacles that requires little thought or creativity from the player. DCU looks better, but | haven't seen anything about it to date that sets it apart from the pack other than the DC license. The colorful comic book look is there, and it's neat to see your created hero or villain alongside DC stalwarts like Bizarro and the Green Lantern, but the gameplay in particular has done nothing to impress me. SOE still has time to address lingering issues, and there is undoubtedly more to the games than what has been shown so far, but they've both been in development for a long time already. | have several reservations that need to be

addressed before | buy into either of these titles.

WARM

DUNGEONS & DRAGONS ONLINE: EBERRON UNLIMITED

Turbine's licensed D&D MMO has struggled with several issues since its 2006 launch. In its defense, the experience is remark- ably true to both the high-fantasy spirit and the dice-rolling form of the D&D experience. In an attempt to inject new life into an underperforming title, the company is re-releasing it as a free- to-play, microtransaction-supported game. With the exception of endgame equipment, most everything you could think of is sold through the in-game store, including new dungeons, potions, XP boosts, and more. DDO was a brave, innovative game that suf- fered from a lack of content and an unusual gameplay structure. If this relaunch can attract a significant player base, this could be a pleasant surprise.

HOT

WARM

APB

Announced long ago but finally shown, APB is still a nebulous batch of ideas wrapped around a neat concept. Think of it as an MMO version of Grand Theft Auto. Players take on the role of criminal or enforcer in a fictional city where traditional police have succumbed to widespread lawlessness. The customization software shown at E3 is a very impressive, going well beyond anything I've seen to date with its ability to create realistic-look- ing characters and incredibly detailed tattoos, outfits, and logos. Developer Real Time Worlds claims the game has no grind or progression as the terms are commonly used in MMOs, point- ing to Counter-Strike as the kind of lasting appeal the company hopes to achieve. APB still has a lot to prove when it comes

to gameplay, and I'm reserving further judgment until | get my hands on it.

JUMPGATE EVOLUTION

NetDevil's spacefaring MMO, Jumpgate, has been around for years. This reworking has been in the works for almost as long. Jumpgate: Evolution had its PvP combat front and center at E3, showcasing massive space battles featuring up to 150 players ona side. NetDevil hopes that better ship vs. ship combat will set it apart from the current top sci-fi dog, Eve Online. What has been shown of the setting likely won't, as it's standard sci- ence fiction. The beta has lasted forever, but its latest showing was solid. If the structure of Jumpgate's universe crafting, economy, social constructs matches the quality of the PvP, I'm on board.

THE REST OF THE FIELD

The MMO space is far larger

than any brief list could hope to encompass. Star Wars: The Old Republic from BioWare claimed

a spot on our best of E3 list [page 19]. I've told you about urban third-person shooter CrimeCraft before, and having played it at the show I'm much more hopeful for its future. The subject of last month's Mod World column, Dragonica Online, is another action-oriented free-to-play Korean import with potential. New studio Trion demoed an intriguing fantasy world with serious dynamic content pos- sibilities called Heroes of Telara, which could be worth keeping

tabs on. GamersFirst/K2 Network has several European-developed products also in the free-to-play market, though none wowed me at the show.

GAME INFORMER 23

connect

DATA FILE

More News You Can Use

HARRISON OUT AT ATARI

Former Sony head of

worldwide studios Phil

Harrison took over as

president at Atari over

a year ago, but the

executive stepped down after the company posted a net loss of over $300 million for the year. Harrison remains in а non-executive advisory role.

MOLYNEUX PROMOTED IN EUROPE Lionhead boss and gaming visionary Peter Molyneux accepted the promotion to creative director of Microsoft Game Studios in Europe. He now oversees the output of Microsoft's internal studios in the region and works with third parties. Molyneux is also retaining his position at Lionhead.

My | LEGO TRAVELS | TO HOGWARTS

| | Travellers Tales contin-

ues to build its empire with LEGO Harry Potter:

Years 1-4. There will

be LEGO pieces, Harry

Potter characters, and Ф lots of money changing

4 | hands when the game

| comes out next year.

REAL TIME WORLDS

KEEPS BUSY

APB developer Real Time Worlds says itis planning a second MMO project, and expects to announce the title next year. For more on APB, turn to page 82.

GODFATHER'S REIGN OF TERROR OVER EA's Godfather franchise goes from a made man to sleeping with the fishes. EA Games president Frank Gibeau said of any future titles in the

ies: “We're not going to do another one.”

24 GAME INFORMER

METAL GEAR SOLID vs

HTNING BOLT ACTION

0 | games |

METAL GEAR RETURNS!

TWO GAMES COMING

B efore E3, Kojima productions teased a big

announcement, and speculation centered on Metal Gear 5 or even a resurrection of the Snatcher franchise. The truth turned out to be dif- ferent, but no less exciting.

For the first time, a Metal Gear game will release day and date on Xbox 360 with Metal Gear Solid: Rising a PS3 and 360 title featuring the badass version of zero-turned-hero Raiden. No release date has been announced yet.

The game is expected to keep the series’ hall- mark tactical stealth elements, but with a high action quotient. Early art for the game shows a cybernetic Raiden atop what looks like Crying Wolf from MGS 4's Beauty and the Beast Corps, effectively confirming that Rising takes place before Guns of the Patriots.

PEACE IN OUR TIME

Kojima describes Metal Gear Solid: Peace Walker for the PSP as "the MGS 5 inside me” As such, he'll be directing, producing, and writing this ha held title set for release in 2010.

Peace Walker takes place in the 1970s, 10 years after Metal Gear Solid 3 while Big Boss is setting up Outer Heaven. The game is expected to be similar to PSP's Metal Gear Portable Ops series in that it explores Big Boss' charismatic ability to recruit soldiers to his cause, as well as containing a multiplayer component.

connect

LOOSE TALK

Hot Gaming Gossip

RED RINGS IN THE FINANCIAL RED

Microsofts problems with the Red Ring of Death are well docu- mented. The company went public with its woes in 2008, saying that it was setting aside $1 billion to deal with the situation. While the company's efforts are sincere, and $1 billion is a heavy hit to take, we're hearing that so far the problem has exceeded the $1 billion mark and is showing no signs of slowing.

Thanks for your interest in EA Games!

We'd like to invite you to tell us your thoughts about

your playing habits and gaming experiences with ‘Command & Conquer and EA. Our survey should only take a couple minutes to

compiete and will help influence the future design of

F ‘our games. Ай of your answers and feedback for this 1 survey will remain confidential. 2 , Please click the button below.

EA RESTRUCTURES RPG/MMO GROUP | mm

E lectronic Arts recently restructured its RPG and MMO development group, with Warhammer Online's |

Mythic now under the auspices of BioWare. Ray Muzyka, co-founder and general manager of

BioWare is the new general manager of this RPG/MMO studio group, while BioWare's other co- DECENNIO TTE founder, Greg Zeschuk, is the group's creative officer. Mythic's current general manager, Mark Jacobs, is COMMAND & CONQUER 4? leaving the company, and Mythic co-founder Rob Denton is taking his place and reporting to Muzyka. A survey sent out by UK market research firm 2CV has revealed Command & Conquer 4, which would include

Mythic made its name with Dark Age of Camelot and later Warhammer Online: Age of Reckoning “the epic conclusion to the 15-year Tiberium saga with innovative RPC-like player progression, persistent in both single-player and multiplayer modes, co-op play, and new stylized, live-action cinematics,” The research

(shown). In 2006, Electronic Arts bought Mythic. company also asks about features for future C&C titles, including a mobile base known as The Crawler, character dasses, and "MMORPC-ike player progression in which you are rewarded every time you play.” Whether these аге for а title other than C&C 4 or are being vetted for inclusion into that game remains to be seen, Electronic Arts is not commenting on this supposed C&C 4.

BALLMER CORRECT ON NATAL RELEASE DATE Microsoft CEO Steve Ballmer recently created waves when he said that Project Natal would come out in 2010. The company quickly corrected Ballmer, saying that it didn't have a release date yet. However, Loose Talk

heard even before Ballmer's gaffe that Microsoft is targeting a holiday 2010 release date for the technology.

The company is planning a big rollout, and has already lined up a roster of select publishers who will support Natal at launch.

Got some insider info? Email us at loosetalk@gameinformer.com and we'll be all ears.

CARMACK, PROJECTS STAYING PUT NAME THAT GAME

eniMax parent company of Fallout 3 developer/publisher Bethesda has acquired legendary Doom studio id Software. This partners Bethesda with gaming luminary John Carmack, but he and Test Your Sight the rest of the employees at id will keep their positions, and the company’s structure and its proj- Мао сае саат ее adhere to the ects will remain as they are. Previously, id Software has partnered with publishers like Activision, and to level of quality we are accustomed to today. This a lesser degree Electronic Arts which announced a deal with id to publish Rage last E3 (see pages 28 early Xbox-only ttle came out in the second wave of and 38 for more). In accordance with this agreement, EA will still publish Rage. ооо ашо оке жык Н 5d T iod б " by now-defunct Stormfront Studios, this title put in "This puts id Software in a wonderful position going forward," said Carmack. "We will now be able to the seat of a boat bristling with weapons looking grow and extend all of our franchises under one roof, leveraging our capabilities across multiple teams to avenge your brother's betrayal. You graduate to while enabling forward looking research to be done in the service of all of them. We will be bigger and thet boa He gam Prag UL унан stronger, as we recruit the best talent to help us build the landmark games of the future" (ute pecu uum This move represents another step forward for Bethesda's publishing arm, which includes a spate of ree nm upcoming titles such as Brink, Wet, and Rogue Warrior. The company will also presumably benefit from id's engine technology licensing program. GAME INFORMER 25

connect

THE GOOD, THE BAD, THE UGLY

When You Want Your News Categorized With A Sarcastic Editorial Spin

QUOTE

Hey, if Activision liked it, then they should have put a ring on it. Oh great, now Beyoncé is going to sue me too.

= Brütal Legend's Tim Schafer reacts to Activision’s lawsuit against developer Double Fine to prevent the title’s release. This is after Activision passed on

Is Burnout Paradise developer Criterion working on a NFS game?

тч

GOOD

ЕА is moving into the MMA space in 2010 with the imaginatively titled EA Sports MMA for Xbox 360 and PS3. The game will be developed by Madden-makers EA Tiburon, but due to rival THQ's owning of the UFC rights through 2011, EA's MMA title will have to cobble together a fighter roster of non-UFC dudes.

QUOTE

releasing the game in the first place.

Gamers can return to Monkey Island this summer, as Telltale Games is creating new episodes in the adventure series called Tales of Monkey Island, Five monthly chapters are planned for download on your PC and WiiWare, starting this July with Launch of the Screaming Narwhal.

GOOD

Outgoing EA chief operating officer John Pleasants dropped news that developer DICE has begun work оп Battlefield 3 and that Burnout creators Criterion are working on a new Need for Speed title. The com- pany isn't officially talking about either game yet.

UGLY

Electronic Arts admits it staged a religious protest of its Dante's Inferno title at the Los Angeles Convention Center during ЕЗ. Unfortunately, many people were too busy comparing Dante's Inferno to the God of War series to notice.

СТА: Chinatown Wars hasn't sold well on Nintendo DS, but now Rockstar is trying to find more traction оп the PSP. The game comes out on UMD and

ма download this fall. Accommodating its new platform, Chinatown Wars will feature upscaled widescreen graphics, improved lighting and anima- tion, and new story missions.

“We might want to consider if we support the console and the PSP too.”

26 GAME INFORMER

- Activision CEO Bobby Kotick demands a PS3 price cut or else

iames

GRAN TURISMO RACES FORWARD

NASCAR AND WRC ON BOARD

S ony showed off new Gran Turismo titles for the PS3 and PSP at its ЕЗ press conference.

Despite being an old franchise known for its stubbornness to change, it revealed some

new tricks. Sony licensed the NASCAR and World Rally Championship brands for Gran Turismo 5, and the game will feature car damage for the first time in the series. Sony isn't say- ing yet whether it's merely cosmetic damage or if it affects the handling on your ride.

Looks like damage is finally coming to Gran Turismo!

PORTABLE GRAN TURISMO

The wait for GT on PSP is over. Featuring over 800 vehicle mod- els, 30 tracks, 4-player ad-hoc online play, 100 events, and

the ability to share and trade unlocked rides, this title has the robust feature set of a console- based Gran Turismo. The game debuts in UMD and download

| form on October 1, the same day ; as the new PSP Go.

_ PM TESI

THE FUTURE OF NASCAR

A few months ago it looked like video game stock car racing had run out of gas when EA Sports announced it ceased production on its yearly sim-based NASCAR title. The license now lives on in Gran Turismo 5, and Blake Davidson, NASCAR's managing director of licensed prod- ucts, tells us GT 5 is just the beginning.

Sony and the racing association started talks around fall of last year, and Davidson says the footage we saw at ЕЗ "is just a taste" of what's going to be in the game. Although he doesn't know exactly what's going on between Sony and NASCAR's various drivers, Sony is looking into including drivers in GT 5.

NASCAR's deal with Sony is not exclusive, which is the way NASCAR wants it to stay. Davidson says that the association is looking into a broader strategy of multiple stock car titles across different platforms and genres, and it is currently looking at which partners are the best fits for each category.

Sim-racer fans will be happy to hear that this spring NASCAR joined forces with iRacing for an online racing series starting in 2010. Members of venerable racing developer Papyrus are behind the game.

Davidson also says that a PC sim-racing deal is in the works, and that NASCAR hopes to have a console sim-racing game not including GT 5 out in holi- day 2010 or early 2011. Could this be the return of EA or even NASCAR Heat developer Monster Games? Davidson says that as far as EA Sports goes, NASCAR is "not having active conversations with them about any sort of sim product.”

, connect

TOP FIVES

Favorites From Industry Pros And GI Readers

| DEVELOPER

PETER JOHANSSON

Lead Game Designer, Eidos

1 Legend of Zelda: Ocarina of Time Nintendo 64 2 Shadow of the Colossus - PlayStation 2 Halo - Xbox 4 Resident Evil - GameCube 5 Super Mario World - SNES

READER

ELTON JONES South Ozone Park, NY

1 Devil May Cry 3: Dante's Awakening - PS2 2 Marvel vs. Capcom 2 - DC

3 Resident Evil series - Multi

4 WWF No Mercy - N64

5 Gunstar Heroes - Genesis

Send Top Fives and a photo of yourself to:

Game Informer Magazine/Top Five 724N Ist St 4th Н Minneapolis, MN 55401-9022 email: topfive@gameinformer.com (attach digital picture)

TOP TEN

Lists... Everybody Loves Lists...

Top 10 Responses We Expect To Hear From Milo 10 | don't understand. Can you rephrase?

9 Ouch! Stop it!

8 Are you sure there's a treasure at the bottom of the lake?

7 Now that | have your username, can | get your password?

8 Pay no attention to that man behind the curtain

5 No, | haven't seen Old Yeller. Why do you ask? And where's Kate?

4 Seaman sucks 3 Please stop handing me pictures of genitals 2 lm afraid | can't do that, Dave

1 No, I'm not Fable IIl

Name That Game Answer: Blood Wake

GAME INFORMER 27

28 GAME INFORMER

[5 | fs) Е

© E =

alve, id, Epic, Harmonix,

Crytek, Starbreeze, Double Fine, Grasshopper. The list of top-tier developers working with Electronic Arts’ publishing branch EA Partners is impressive, and gamers reap the benefits of this partnership with a steady stream of great titles. But how did EA overcome its reputation as an IP-devouring corporate beast to become the champion of independence? Whether it's acquiring shares of Ubisoft, buying up exclusive sports licenses, or attempting a hostile takeover of Take-Two Interactive, Electronic Arts certainly knows how to craft an image as a corporate monolith. But for over a decade the company has been working behind the scenes to cultivate talent in the little guys they're

supposed to be crushing.

Top to Bottom, Left to Right:

Tim Schafer, president and founder, Double Fine Productions

David Byrne, vice president of business development Europe, EA Partners Steve Nix, director of business development, id Software

Scott Lynch, chief operating officer, Valve

Doug Lombardi, vice president of marketing, Valve

Dave Jones, creative director, Realtime Worlds

Sinjin Bain, vice president of business development worldwide, EA Partners Frank Gibeau, president, EA Games Label

David DeMartini, senior vice president and general manager, EA Partners John Riccitiello, chief executive officer, Electronic Arts

$ connect

GAME INFORMER 29

It's easy to assume that EA Partners has only been around for a few years. The third-party publishing wing of Electronic Arts didn't really push the name all that much until promoting a string of top-tier games like Rock Band, The Orange Box, and Crysis in 2007. Now EAP takes its own slice of EA press conferences for big partner announcements and holds its own press events sepa- rate from the internal catalog. The division has actually been around in the background for quite some time under the former moniker of EA Distribution. To initially head the division, EA found someone with plenty of experience in the business of signing top talent.

By 1997, Tom Frisina had co-founded and left two game companies, Accolade and Three-Sixty. His list of big hits included Hardball, Mean 18, Test Drive, and Harpoon. But he bowed out of Accolade due to disagreements with the other owners and Three-Sixty "wound down” in 1994. Frisina worked as a consul- tant for three years following until he got a call from a business that had invested in Three-Sixty in the past: Electronic Arts.

"Why don't you stop your consulting business and do for Electronic Arts what you were doing on the outside when you were running Accolade and Three-Sixty?” Frisina recalls them asking. “Essentially forming relation- ships with successful developers around the world, and building and publishing games."

at the subdivision called EA Distribution (EAD). “After being there for two or three weeks, | said, ‘I think what you guys really want me to do is to focus on product categories that EA Studios is not that successful at build- ing," Frisina says. “Goldeneye had just come out shortly before that on the N64 and was a runaway global hit on that platform, but EA didn’t know how to build a first- person shooter at that point or role-playing games. | said, "That's where | think EAD ought to focus.”

He signed his first deal with Looking Glass studios for two projects: Flight Unlimited III and Irrational Games’ System Shock 2. Not long after, he locked down the James Bond rights and teamed EA with MGM Interactive. After a few months of working with the studio, Frisina became familiar with the rest of MGM's lineup and offered his professional opinion. "I encouraged David Bishop, the leader of MGM Interactive, to kill those four titles because 1 and my cohorts at EA didn't see any return on the investment of all the money they were putting in and to focus all of their energy on building Tomorrow Never Dies.’ MGM followed suit and appreci- ated the frank business advice. Frisina used the momen- tum to pursue more deals.

EA had a previous deal running with Dreamworks Interactive, publishing The Lost World: Jurassic Park 1997 to modest success, but the two companies had a rough time agreeing on the next project. “EA wasn't really very interested in carrying on a relationship with DreamWorks because they weren't doing the kind of things the studio wanted to do," Frisina recalls. “So they said, ‘Why don't you take over the relationship with DreamWorks and see if you can create some-

It didn’t take long for Frisina to settle into his position thing bigger?" Frisina kicked around some ideas with EAD kicks off new charter EAD and Looking Glass ship under Tom Frisina and Nancy Flight Unlimited H Smith ~ EAD changed from being а pure distribution pariner fo full publishing EAD and Looking Glass

(development, marketing, etc.)

EAD and Dreamworks

interactive sign deal for

publishing of licensed games

EAD and Dreamworks Interactive si World: Jur

30 САМЕ INFORMER

Studios sign deal

the developer until they hit a clear winner. "Steven Spielberg wants to make a video game version of Saving Private Ryan. What do you guys think about that?” Frisina remembers. "Well | thought that was just а s- hot idea" Medal of Honor opened to tremendous success, and EA later bought DreamWorks Interactive.

EA Redwood Shores, the home of EA Partners

Frisina's next big project came out of a meeting with Swedish developer DICE. "I saw what Battlefield 1942 was looking like in prototype form and | flipped out and thought that this was going to be the next great thing for the industry,” Frisina says. EAD signed a deal with DICE in 2000, releasing Battlefield 1942 and Battlefield Vietnam to huge sales before acquiring the developer outright in 2004.

Several years and game deals later, then-President and COO of EA John Riccitiello pushed for a new name for EA Distribution. “It became apparent to John when I started reporting to him in 2003 that we needed to make this EAD thing a much more global entity, more than just an offshoot of the distribution business,” Frisina says. "We needed to call it something more appropriate. | talked

EA buys Dreamwarks interactive, merges them with Westwood to form EALA МОН goes internal to EALA

€AD and Dreamworks

interactive ship Medal of

Honor EAD, {national Games, and Looking Glass Studios ship System Shack 2

PlayStation |

EAD, MGM, and Black Ops ship 007: The Word is Not Enough. Aftewards EA takes development of Bond license internal to EA Redwood Shores

EAD, MOM, and Black Ops ship 097: Tomorrow Never Dies

rye ILA Us M. 27

nnm

pee! ys ' Tomerroaw Never Die

WU 2

to my cohorts in Europe, Australia, and Japan, and we came up with the name EA Partners.” The change was subtle, yet fitting as it more accurately reflected the busi- ness philosophy of creating partnerships with talented developers based on mutual interests. “We didn't change anything in terms of the personnel, business model, or mission,” Frisina says. “We just changed the name”

In 2003, John Riccitiello started making grand claims about EA Partners, stating he anticipated raising the revenue up to a billion dollars by leveraging relation- ships with huge independent developers normally wary of working with publishing juggernauts. But before he delivered on his promise, Riccitiello left the company in 2004 to create Elevation Partners, a private equity firm that invested in new intellectual properties in the enter- tainment space.

CHANGING COURSE

With the main advocate of EA Partners gone, the com- pany focus swung back to internal development, leaving many of the partners frustrated. “With EA, personally we found the situation unworkable,” said Oddworld Inhabitants co-founder and president Lorne Lanning in issue 194 of Game Informer. “We found that if the pub- lishers don't own your IP, they don't have any incentive to push your game...That's not a business relationship. That's a master-slave relationship one that we had no interest in continuing"

In the same year Oddworld: Stranger's Wrath was released (2005), EAP landed a major coup, working out a distribution deal with Valve after the developer had a falling out with Vivendi Universal. The partner- ship continues to this day, with nearly a dozen games

EAD and DICE announce partnership for Battlefield 1942

EAD and New Line announce deal for Ihe Lord of Ihe Rings license. Development started externally at Stormfront, but then went to EA Redwood Shores

EAD, Fox, and Radical ship The Simpsons Road Rage

ВАТТ

released. "EAP's ability to work uniquely with third-party developers is perhaps its greatest strength,” says Valve marketing VP Doug Lombardi. “For every developer, the range of valuable services a publisher can offer from its global operation will vary. However, EAP is one of very few organizations inside of any leading publisher that

is specifically designed to be extremely flexible in this regard and still able to leverage a worldwide and world- class organization.”

In early 2007, Senior VP and general manager of EA Partners David DeMartini and EAP's VP of worldwide business development Sinjin Bain took their business model in a more complicated direction by signing a deal with MTV Games and Harmonix to produce Rock Band. The team also benefited from the return of John Riccitiello as CEO and new EA Games label president Frank Gibeau, both of whom DeMartini cites as "two of the biggest advocates of independently developed games in our organizational structure" The total world- wide EAP staff runs lean at just over 50 people.

Why the shift from despised publishing partner to an attractive distribution broker? DeMartini describes some previous EA relationships as two people with their hands on the wheel trying to drive the car. “At the very least you're probably going to get into some kind of disagreement with regards to who's oversteering, you or the other person," DeMartini says. "You're probably both right, and you're probably both wrong" But now, DeMartini claims EAP rides in the back and only give directions when asked. “If they don't need the help, then we're happy to sit in the back seat and enjoy the ride," he says. "Based on the partners that we have it's usually a very successful journey"

EAP and Free Radical announce TimeSplilters deal

EAD and DICE ship Balllefield 1942

EAP and Oddworld inhabitants sign deal for Oddworld: Strengers Wrath

John Riccitiello, then СОО and President of EA, senames the group EA Parinets

ZA | PARTNERS

LEFIELD

1842;

eature -- connect

Epic Games’ hottest franchises, Gears of War and Unreal Tournament, have been released Ihrough Microsoft and Midwau, so it was big news when Ihe company announced it would be working with EAP on its new People Can Fly-developed IP. Game Informer spoke to Dr. Michael Capps, president of Epic Games, about the surprising partnership.

How did talks with EA Partners first start in [карз ы ый a poc WA Papis

We've been friends with the guys at EAP for years, but haven't had a title to discuss. We first started pitching a very early version of this IP to publishers at the Leipzig Games Convention in 2007, and it was clear that EAP was a perfect fit for the project.

For this new IP there are three players involved: People Can Fly, Epic, and EA. How do you break down the responsibilities of creating and releasing the game?

People Can Fly is the primary developer of the game. Those guys have been making kick-ass shooters for a decade now, and we're super excited to have them be part of the Epic family. EA handles all the traditional publisher duties, like marketing, distribution, testing, PR, and generally making sure that everyone has a copy spinning on day one. Our job at Epic is to help wherever we can

to make this a great game, and to be thinking about the long-term franchise.

Do you plan to continue to work with EA Partners on other future products?

We always say there's no free ride the only way a publisher, contractor, or service provider keeps our business is by continuing to earn it every day. But | can certainly say, if they keep performing like they have been, we'll be working with EA for a long time.

New Telent

EAP and Crytek announce

EAP and DICE ship partnership

Battlefield Vienam

EA buys Battlefield

John Riccitiello leaves EA developer DICE

to form Elevation Partners

GAME INFORMER 31

The Chronicles of Riddick: Assault on Dark Athena, Starbreeze's most recent project, was bounced from Vivendi Universal to Atari. The Darkness moved from Majesco to 2K Games during production. So its easy to understand why the company would lock in its next lwo titles, Project RedLime and a Jason Bourne game, with the stability of EA. Starbreeze CEO Johan Kristiansson explained the advantages of the relationship.

When did talks first start with EAP?

We started talking right after we released the first Riddick game in 2004. We talked about an original IP that we had created at Starbreeze. Our studio was sort of in a panic state at that time. We didn't have any revenues and our cash was quickly running out. Then we got a really good offer ready to sign from Majesco, because we were also pitching The Darkness project in parallel, and we decided to go with Majesco. But we kept talking to EAP ever since 2004 to find the right opportunity. Then we found this Project RedLime and all the stars were aligned. That project worked out really well, so we then signed the Bourne project with EAP as well. Now everyone at Starbreeze is working on these two projects with EA. We're about a 100 people in the studio now, split about 50/50 between these two projects.

Has anyone online guessed the real “classic EA franchise” of Project RedLime?

There's been a lot of speculations around what Project RedLime really is. I've even seen websites where they have voted for different likely alternatives. Last year after that announcement there were some guys with binoculars that we spotted outside our office, looking into our windows.

Which EAP services are you using for RedLime and Bourne?

| think we're getting the full service package on both deals. Some EAP partners have just the distribution deal, but we get the whole enchilada.

So they do distribution and marketing?

Yes, and QA and localization. Pretty much the whole package.

New Talent

David DeMattini named

To companies like Oddworld Inhabitants that feel scorned by past dealings, DeMartini promises things have changed. “I think the only way you can improve as an organization is to sometimes accept the harsh criticism of your past partners,” he says. “I think our success in the last two-and-a-half years speaks volumes to how EA is as an overall organization, having that ability to look at what we're doing right, and what we're not doing right, and then be nimble enough to change the behavior"

GAINING MOMENTUM

The proof of the partnerships' success is astounding, with 22-percent of titles rated 90 or higher by Metacritic since 2005 being EAP projects —13 games total. "That's a lot of home runs within the portfolio," DeMartini proudly proclaims.

One EAP title not in that percentile is Hellgate: London, whose servers were shut down just over a year after it was released, serving as proof that the system isn't bulletproof. "We are sad that it didn't work out, because that game had tremendous creative energy behind it," DeMartini says, admitting that the game needed several more months of development. ^We just need to make sure that we don't do that again because it killed the franchise and it killed the studio. We're in the business to help people grow and not to help them be put out of business.”

EAP's deals vary from each partnership, ranging from straight retail distribution to full co-publishing where EA is funding, assisting with design, and handling ports (see the PS3 version of The Orange Box). It all depends on what the developer wants, and rarely are two deals the same. "We laugh and say there's no such thing as a deal

Jahn Riccitiello returns to EA, named CEG

general manager of ЕАР

€AP and DICE ship Battlefield 2

EAP and Oddworld Inhabitants ship Oddworld:

Strangers Wrath distribution deal

HARMONIX

32 GAME INFORMER

EAP and Valve announce

EAP and Namco Bandai announce co-publishing deal for Hellgate: London 2

EAP and MTV Games and Harmonix announce distribution for Rack Band

dj

that's not complicated when EAP is involved, because we're signing star free agents," DeMartini says. "Of course that complexity is always worth it because these are the cream of the crop, absolute best of the industry. They've got their ways of doing things and it's incumbent upon the publisher to zig to their zag”

One such developer is recent signing Double Fine. "EAP seems to really believe that it's best to let creative people be creative, and that means a lot to me,” says president and founder Tim Shafer. "They have never tried to get between me and the game but when І need feedback about what's working and what's not, they have resources to get that data for те”

Does all of this focus on knockout third-party games take away the luster of internal properties? Signal Hill Analyst Todd Greenwald thinks so. In an evaluation of EAP he claimed that these high-profile projects "speak to EA's marketing and publishing strengths, but [don't] say much for their development talent” He also says that the

EAP and Valve ship The Orange Bax

EAP and Crytek ship Crysis

EAP and Namco Bandai ship Hellgate: London EAP and MIV Games ship

Rock Band

a aid m mes HELL COA =. Windows

distribution deals have thin margins and that “it’s indica- tive of the fact that they are not able to develop enough of their own titles to meet their revenue and earnings goals, that they need to fill in the gaps with these distri- bution deals.”

EA Games label president Frank Gibeau disagrees. ^| think what these analysts aren't taking into account is that [EAP] has a very different risk profile; we're not carrying those bodies on our payroll," he says. "So once the product ships, we're not paying the salaries of the employees of third-party development in terms of headcount or burn rate on R&D. And if we don't sign the deals, we're going to compete with them anyway, so why not participate?"

WE COME IN PEACE

Despite its impressive standing, EAP still has to prove every day that the company reputation of a bottom line- driven, emotionless corporation machine isn't entirely accurate. "Our executives can walk in and talk to them about what's great in their product, what they liked about the last one, and understand what the feature set is, and [try to prove] that we're not as bad as the reputa- tion that we unfortunately built up in the late ‘90s and the early 2000s,” says Gibeau. "It's a new team. It's a new way of approaching the business that cares about the product, and we're not here to screw you or assimi- late уои”

“We don't have to own everything," DeMartini adds. "It's like asking the same question, ‘If a developer is really good, [should we] go buy them and bring them in-house?’ No, we don't. | don't want to own anyone's IP anymore, І want to continue to provide a level of service

ЕАР and Grasshopper Manufacture announce partnership

EAP and id Software announce partnership for Rage

EAP and Epic/People Can Fly announce partnership

EAP and Starbreeze announce development of Project RedLime

GRASSHOPPER MANUFACTURE

that makes them proud to say that they're working with EA Partners.’

This philosophy seems to be paying off with the latest string of top developer partnerships. Grasshopper Manufacture is counting on EA's expertise in the western game market to help make a larger impact than Suda 51's past quirky titles with it's new horror game (recruit- ing Resident Evil mastermind Shinji Mikami doesn't hurt either). Prior to id Software's recent acquisition by ZeniMax, EAP was able to win the prestigious devel- oper away from its longtime publisher Activision with Rage. After selling millions of copies of its Gears of War franchise with Microsoft Game Studios, Epic Games is bringing its new People Can Fly developed shooter to EAP. Even though Crysis was a slow burn to 1 million in worldwide sales, Crytek is continuing the relationship with EAP for Crysis 2, hoping to capitalize on a new mul- tiplatform release philosophy.

ЕАР and Valve ship Left 4 Dead

EAP and МТУ Games ship Rock Band 2

EAP and Crytek ship Crysis Warhead

feature ==. connect

But there are only so many well-funded indies in the world like these. What happens when all of the big boys are spoken for? “There are new ids and Epics and Valves and Harmonixes evolving every day, and you need to be out there in front of those trains,” DeMartini says. “Three years ago people might not have highlighted Crytek. Now Crytek's in the conversation with the top five developers in the world. Look at it like a baseball analogy you need to sign superstar players that are already established, but you also need to have a great farm system.”

Areas EAP is looking at strongly right now include Asia and Eastern Europe. “You need to be looking for poten- tial partners worldwide,” DeMartini says. We've estab- lished an accepted philosophy where we will look at any game, and we will give you honest feedback on any title. Even if it's unlikely that we're going to publish it, we'll have you in for a visit, we'll take a look at the software, we'll give you our honest feedback.” If they can find the next Valve, it'll definitely be worth it. "You've got to kiss a lot of frogs to find a few princes,” DeMartini says.

In the end, EA certainly has a great program in place to help top independent developers make the best games they can. But how long can this ideal program last? In the past all it took was a change from pro-indie man- agement for the dust to start gathering on EAP. And as long as EA is a publicly held company, it’s got to satisfy the shareholders whether that means eventually buying up some of these developers or once again turning the focus to internal projects. We can only hope that the con- tinued success of the current EA Partners program earns enough profit to keep the corporate beast at bay.

EAP and Starbreeze announce partnership for Jason Bourne game

EAP and Realtime Worlds announce distribution deal for Alt Points Bulletin

ЕАР and Double Fine announce partnership for Віа! Legend

EAP and Spicy Horse announce partnership for Alice 2

EAP and MTV Games ship Rock Band Unplugged

9:42 АМ

App Store ^ Compass

iPHONE 3685 [АТ&Т)

Apple's latest iPhone revision sets the bar higher than ever. The new model has a faster processor, improved 3G speeds, video, voice control, longer bat- tery life, and more. Coupled with the launch of the 3.0 software update, the iPhone once again solidifies its position as the current innovator in mobile tech. In our tests, the handset lived up to the hype in terms of performance improvements across the board. We loaded the highly addicting Peggle almost 60 percent faster than the previous hardware. Web pages also loaded quickly, thanks to faster data speeds and significant improvements to Safari. The previous selling points of the iPhone are still in full force, including the huge selection of apps and built-in iPod functionality.

Watorb-

PALM PRE [SPRINT] CID

Palm has been one of the biggest players in the smart phone space, but the rise of companies like Apple and Google have forced the company to play catch up. The result? The Palm Pre, which boasts WebOS, offers one of the slickest operating systems ever to fit into your pocket. Merging thoughtful design with great functionality, the OS comes armed with push notifications and robust messaging support out of the box. The Pre's physical design doesn't fare as well. The tiny keyboard makes it a challenge for people with medium to large thumbs to type, and the current version of WebOS doesn't feature a soft-keyboard alternative. The capacitive multi-touch display is bright, sharp, and responsive, however. With its own App Catalog already chalking up nearly a million downloads and fantastic support for consumer-level email like Gmail, the Pre is worth a look for people who want an Apple alternative.

MEZCO HELLBOY BPRD BUDDIES

These cutesy versions of Hellboy and his crew show the harbinger of the apocalypse's cuddly side. Each fig- ure stands approximately two inches tall. The full pack- age of eight includes: three versions of Hellboy, Abe Sapian, Johan, a Golden Army Soldier, Prince Nuada, and his troll sidekick Wink.

34 GAME INFORMER

pe

HP FIREBIRD

A trimmed down version of last year's Blackbird, HP's new Firebird is a well- dressed PC with one of the quietest liquid cooled systems we've ever heard. Add dual Nvidia GeForce 9800S video cards in SLI configuration and you have a sexy black box that's still powerful enough to play Crysis on mainstream settings. Built using small form cards and a slot-loading DVD bumer, the Blackbird retains a more ergonomic frame, but it also makes the machine more difficult to upgrade. For those worried about their carbon footprint, the Firebird is an efficient device, and HP claims it might cut your power bill down by as much as $30 relative to another high-end PC. A few USB slots up front would have been nice, but the Firebird's bal- ance of size, power, and performance make it an ideal machine for those who just want a plug-and-play PC.

$1,64

l. /00 Bullets Vol. 13: Wilt

The world is secretly run by an underground society of thirteen families who are at war. This Eisner Award winning series by Brian Azzarello and Eduardo Risso finally reaches its epic conclusion.

$19.99

Guide

The intrigue-laden Eberron campaign setting finally gets the 4th edition D&D treatment, which includes a new artificer class, three new races (including the war- forged), and new rules for alchemy and dragonmarks.

25 = WWW. Wi

3. Dollhouse: Season | Blu-ray лө Nerd Buddha Joss Whedon (Firefly, Buffy

TRANSFORMERS COMBINER CLASS DEVASTATOR the Vampire Slayer) has а new show about " й s И Ў i " "T people who can be programmed with any We'd love a life-sized animatronic Shia LaBeouf, but we'll settle for Hasbro's awesome line of Transformers toys. The most exciting skill. Start watching it before it's canceled.

of which is this Constructor Class Devastator, which doesn't hit stores until late August. Composed of six different vehicle figures, this monster measures well over a foot tall, mysteriously has no wrecking balls, and will make all your other toys feel inferior.

Episode Il

No one lampooned Star Wars nearly as well as Robot Chicken. Masterminds Seth Green and Matthew Senreich return for another round of cheap shots in this hilari- ous Adult Swim special.

peripheral

LOGITECH WIRELESS MICROPHONE

Sure you'll lose the ability to swing the mic like a lasso at the end of every song, but you also won't trip up your guitarist as he's crossing stage right. Logitech's new cordless microphone has an estimated battery life of more than 20 hours. Since it's а USB device, it works with most popular music games, includ- ing Guitar Hero, Rock Band, and Singstar. Don't try using it with Karaoke Revolution; sure itl work, but it's embarrassing.

5. Transformers: The Complete First Season 25th Anniversary Edition

This touching historical drama details the account of an epic, poetic war between

sentient robots who possess the ability to disguise themselves as everyday vehicles.

GAME INFORMER 35

Having a game play itself is an odd idea,

but it could have a huge impact on player

EXECUTIVE EDITOR, GAME INFORMER

w u = Ш m = ш 04 a z Ei

progress in almost every type of game.

36 GAME INFORMER

ake a look at your video game library.

How many of those games have you

completed? How many of those games

did you intend to complete, but aban-

doned because their challenges became

too difficult or repetitive? How many role- playing stories have you dedicated dozens of hours to without seeing their endings?

I've always prided myself on completing most of the games | play. Sometimes it is a labor of love; other times it's labor for labor's sake. The sense of accomplishment that comes from toppling a difficult boss is a large part of what makes video games alluring. But, even as someone who welcomes a challenge, | often find myself thinking a particular fight is ridiculous, that the design is working against the player, or that | wish there was a way to skip a particular section of a game. While I'm a poster boy for shelving my social life for a night with a boss battle, the reality is that most players do not finish the games they play.

The ultimate goal for game developers is to create an experience that blends challenge with accessibil- ity. How this is achieved is still a work in progress for the majority of the industry. Most developers still rely on a difficulty level system that allows players to select their skill level at the outset of play. Others implement adaptive Al that adjusts on the fly to your struggles or towering achievements. The most con- troversial yet highly praised innovations in this field are BioShock's vita-chambers and Prince of Persia's saving hand of grace. Both of these games basi- cally wave a white flag in terms of finding a balance between accessibility and challenge. | loved both of these games, but couldn't shake the feeling that |

was cheating in both of them, as neither penalizes the player for failure.

Sucking challenge out of a game is dishearten- ing for a player like me, but for newcomers or the skil-free, being able to complete games that would normally be outside the range of their ability must be a rewarding experience. Developers also get the gratification of knowing that the majority of players are seeing the entire game to which they dedicated years of their lives.

At this year's Electronic Entertainment Expo, Shigeru Miyamoto detailed another option, one at which | immediately scoffed. In Miyamoto's upcom- ing Wii title, New Super Mario Bros., players can activate a function currently dubbed “demo play" When activated, this mode plays the game for you. It is intended to help stuck players get to the next section of the game. After giving this idea some thought, | realized this might be the white whale developers have been trying to spear since the inception of games.

Yes, you will have to swallow your pride when using this mode, but look at the alternatives. You'll either lose hours of your life attempting the same challenges over and over again, or say “the hell with it" and shelve the game permanently. Swallowing your pride to see more of a game doesn't seem like such a bad thing.

All demo play is doing is lending a helping hand when players need it most. This functional- ity shouldn't destroy your gaming experience; it's another option that developers can use to assist players. Games could still feature adaptive Al and as many difficulty levels as they want. BioShock's fiction wouldn't be strained by the idea of only one person

being able to respawn in Rapture. Persia's acrobatic Prince could finally feel the pain of falling on a spike. As on board as | am with this concept, whenever 1 say "demo play" | hear it in Emperor Palpatine's deep, yet strangely alluring voice. The tempta- tion of knowing that this functionality is just a few button presses away would likely drive me batty. But in a day and age where all of our gaming is tracked through Trophies and Achievements, demo play doesn't need to be a digital heart beating beneath the floorboards. For a lot of gamers, if using demo play led to the disabling of Trophies and Achievements, they wouldn't use it unless a chal- lenge had gotten the best of their skills and sanity. Having a game play itself is an odd idea, but it could have a huge impact on player progress in almost every type of game. Plus, it's already here in different forms. Guitar Hero ships with all of its songs unlocked, Rock Band gives players the option of turning on “no fail" mode, and Alone in the Dark's format allows players to skip to the next gameplay chapter. Is the concept of demo play any different? New Super Mario Bros. is the latest test bed for this idea. It may die with this lone release, or it may spread throughout the industry. As long as develop- ers put in the proper checks that ensure players won't abuse it or moreover, feel the temptation of it more gamers will probably finish games. Perhaps then these disgruntled gamers won't feel put off by sequels to games they never completed. If this is the case, the upside of demo play greatly outweighs the downside.

The views and opinions expressed on this page are strictly those of the author and not necessarily those of Game Informer Magazine or its staff.

If you work in the industry and would like to share your opinion, contact senior editor Matt Helgeson at matt@gameinformer.com

АА sun

ше

04

NEW RELEASES

* Brave: A Wanior's Tale 360, Wii

+ Brave: Shaman's Challenge ~ DS

* The Clique: Diss and Make Up - DS

* СіЧое: The Rise of Cobra - PS3, 360, Wii, PS2, PSP, DS.

* Hannah Montana: Rock Out the. Show - PSP.

* Phantom Brave: We Meet Again - Wii.

+ Wolfenstein PS3, 360, PC

NEW RELEASES

* ossi Fighters -DS

+ Mana Khemia 2: Fall of Alchemy -P

* Madden NFL 10 PS5, 360, Wii, P52, PSP, DS

+ Rave Squad: Hidden Dagger 360, PC

* StllLfe2 - PC

Madden NFL 1

- 08/11

шыл ies

connect

Halo fans, your dreams of Controlling a Flood carrier form have been answered. In Risk: Halo Wars, you can conquer ter- fitories as the Flood, or compete against them as the UNSC or Covenant. This reasonably priced set consists of 290 game pieces (including Proto Graveminds and Scorpion Tanks!), and offers. * three different ways to play.

The return of Captain America produced a collective yawn from the comic book nation, but Marvel's latest re-launch, Ultimate Comics Avengers, is garnering a pants-wetting buzz Ben Reeves has soiled his jeans ‘over many other things (includ- ing seeing a plastic spider on his. jy desk), but we back him on his latest spray, Scribe Mark Millar is penning this tale, which brings Nick Fury back into the fold. Trust us, you won't want to miss. this one!

3 LII A ! ИА WEL

07

If you want to go see Gi-Joe: The Rise of Cobra it's probably because you have fond memo- ries of Snake-Eyes and Storm Shadow, Maybe you forgot what the cartoon was really like. Remember when Serpentor killed Duke by throwing a snake at him? How about Cobra-La? Or Sgt. Slaughter? Don't let your blind love of ninjas (or Dennis Quaid) get you into trouble, folks. If this movie is anything like the TV show, it will be ter- rible. Go see Transformers again.

Hayao Miyazaki's latest film, Ponyo, opens in select theaters today. We don't know what it's about, but here's our guess: It's a whimsical, coming of age

story in which a young Боу/

girl (not defined) does heart- warming things, and learns a valuable lesson. There will also be talking animals, District 9 also opens today. It has aliens, and a "Peter Jackson Presents" credit. Remember Peter Jackson?

| | | |

| |

GI Joe: The Rise of Cobra

18

NEW RELEASES

* Cruise Ship: Vacation Games - Wii

* Daisy Fuentes Pilates Wii

* Fallout 3 Game Add-On Pack: Broken Steel/Point Lookout = 360, PC

* Paw and Claws Pet Vet Wii

* Paw and Claws Pet Vet: Australian Adventure - DS

M

Fallout 3 Broken Steel/Point Lookout 08/18

19

At one point in the DC universe there was only one "Bat" character. Now, there seem to be hundreds, including a Bat. Mite. To pollute the pool further, DC is introducing а new Batgirl. What happened to the other Batgirl? This issue should tell all. All we know is that she is new to Gotham, yet seems to have a tie to the Bat family.

NEW RELEASES

* Batman: Arkham Asylum - PS3, 360, PC

* Cabela's Big Game Hunter 2009 - PS3, 360, Wii

* Dissidia: Final Fantasy PSP.

* Hardy Boys: The Hidden Theft Wii

* Metroid Prime Trilogy Wii

* Professor Layton & the Diabolical Box - DS

| + Rapala: We Fish - Wii

* Red Faction: Guerrilla - PC

* Section 8 - 360, PC

* Sony PSP Dissidia Bundle

* Ultimate Game Party - Wii

+ Wizards of Waverly Place - DS

Quentin Tarantino may not be able to spell (as demonstrated by his new film, Inglorious Basterds, opening today), but he knows talent. We are referring, of course, to BJ. Novak. He was on The Office. We're not sure which character he was, but that show is damn funny. This movie has

x some other no-names in it, like

Something Something Pitt, and Samuel L Windu. You should go see it. You'll learn new ways to. use the F-bomb.

28 If you like watching stupid teenagers die in grisly Rube Goldberg-style accidents, go see The Final Destination today. If you like watching stupid teenagers die at the hands of а knife-wielding mute, go see

| H2: Halloween 2 instead. If you | don't like watching teenagers die

at all, good for you. Loser.

b

| Inglorious Basterds

* edi *

H2: Halloween 2

Do you collect stupid things you find at truck stops? Do you have too much money in your checking account? Why not buy a life-size plush lion from Steiff Studio? This hideous space waster (retailing for $3,999.99 on Entertainment Earth) either looks like it took too many tranquilizer darts to the face, or is based on a sketch from a five-year-old. If you buy this item, please send pictures our way for СІ Spy consideration.

Гы

For more information on the:

O | | | | S | «УУ

774%

se games and olhers go to

www.gameimformercom

GAME INFORMER 37

Sa PLAY STATION..3 | XBOX 360 ! PC ! MAC > STYLE 1-PLAYER ACTION (MULTIPLAYER TBA) > PUBLISHER ELECTRONIC ARTS > DEVELOPER 10 SOFTWARE > RELEASE TBA

38 GAME INFORMER

Se cover story

"Where's the Emmy?" Tim Willits asks Several pockets of employees as we tour the hallowed halls of id Software's Mesquite, Texas office. The co-owner and

creative director of the company shows us

everything from the original toy shotgun

used in Doom to the;darkened floor where

Doom 4 is currently in development. As we

settle in to a spacious conference room,

several scouts рор in and out with leads on

the last known location of the prestigious

award. Miss Donna, the longtime office

Manager and “id mom,” appears trium-

phantly at the door holding a beat up black

box. Inside is'the familiar gold statuette

bestowedon the company for “the devel-

Opment of: 3D:software engines.”

ifthe wayward Emmy had more room

for text it could mention id’s legacy of

pioneering the first-person shooter and

online multiplayer deathmatches. Since its

inception in 1991, id has found incredible

success with only a handful of franchises

most notably Wolfenstein, Doom, and

Quake. The company hasn’t released a

major in-house-developed project since

2004’s Doom 3, and hasn’t launched a

major new game franchise in 13 years.

Rage represents a new chapter for the

cm

company - serving as the first showpiece

forthe groundbreaking id Tech 5 engine

and the company's first attempt at open

world gameplay, driving, and, well, an

honest-to-goodness story.

Enter the wasteland as we take you

through a full hour and a half of straight

gameplay and address the burning ques-

tions that have remained unanswered since

Rage's initial announcement two years

ago. Just don't ask when it's coming out.

GAME INFORMER 39

| e want to do something © MI different,” says creative | director Tim Willits. "We've

L ШШ done Doom, Quake, and Wolfenstein and they all have a very solid formula. We want to take that solid formula, that first-person action we do so well, and expand it. We want to have a richer story. We want to have more character interaction. We want to have a much larger world”

This larger world is set approximately 80 years after a devastating asteroid collides with Earth and kills most of civilization. That isn't to say that humanity wasn't prepared. Governments around the globe banded together to enact the Eden Project, burying hundreds of pods, or “arks,” beneath the ground containing a dozen people each. Like the crew of a ship, each member has a specific complementary skill that would help rebuild society once they emerge from cryo-sleep. That's how it was supposed to work, anyway.

An earthquake cracks open your character's ark before the scheduled time. The rest of the crew is dead, and all of the onboard data is ruined, leaving him no clue as to what he's supposed to do once he reaches the surface.

“In the very beginning of the game when you wake in your ark you step out [we want players to be] like, ‘Yeah, this is an id game. This looks like a space station. I've played Doom. This is cool," says Willits. "And as soon as that door opens it's like, ‘OK, this is different"

Our demo starts a couple of hours into the game, but the bright skies and wide open canyons still have the intended star- tling effect to anyone who's shotgunned his or her way through id's traditional pitch black corridors. Our character is standing

40 GAME INFORMER

by an old shack, and a radioactive green swamp looks to be the only water source for miles around. Inside the structure we meet Crazy Joe.

"You seen a mutant yet?" asks the weird old prospector. "Them are just like you and me. When the space rock hits, the unlucky few on the surface started changing. Them were crazy days. Didn't have no time to get deeper, | suppose.”

Joe warns us to run if we see one so we head outside and, of course, a mutant is atop a distant rock structure scanning the horizon. Willits, who's manning the controls, equips a tri-tipped boomerang called the wingstick. He gives it a toss

т Wellspring

and it takes a wide arc through the canyon before cutting down the distant enemy and flying back to our hands. With the danger out of the way, we hop in a nearby dune buggy and blaze over the dry desert landscape.

"Unlike in other games, where vehicles are disposable, in Rage we want your vehicle to be really an extension of your first-person avatar," Willits says. "The neat thing about the buggy is that you had to earn it. It wasn't given to уои"

“It's like when you turn 16," lead designer Matt Hooper adds. "It's somewhat beat up and stuff, but it's your vehicle" Players start with an ATV, which provides very little defense, and must fight Бапай for parts and perform jobs to earn money to get the buggy up and running. Now that the buggy is functional, our latest task is to deliver a message to the mayor of Wellspring.

After a quick scuffle with some bandit buggies, we arrive at our destination. Wellspring is a well-fortified Western/Asian fusion themed town that serves as your home base for the first half of the game. As we maneuver through the streets, we're met with suspicion for both our stranger status and the fact that we're wearing an ark suit. Turning in an ark survivor is a rare opportunity to earn a hefty reward from a mysterious group called The Authority. "You hear whispers of them when you arrive and people are concerned about them, but you don't know much about

AD »

cover story

Rage's hero is a nameless silent protagonist

GAME INFORMER 4T-

+ be crafted using the engineering system or = imply purchased outright

Continued from page 40

them," Willits says. "You're out to learn what their true purpose is.’

On the way to the mayor's office, we Pass a no parking sign that has been altered to read “no peeing” The local bar, adorned with stuffed mutant heads, shows broadcasts of current races and episodes of hit show Mutant Bash TV. Mayor Clayton is а jovial sort, welcoming you to his town. The message you deliver for your previous employer requests help with bandits.

“He must really respect you to give you this important job, so for now I'll trust you, too,” Clayton says. “You can stay here at Wellspring. I'll give you supplies, -but not dressed like that. You'll bring The ‘Authority snuffing around and | sure don't need that.”

Ме head over to the Outpost to cover up our conspicuous attire and, even though we didn't see it ourselves, the outfit you choose has some kind of effect throughout the rest of the game. But that doesn't mean Rage has a range of moral choices. "We don't have a good versus evil choice," Willits says. "That's not the game we wanted to play because we always end up playing the good guy, which is odd for [id]"

“We wanted to focus on ‘I like racing’ ^| like stealthing: ʻI like adventuring and finding things," Willits adds. “Those are the choices that we wanted to give people.”

Moving forward another couple hours, we're tasked by the Wellspring sheriff to destroy a bomb factory run by a bandit clan called The Shrouded. This group specializes in crafting small remote controlled cars with explosives attached to them. They're a real pain in the ass to

е] won't be like Doom 3, ou killed the bad guy and - turn the game off ап

players ca

to explore the world,

upgrades, go for achievements, and compete for the best times on the tacing leaderboards.

everyone crossing through the northern lands so you've got to put an end to their production. We head over to mechanic Mick's garage to grab our custom buggy and hit the road.

Currently, the minimap in the upper right corner looks like a top-down satellite photo of the desert terrain with a red dot highlighting our objective. The developers are still tweaking the guidance system following one prime directive. “We don't want the player to be lost,” Hooper says. “Tim and | call it ‘open but directed: You

know that you have to go [to an objective],

but if you see something that's interesting you're free to go and explore.” Nonetheless, we take a direct route to the factory and encounter some hostiles along the way. At this point in the game, our offensive options are a pair of chain guns attached to our buggy and a trusty front rammer. We blow up a couple of vehicles in a hail of bullets and play chicken with the next, swerving out of the way at the last second. An arrow indicator on the back of our buggy informs us of danger from the rear, so we pull the hand- brake for a quick 180-degree turn. A hit of nitrous rockets us forward and we ram the bandit at full speed, turning his car into a massive fireball. We make it to the factory in rough shape, but at least we didn’t need a tow back to the garage currently the only way to repair vehicle damage. Once inside, a heavy door is blocking the way. A small vent looks to be the only way forward, so we pull out the blueprints on how to build our own RC car bomb. This engineering system allows players to build everything from wingsticks to lock grinders provided they have the plans and the

parts. Steering the small RC car through the tight corridor works exactly like driving full sized vehicles, except now we can self-destruct at the touch of a button. Blowing up the first bomb cache makes

a hole large enough for us to fit through and proceed.

A Shrouded bandit is walking away from us down a hallway and we pull out a crossbow to take him down quickly and quietly, showing that Rage has a stealthy side in addition to id's trademark balls to the wall action. Eventually, players can earn alternate ammo types and weapon upgrades like scopes and aiming stabi- lizers. The crossbow in particular shoots a projectile that allows brief control of the enemy before blowing him up.

At the press of a button, four weapon slots appear, corresponding to the directions on a d-pad. Willits selects the machine gun and moves on. In fact, the entire demo is being played with an Xbox 360 controller plugged into a PC a stark change for a developer with such a strong PC legacy.

“We don't let them use the mouse right now because the largest chunk of our market's going to be on the consoles,” says id co-founder and technical director John Carmack. “That's actually a pretty strict dictum around here. Tim will go around and whack your hand with a ruler if you're using a mouse playing the game. | mean, yes, you can use the mouse for it, but it’s critical that the controller be the way that we design the game.”

We approach the fallen foe and tap a button over his body. A loot screen

Continued on page 45»

Se cover story

ш Mayor Clayton

H - W The sentry bot functions like a temporary co-op partner

GAME INFORMER. 43

ge, we "ar

on.

44 САМЕ INFORMER

Continued from p

appears showing what kind of ammo and items we can swipe. Getting rid of flying boxes is one of the many small changes id is making as it modernizes some of its longstanding conventions. Another is the inclusion of regenerative health.

“1 don't want to get into it too much, but you, as an ark survivor, have certain physical characteristics that make you special, one of which is the ability to heal,” Willits says. “Your heart has functionality that, even after you die, you can bring yourself back to life. So you are more special than just a generic kind of guy. You have special physical characteristics.”

Clearly outnumbered as we approach the next room, we set up a turret to distract the guards as we move to cover. With the turret chipping away at the foes’ health, we move to a flanking position and finish them off with little effort. For the next group, we use a small sentry bot equipped with a machine gun to take the brunt of the damage before we enter the room. We toss a couple of grenades in to weaken their position, sending a few bandits flying through the air in the process. We throw out a wingstick and the bandits jump and roll out of its path. However, this also means they've left cover, so we mow them down with shotgun blasts. All that's left now is to blow up the second cache of bomb materials and we're out of there.

We pull back into the garage in Well- spring and have Mick fix up our ride. In the final game, he'll offer congrats on the latest completed mission and point you towards any new developments in town. Since we've got experience driving around the wasteland, now it's time to see if we can handle going pro in the racing circuit. Placing well in these events nets us racing certificates that can be used to purchase

M a $ cover story

N

LE Stiles

exclusive parts and upgrades from dealer Rusty's shop.

The town's racing promoter tries to lure us in. "Greetings. My name's Jackie Weeks and I’m the impresario who runs

all the high speed races in Wellspring... and | do mean all of them,” he says. “If you're interested in testing your skill you can go talk to my business associate over there, Slim”

We sign up for a three-lap race on a stretch of abandoned highway to the south. Instantly, we're at the starting line alongside three opponents waiting for the green light. No one starts with any boosts or ammo, creating a mad scramble for the power-ups strewn about the track. Hostiles shoot at racers as they pass by. We whip around a couple turns, ram a rival out of the way, and grab some bullets. We unload into the back of the next racer, but lose him as he grabs some air from a ramp in the latter section of the track. However, it's not long before we catch up and transform his ride into a massive flaming wreck. We place first, taking home 15 certificates plus a few more for taking out other racers along the way. A deep parts system allows players to bump up stats like acceleration, suspension, and traction. Other tweaks include boost upgrades, a magnet that draws power-ups towards your vehicle, and new combat options like tire rippers, bombs, and EMP shields.

Other early race examples range from solo time trials to six-man rally races through the wasteland, possibly driving RC bomb cars. Right now, however, we're interested in the top prize for a high profile race only open to sponsored drivers. To earn a sponsorship, Jackie drops a tip that Mutant Bash TV may be looking for a driver.

We hit the wasteland again in search of the television studio. A massive sign

Continued on page 47 »

GAME INFORMER 45

ashliaht

“Doom 3 did wind up having this set of things we identified that were problems for

people. It was a very dark game. We had to be very careful because every light you added added cost on there, so we were always trying to only have two or three lights present on any given surface. | still look back and horribly regret the whole flashlight decision about not having it as a continuous thing. | was all paranoid about, ‘Oh it's killing our frame rate. We've got performance issues,’ and stuff like that.”

“| decided to do an outdoor game - and that was one of the other knocks against Doom 3, is it was all tight, confined, indoors. Even when Quake 4 opened it up a little more, but still clearly it was an indoor engine. That's what id did; dark and indoors. We wanted to step away from that. We've opened it up so that we can do these vast, huge, open spaces with the big wastelands, and the vegetation, and the big mountains and all that stuff going on there, which we didn't have the capabilities to do before."

“[Mapping] technology evolved with Rage into a much more general purpose paged virtual textured system where we can use it with everything in the game practically; the characters, the vehicles, the landscapes, the buildings are all done with virtual textures. So, from a run-time perspective, there is no limitation on how much texture you can use. | had one of the new artist hires come up and just thank me for giving him this ability to do whatever he wanted with textures, and how at his previous job he was always beat down about the texture limits. Now they can just kind of go crazy."

Orn SOIE

"We've never targeted consoles in our primary platform before. Doom 3 was designed around the Xbox 1, and | still look back as one of our other tragic mistakes in that period, which was not doing the Xbox version in-house, but working with another company and having it come out separately. We should have done it together, because we are doing that here and we know exactly what we’ve got to aim at. [Current consoles] are not going to get better in a couple of years, so we better make sure the game behaves the way we want it to today.”

“I am very much a figurehead of the technology side of id, but | have an awesome team behind me on the system side. It’s true that up through the development of Quake III basically | wrote everything. | would have one assistant programmer that would work with me on different aspects of things there, but now | work on this little section of this smaller section of this huge code base. It's too much for any one person to be involved in at a detailed level. That is how my role here has evolved. Robert is the lead programmer because he’s the one that manages the fifteen programmers doing all the different things here, so | can still sit and make contributions to the code and the technology.”

“Then again it’s been a ton of fun for me recently to go and do some of the iPhone project work on Wolfenstein 3D Classic and Doom Classic. Which is the complete switch around, where every aspect of it is dependent on me. So it's kind of fun

to switch gears in that different space. | actually have a technical plan for us to

be able to leverage the id Tech 5 pipeline on the iPhone. If people don’t mind downloading half a gig or so, we can make something that looks really freaking incredible.”

46 САМЕ INFORMER

Continued from page 45

and freaky clown face entrance welcome us inside. Portly producer JK Stiles is surrounded by a multitude of monitors and swivels around on what looks to be a futuristic perma-toilet to greet you (can't miss a moment of the show, you know). “You want a sponsorship and I need a contestant,” Stiles says. “The game is easy. You enter my little arena and the game begins. The rules are pretty simple. Kill or be killed. Make it through alive, give me a good show, and you'll have your sponsor-

ship. Easiest sponsorship in the wasteland.

You ready?”

Like that we're shuffled into a gloomy hallway. The game show announcer's voice crackles through the speaker system. "Welcome to Mutant Bash TV: the show where carnage is king. We've got a fresh new competitor here today!" A live crowd cheers with delight watching some far off real-time feed.

In the first room, mutants stream out of doors and holes in walls. We use a shotgun to keep them at bay and a satisfying "ka-ching" sound effect rings out for each kill. The next room is decorated in a jungle motif and mutants jump from branches toward us. A giant spinning fake gorilla rotates around the room, its multitude of blades grinding up any mutant or contestant that gets in its path. Room three contains an oversized slot machine with randomly appearing targets to shoot that grant bonus cash whenever

(CBE m |. T. ^

| When It's Done

Id's one of the few developers in the world that has complete flexibility on when to release its products. "It's impossible to nail down exactly when things will wrap up so we'll still keep [the release date] up in the air,” says creative director Tim Willits. "But we are making good progress"

“it's actually a luxury we have, and hopefully gamers will appreciate it because we get to put on that layer of polish," says lead designer Matt Hooper. "That 'when its done’ thing, that means a lot to id. tt always has. It's not just John's pat answer to annoy people!’

three dollar signs are lined up. The final area, dubbed “shipwreck cove,” features random spikes springing up through the floor, forcing us to keep іп constarnt motion as we blast mutants. Once the y'r е all taken down, a final door rises and a massive mutant with a tentacle arm charges out. He whips it around forcin g us to take evasive action, toss grenades, and unload some buckshot. Eventually Fa е goes down and we are presented witha ur payday: $755. We're welcome to try agai aa to better our accuracy, total time, and sicot machine prowess. Either way, we can "tag new mutants out on wasteland plains а= we come across them so that Stiles ca n add to his house of horrors.

So ends the demo of id's latest game. But that doesn't mean we didn't gath er hints as to what's in store later in the game. Looking over concept art, we see crashed airliners in the desert and stranded ships in bone dry former seabeds. Moving beyond the wastelam d, there appears to be some dead cites eancd a dark neon subway colony.

“Historically, іп a lot of the id games, tha e story starts right when you show up акла it's over at the great finale at the end,'^ Willits says. "We really wanted to try акла create a Rage universe. We don't nece s- sarily need to do Rage 2, 3, 4, 5. But vwe can do games within the Rage univers e that people are familiar with. Star Wars does a great job of this. The environm «rm t and the character and the history of tha e world, we want that to be just as imp cor- tant as the story that you play through - Characters will tell you backstory. The Authority and how it's presented will І «rm d to the fact that they have a place in th past and the future. Even the big climax at the end is definitely a good endgame, bw at it leads to something that could be bigger and greater later on.” EH ЕШШ

3 Go to www.aftertheimpact.com and enter the password "General Cross” to access further details on Rage. Also, check out this month's Game Informe s- Unlimited for info оп id's recent buyout by ZeniM «1х.

GAMEINFORME R 47

XBOX 360

Splinter Cell: Conviction

> STYLE 1-PLAYER ACTION (MULTIPLAYER TBA) > PUBLISHER UBISOFT > DEVELOPER UBISOFT MONTREAL > RELEASE FALL

о perfect formula exists for making a great game. Even a game from an established studio with solid concepts can sometimes turn flat during develop- ment. Sometimes to do a project right, you need a little extra time. Splinter Cell: Conviction went through such a

trial, but it looks like the extra incubation time was well spent, because the game emerged at this year's E3 looking like one of the most polished titles of the show.

In 2006's Double Agent, Sam Fisher's only daughter was killed by a drunk driver. In Conviction, new evidence surfaces that leads Sam to believe that Sarah was killed as part of a

48 GAME INFORMER

à

more elaborate government plot. The game starts with Sam looking for clues, hot on the trail of an arms dealer named Andre Kobin.

From the get-go, it's obvious that Conviction is focused on delivering a brutal and fast-paced gameplay experience. The demo starts with Sam kicking one of Kobin's enforc- ers into a public bathroom's urinal. The other men in the TOOm scatter as Sam's opponent draws a gun, but Sam is faster than the man's trigger finger and wrenches the man's arm into an awkward angle. The stray bullet chunks into a nearby wall. A man on a toilet fumbles for his trou-

Mark and execute helps Sam take down the enemies within hi: environment; the number of marks he can make is determined by the gun he's using

sers as Sam throws the goon against the stall's wooden door. In Conviction, most areas feel alive with activity. But Sam is focused on the man in front of him. His hand wraps around his victim's throat as he barks, “Who killed my daughter?”

Sam's gone rogue. He doesn't have friends back at Third Echelon chirping in his ear anymore. In order to give play- ers all the relevant information they'll need, Ubisoft devised a novel projection system. As Sam interrogates his victim, several pictures of Kolbin flash across the walls of the bathroom. These are visual representations of the tho

Se previews

sometimes he has to MacGyved hit way through events. For example, near the beginning of the gam? Sam smashes the side mirror off a nearby truck and takes the glass so he can look under doors

Sam's lone wolf status a

ei

A n

f

Кесе ==

The projection system gives players their objective and helps guide them through the game

going through each character's head. This projection trick

is used throughout the game to direct players through the levels, provide contextual flashbacks, and accentuate dra-

matic moments.

Once Sam has the information he needs, he throws the man’s face through a porcelain sink, and we get to see how smoothly Conviction transitions from one scene to the next. The camera zooms in on the blood in the sink. With a snap it zooms back out, but now we're looking at a painting inside an art gallery. The camera continues to zoom out, passing backwards through a keyhole until we see the outside of the

building. This is Kobin's mansion. The camera winds past several guards, down a nearby city street, and around a dark alley where we see Sam step into view and the controls are back in the players’ hands. The whole transition flashes by in a matter of moments, masking the game's loads better than the elite super spy himself.

Being a lone wolf, Sam no longer has easy access to many high-end government weapons. However, he's still a formida- ble opponent thanks to a few handy spy tricks. One new fea- ture, called Last Known Position, displays a shadow in the last Position where Sam was seen. While enemies are focused

on his former location, Sam can sneak up behind guards and take them out with a variety of close combat takedowns. These hand-to-hand maneuvers earn Sam the opportunity to mark and execute targets. With this skill, Sam can queue up targets then execute them in quick succession. We see Sam look under a door, marking a light and a guard. After hitting the execute button, he kicks down the door and shoots out both targets in a matter of seconds.

Let's just hope Sam doesn't sneak past his fall release, because we've been waiting long enough to play what's look- ing like one of the best games of the year. I Il i

GAME INFORMER 49

PLAYSTATION 3

The Last Guardian

> STYLE 1-PLAYER ACTION > PUBLISHER SONY COMPUTER ENTERTAINMENT > DEVELOPER TEAM ICO > RELEASE 2010

MY MONSTER AND ME

laying Ico, did you ever wish you

could ride piggyback on Yorda's

shoulders instead of holding her

hand? In Shadow of the Colossus, did you ever try to befriend a towering Colossus, only to be pummeled into dust? Team Ico sympathizes with you. The Last Guardian combines thematic and gameplay elements of Ico and Shadow of the Colossus to provide the framework for a friendship of epic proportions.

The game hinges on the tale of a young boy and his gigantic animal friend. The boy's safe keeper is a humongous yet graceful beast that could be described as a giant puppy with horns, feathers, talons, and a {иту tail. Despite looking like a failed attempt at a zoo-themed jigsaw puzzle, the colossal creature tugs heartstrings with its enormous doe eyes. The boy and his beast are rarely seen apart, indicating a strong emphasis on cooperation throughout the game. The boy clutches onto the beast's fur in order to ride safely through land, sea, and air. Terrain navigation looks similar to the way Shadow of the Colossus' Wanderer climbed patches of grass on Colossi. The animal also appears to help his human companion in platforming sections, elevating the boy to lofty ledges. To motivate the creature into cooperation, the boy tosses barrels of food into the giant's maw, which it then promptly chews apart. It will be interesting to see how deeply the caretaking mechanic develops. Hopefully, Team Ico isn’t taking any cues from the dance sequence in Peter Jackson's King Kong.

The beast is unquestionably powerful. In one sequence, it knocks an unsuspecting sentry into oblivion with one tremendous talon swipe. The behemoth also appears

The beast silently wonders if all his neck-arrows might look better sticking out of the boy instead

БО GAME INFORMER

capable of enduring quite a beating. Its entire body is peppered with arrows and spears from past conflicts, jutting out like acupunc- ture needles. The feeding interaction com- bined with the boy's ability to climb all over the beast leave open the possibility of caring for his guardian's wounds, potentially adding another layer to the relationship.

The boy is not always accompanied by his protector, however. Several instances show armored guards patrolling ancient ruins, with the protagonist sticking to the shadows. As the boy is completely unarmed, we assume stealth will be one of his go-to tactics. In one instance where conflict cannot be avoided, the boy is shown hurling a barrel at a guard, which sends him reeling back into a support beam that breaks and causes a shelf packed with barrels to avalanche.

The environments trade the rolling plains of Shadow of the Colossus for acres of archaic ruins. The architecture is so detailed it looks as though Team Ico pieced each structure together brick by digital brick. The landscapes are indisputably dumbfoun: ing, but the critter is the real eye-turner. The majestic monster has been rendered down to every last individual feather and hair, each one rippling realistically in the wind. All the footage from the E3 trailer (which you can view on gameinformer.com) utilizes The Last Guardian's in-game engine.

If Team Ico's history on the PlayStation 2 is any indication, The Last Guardian is bound to leave more jaws agape as information is revealed. What the development team did with Shadow of the Colossus was awe-inspir- ing, and that was last-generation technology. With the PS3 breaking down technical bar- riers, the possibilities with Team Ico's next masterpiece seem to be endless. IB Ili Ii

Round one. Fight!

M The creature can help the boy reach otherwise inaccessible areas =

E One rusty chain can secure a hulking chimera, right?

E The boy will need to step carefully е at the of this game? Yes, you ai

when he doesn’t have his guardian

E Team Ico has a knack for developing relationships between its characters

GAME INFORMER 51

$ирег Mario Galaxy 2

> STYLE 1-PLAYER ACTION/PLATFORM (MULTIPLAYER TBD) > PUBLISHER NINTENDO

> DEVELOPER NINTENDO > RELEASE TBA

GOING GALACTIC ALL OVER AGAIN

intendo usually introduces new Mario games about as often as the U.S. changes presidents. Since the SNES, each new Mario iteration has been a huge, system-defining reinvention of the series. While that's definitely made each new Mario game a major event, it's also been frustrating for fans who long for sequels to legendary games like Super Mario 64.

Like so many aspects of its highly suc- cessful Wii, things will be different this time around for both Mario and Nintendo. Super Mario Galaxy is seeing a sequel in this gen- eration, though Nintendo hasn't confirmed a release date for Galaxy 2.

Nintendo hasn't revealed much about this game, but a well-received video that played during their E3 press conference gave a tantalizing view of what should be one of the company's most anticipated upcoming Wii games. The game looks to follow in the footsteps of its predecessor, using unique level designs to transform platforming clichés into fresh and inventive set pieces. The most exciting new gameplay feature allows you to

52 GAME INFORMER

ride Mario's faithful steed Yoshi. After that, we saw glimpses of what will no doubt be another tour de force in platforming for the plump plumber.

One of the new features that caught our attention was a drill type device that allows Mario to burrow through to the opposite side of one of the game's spherical or cir- cular worlds. We also noticed ice levels in which Mario could hit a switch to change certain areas between ice and water. Similar mechanics allowed him to switch the world between black & white and color as well, although we don't know how this affects gameplay.

The already attractive game has received a boost on the visual side as well, as we saw huge enemies like giant goombas and a good deal more vegetation and plant life on some levels. Suffice to say, this is a wel- come surprise from Nintendo, which seems to be going out of its way to make amends to the hardcore fans who felt slighted by last year's show. Wi Wi ll

m We don't know the significance of these dark Marios - could we finally be

seeing the results of the long-

lost Super Mario 128 demo?

т Some of the levels showed lush foliage

along for the ride thi

Se previews

This level shows the interesting new drill implement that Mario can use to burrow ууз. through the environment | i

As always, the level designs are creative

Я

XBOX 3601РС

Mass Effect 2

> STYLE 1-PLAYER ACTION/RPG > PUBLISHER ELECTRONIC ARTS > DEVELOPER BIOWARE > RELEASE EARLY 2010

NOW RECRUITING

E These husks indicate that the Geth will still play a key role in Mass Effect 2

GAME INFORMER

reer yy

Bi During our demo, we got the impression that

if Shepard does kick the bucket, Mass Effect 3 could continue regardless

п The red holograms around Shepard's gun indicate that he has a power active that gives his bullets a fire effect

ommander Shepard isn't dead. Despite rumors to the contrary, the galaxy-saving hero from the first Mass Effect is alive, well, and ready to take on a new mission in this highly antici- pated sequel. However, Shepard isn't out of danger yet; according to BioWare, the Mass Effect 2 teaser trailer that hinted at Shepard's demise was meant to introduce players to the idea that Shepard could die during the game. Considering that the plot involves Shepard recruiting allies for an apparent sui- cide mission, it may even be difficult to avoid. The story was the main draw of the origi- nal game, and BioWare's desire to include cinematic action and shocking twists hasn't changed. However, judging from our time playing Mass Effect 2 at ЕЗ, the gameplay supporting the epic sci-fi tale is undergoing

This Quarian looks awfully famil iar. Characters from the first game will make appearances in Mass Effect 2, assuming they survived

a host of improvements particularly in combat.

Firefights have a more natural flow thanks to the way BioWare streamlined the issuing of orders to allies. Your two party members are each assigned a direction on the d-pad, and pressing that direction sends the char- acter to whatever location you're aiming at. If you're targeting an enemy instead, pressing the d-pad directs your ally to use a pre-determined ability on your foe. This mechanic allows you to position individual allies and use their powers without having combat grind to a halt by pulling up the command wheel.

Shepard's combat capabilities are also more refined. The concept of overheat- ing weapons has been scrapped, replaced by a more intuitive ammo clip appearing

under your crosshair (not circular) reticle. The supply of bullets for most weapons is still infinite you just need to reload when your clip empties instead of managing the overheat meter. These enhancements alone could pacify many players who complained about the first game's gunplay, providing that BioWare backs up the changes with envi- ronments that take full advantage of their potential.

Addressing one of the most prevalent criti- cisms of the original, the team is creating more variety in all of Commander Shepard's duties, so it won't feel like you're raiding the same cookie-cutter bunker every time you answer a distress call. The role of the planet- roving Mako is getting a total overhaul; in addition to improved controls, aimless driv- ing won't be such a major component of

Certain heavy weapons have limited ammo that Shepard will need to collect

5 previews missions and sidequests.

Despite all of the areas where fans cried for change, the huge following garnered by Mass Effect is a testament to the game's quality. The rich world and cool characters came together to create a riveting adventure, and gamers can expect more of those ele- ments this time around. For instance, one new character is a penitent assassin named Thane, who brutally takes out a group of soldiers and his target then prays for forgiveness. Scenes like these, along with the looming shadow of Shepard's possible death, lend Mass Effect 2 a darker tone. When you are the only hope for the galaxy's survival, making the tough calls is all a part of the job. шшш

THE SHRINKING GALAXY

2 isn’t the only new game BioWare's rich sci-fi universe. The recently released Mass Effect Galaxy for iPhone expands the fiction with a side

story about a character named Jacob Taylor. The game is approximately two hours long, focusing on story and top- hoot ugh Taylor

А

САМЕ INFORMER 55

$ previews

vents). Fi d sections of God

is no Metroid-style pow

PLAYSTATION 3 ing of God of War Ii

but it seems

God of War Ill

> STYLE 1-PLAYER ACTION > PUBLISHER SONY COMPUTER ENTERTAINMENT > DEVELOPER SONY SANTA MONICA > RELEASE MARCH 2010

BIGGER AND BIGGER

ratos isn't the kind of guy who sets

reasonable goals. When he goes

after something, he aims high and

over-delivers with unparalleled zeal and overwhelming brutality. The team at Sony's Santa Monica studio is adopting the same philosophy in developing God of War Ill, making sure that the final installment in the trilogy has Kratos performing the most barbaric kills and taking down the most ter- rifying foes of the entire series. If this really is the last chapter of the story, Kratos is certainly going out in style.

With one of the longest lines on the ЕЗ show floor, the playable demo for God of War IIl showcased several new tricks Kratos uses in his continued assault on the gods and Mount Olympus. The core of the action is still using his flaming chain blades to tear apart mythological threats, but a few key improvements promise to make that process even more entertaining.

Where previous God of War games usually had Kratos fighting off advancing enemies, God of War III incorporates more mobility into combat, giving you more options to con- trol the fight. When you grab an enemy, you now have a bull rush option in which Kratos holds the victim in front of him and plows

Taking to the air is still a great strategy when faced with many enemies

GAME INFORMER

forward, breaking through clusters of other foes. The combat grapple also has more util- ity, since Kratos can throw his blades out at an enemy and pull himself into them (or pull them over, depending on the enemy). This works whether your target is on the ground or in the air. Mastering these crowd-manag- ing moves will be crucial, since this entry can have up to 50 enemies onscreen at once.

Like previous installments, Kratos can use weapons other than his signature blades, but the team has currently only revealed one: the Cestus. This pair of vicious gaunt- lets is ideal for close-quarters fighting, and they provide a distinctly different feel to the combat something that alternate weapons in God of War games have struggled with in the past. To further encourage variety in combos, certain special items (like the fire bow) draw from a recharging meter instead of your magic reserves. This gives players more freedom to experiment with combining the blades with other attacks, since the bar will just refill in a matter of seconds.

As much as we enjoyed testing out the new mechanics, we were most impressed by how God of War III continues to up the Stakes in an already epic setting. We saw Kratos pull out a cyclops’ eye, stab a chi-

у that players pelis and ai the last entry,

Centaurs can command groups of skeletal soldiers, making them priority targets in large battles

mera with its own horn, and gut a mighty centaur and that was just during standard encounters. With the massive titans waging war, more gods entering the fray, and Kratos determined to topple Olympus, God of War IIl will be packed with jaw-dropping moments worthy of passing into legend. 88 i Bi

Once Kratos removes the head of Helios..

й becomes one of his most useful (and bizarre) tools

XBOX 360 | PC

к,

Left 4 Dead 2 $

> STYLE 1-PLAYER ACTION (8-PLAYER ONLINE) > PUBLISHER ELECTRONIC ARTS

> DEVELOPER VALVE > RELEASE NOVEMBER 17

NOT AN EXPANSION

alve isn't known for being a speedy developer. Even the six-year devel- opment cycle on Half-Life 2 seems paltry compared to the 11 years it took to release a Team Fortress sequel. So imagine the number of jaws that dropped when Valve announced it is releasing Left 4 Dead 2 only a year after the original hit shelves.

The game starts in Savannah, Georgia before the infection has hit critical mass. СЕТА posters hang on the sides of buildings encouraging people to wash their hands to prevent the spread of the virus. Players assume the role of one of four new charac- ters Coach, Nick, Ellis, and Rochelle as they make their way to New Orleans along the swamps and back roads of the Deep South.

Like any good sequel, L4D 2 features sev- eral variations on the game's classic weap- ons. Silenced uzis, automatic shotguns, and new versions of the assault rifle are just a few tools players have to protect themselves from the Infected. Scattered across the maps players can find a variety of weapon upgrades, such as incendiary ammo, which is a handy alternative to Molotovs when you're starting a zombie barbeque.

Melee weapons also make their debut. We got to play around with the frying pan, which is useful for knocking back enemies and clearing a path. The axe, on the other hand, comes in handy if you want to turn one zombie into many smaller zombie pieces. Some melee weapons even have special uses; if you sneak up behind a witch and plant the axe in the back of her head, you'll take her down in one hit.

Each campaign area now has its own unique zombie unit. As we entered New

Orleans we ran across one of the locale's special hazmat zombies. When the city started to go to hell, some of the early relief workers showed up in hazmat suits. The extra padding didn't stop the virus from getting into these poor fools’ bloodstreams, but it does make their zombified remains fireproof, and you'll see them run unscathed through your defensive walls of flame.

Another nasty enemy type we ran across is called the Charger. The Charger is an over- all-wearing fat zombie who barrels into the fray and knocks over everyone in your party. Once the whole group has been brought to its knees, he jumps on the nearest survivor and continues pounding them against the pavement until he's eaten enough bullets to kill an elephant and finally keels over.

The Director L4D's unseen master Al takes full advantage of these new zombies. If your party is camping out on high ground, it might send a charger your way to disrupt your defenses and force you to change your strategy. The director is smarter in other ways as well. It will now make survival dif- ficult by changing the weather effects or altering the pathing of a level, so you won't find yourself walking down the same battle- scarred streets every time.

When Valve announced certain fans in the community cried out, saying Valve is milking its fans with content that should have been available in a patch. But with five new campaign maps, more than three new enemies types, and a whole new multiplayer mode the developer isn't willing to talk about yet, this "patch" sounds like a substantial upgrade to us. And it's not like getting more Left 4 Dead is a bad thing. IB ш m

ÍNow the black guy is also the old guy, ађа the office professional is wearing а jacket instead of a tie. Yep, Valve's really mixing it up this time around

Melee weapons include a baseball bat, a chainsaw, an axe, and a frying pan

The new hazmat zombies run straight through fire

КАША

PLAYSTATION З | XBOX 360 | Wii

The Beatles: Rock Band

> STYLE 1 TO 6-PLAYER MUSIC > PUBLISHER MTV GAMES/ELECTRONIC ARTS

> DEVELOPER HARMONIX > RELEASE SEPTEMBER 9

SIX OF US

ver seven months since The Beatles: Rock Band announcement, Harmonix finally debuted gameplay and songs to open the Microsoft press conference at E3. The most drastic gameplay change adds in three-part vocal harmonies to the guitar, bass, and drum mix. This enables up to six players to join in оп songs, or allows instrument players to sing along with the help of a mic stand. To perform harmonies, players hook up three microphones and follow separate pitch lines located in the traditional scrolling vocal area at the top of the screen. In our extensive time with a 10-song

The new Beatles eel great, but w sew feature

58 GAME INFORMER

demo of the game, we experimented with this new mechanic and tried out the upcom- ing wireless Lips microphone compatibility. Lead vocal lines appear in blue, and harmo- nies are orange and brown. Singers can go for any part they choose at any time, but the only way to get “Double Fab" and “Triple Fab" score bonuses is to hit all the respec- tive tones at once. In addition to bringing more players into the game, the harmonies also provide a fresh challenge to music game veterans.

The game contains 45 tracks on the disc, with extensive DLC to follow. Harmonix CEO Alex Rigopulos confirmed that the entire

Abbey Road album will be available “shortly after launch" Players can work their way chronologically through the Beatles career or just hop into quick play to try out any song on the disc without having to unlock it or enter a code. No fail mode is now easily toggled on and off in the instrument select screen, so you won't have back all the way out to the extras menu anymore.

We can't wait to get our own copy of the game back at the office, but for now we've compiled a list of confirmed on-disc and DLC songs in addition to some highly sus- pected tracks. BI 8 ш

ey Road Come Т

PLAYSTATION 3 1 XBOX 360 | PC

- Assassin's Creed Il

Á > STYLE 1-PLAYER ACTION/ADVENTURE > PUBLISHER UBISOFT > DEVELOPER UBISOFT MONTREAL > RELEASE NOVEMBER 17

THE, RENAISSANCE

he eye-catching Assassin's Creed II had a fantastic

showing at E3, committing to a November release

date and wowing crowds with its stunning visuals and

gameplay. The 15th century Italian setting is ripe for intrigue and action, and the development team has focused its efforts on improving gameplay diversity. If this chief dilemma from the first installment is addressed, this sequel may be something special.

The Italian Renaissance is rife with political and social unrest, a perfect setting for players to drop into the role of another ancestor to Desmond. New hero Ezio Auditore di Firenze begins the game with little training in the ways of the assassins, but you wouldn't know it from watching his roof- top antics. In our demo, we saw Ezio explore several new features unique to the sequel.

One of the coolest additions is the dramatically expanded

5

reputation and notoriety system. In a given city, Ezio's actions affect the way allies and enemies alike view him, which affects his ability to recruit distinct factions to his cause. Whether it's the beautiful young courtesans of Venice or the street thugs of Florence, completing tasks draws these groups to your aid in a much bigger way than the first game. With their involvement, you can infiltrate well-protected areas, elude pursuing guards, or hide in plain sight.

Combat is also receiving a dramatic reinvention. Our favorite new trick is the disarm, which allows Ezio to grab his opponent's weapon and strike him down with it. Pikes, swords, hammers, and maces all make an appearance, each has its own animations, giving fights an authentic and varied visual style. What if there are too many enemies to take them all on at once? New tools like the smoke bomb allow Ezio to escape with panache.

Leonardo's flying machine offers a break from the normal flow of action

Se previews

World traversal, platforming, and navigation were strengths of the first game, and we didn't notice many dramatic changes in those departments. If anything, the silky smooth movement appears even faster and more fluid. Small adjust- ments to the control mechanic make taking enemies out on the run even easier; you can now pull them from ledges, or assassinate two targets simultaneously as you sprint. Perhaps the biggest adjustment is the addition of swimming, which should make the canals of Venice an intriguing set piece.

We can't hide our enthusiasm for Ubisoft's big holiday adventure. The development team recognizes room for improvement, and it's striving to tackle trouble spots head on. We'll know more about whether our high hopes are jus- tified as we get hands on time with the game in the coming months. @ lil

GAME INFORMER 59

Se previews

PLAYSTATION

ncharted 2 was one of Sony's standout titles at ЕЗ,

and for good reason. Some of the biggest oohs

and ahhs from showgoers came after Naughty Dog

revealed its new single-player demo, which included some of the most detailed and remarkable visuals anyone's seen on the PS3 to date.

Nate Drake's adventure retains the tone and style of the earlier game, but he now has a bunch of new moves up his sleeve. The enhanced melee system delivers some bone- crunching sequences as the treasure hunter tackles enemies at close range. The cool depth of field effects for ranged combat also blew us away. When Nate aims his gun at a particular enemy, other characters and environmental details blur slightly, creating the illusion that Nate’s eyes are focusing on his target.

The game's visual details are mind-boggling, as hundreds of dynamic objects in the world react to the situation at hand. Due to new technology being pioneered by Naughty Dog, every character and object on screen responds in real time as their environment moves around them. To show this off, the demo included a section where an entire building begins to topple as Nate scrambles to get out before being crushed. During the event, desks, chairs, dead bodies, and everything else in the room slides down the rapidly steepening slope. It's quite the sight to see in motion.

We'd be remiss to not mention the return of a familiar face.

60 ` GAMEINFORMER

While we knew Nate was now running around with bad girl Chloe, the return of Elena in our demo had us cracking some smiles. Love triangle, anyone? Apparently, she now has a cameraman tagging along in dangerous situations, and, sure enough, he manages to get himself injured. We witnessed a great sequence where Nate helps the injured man make his way through an enemy-strewn city, slowed to a snail's crawl by the injured party. In what might be considered an expected plot twist, Chloe shrewdly recommends leaving the man to die, while sweet Elena won't hear of it. Who knew those two wouldn't get along?

Much of the multiplayer features have been revealed before, but they bear repeating. The five-versus-five team deathmatch mode works as you would expect, with players using cover and wall climbing to get the advantage over the enemy team. Plunder is a variation on capture-the-flag, where a single heavy treasure must be retrieved to home base. For us, the most exciting addition is the co-op mode, where three players fight through levels unique from the single-player campaign that focus more on action and combat than world navigation.

With the addition of multiplayer features, Uncharted 2 is a much larger and more complex game than its predeces- sor. Our time with the game left us confident that Drake's second big journey may be just what Sony needs to draw in PS3 doubters. a

Y

Wall climbing and platforming

<add a cool twist to the traditional deathmatch

The three-player co-op mode Е emphasizes combat over naviga- tion and exploration

PLAYSTATION 3

¿s previews

ModNation Racers looks to fuse classic kart racing gameplay with forward-looking technology and features

ModNation Racers

> STYLE | OR 2-PLAYER RACING (12-PLAYER ONLINE) > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA

> DEVELOPER UNITED FRONT GAMES > RELEASE 2010 LITTLEBIGKARTRACER?

ollowing the success of LittleBigPlanet, Sony has made the creation-centered platformer's philosophy the linchpin of a new line of games it calls “Play, Create,

and Share" While it promises a variety of gameplay

styles, the common thread they share is a focus on player-created content, ease of play, and char- acter customization. At the company's E3 press conference, we got our first look at the next title to embrace this new philosophy, ModNation Racers.

While it's clearly in the spirit of LittleBigPlanet, ModNation Racers definitely has its own identity. The character designs are infectious, inspired by collectable vinyl figures made by companies like Tokidoki. The game gives play- ers even more options for customizing their character than LittleBigPlanet, down to tiny details like tattoos. Even better, you can also create and share your own vehicles. Developer United Front Games believes that the game will shine by giving players the tools to shape the game in any way they choose.

While the character and vehicle creation tools look state-of-the-art, the track creation mode impressed us the most, blowing the Status quo out of the water. The creation tools look even more intuitive and easy-to-use than

LittleBigPlanet's level editor. Basically, creating a track is nearly as easy as playing a level of Mario Kart. We watched as the developers laid down a basic track by simply driving and letting the game autofill the track behind their vehicle. From there, nearly every aspect of the track was manipulated with a few easy paintbrush-style tools. You can create hills, valleys, or lakes instantaneously, and jump into a real-time playtest at any time. Placing power-ups and weapon pick-ups is as easy as clicking a button. The terrain and city-building tools blew the assembled crowd away. Creating cityscapes, forests, or mountain ranges to run alongside your track is as easy as dragging your cursor over the environment. Imagine how so games let you paint ground textures, but in this case fully modeled, procedurally generated 3D houses and buildings pop up instantly behind your marker.

Even in a show packed with huge block- busters, this brief demo stood out as one of the most impressive feats of the show. If the gameplay shows even half the potential of its customization tools, ModNation Racers might be the game that finally drags the kart-racing genre into the 21st century. I IB mi

You can customize your character and vehicle in a mind-boggling number of ways

The game features some of the тоя intuitive and innovative level creator tools we've ever seen

GAME INFORMER 61

Se previews эх D Ges x 02.

fhos Qog

00009940 ©3668

00000709) ©

00000100 C399]

ЖЕ ылыа.

gts gie ee."

aeter M ль eit

62 САМЕ INFORMER

New Super Mario Bros. Wii

> STYLE 1 TO 4-PLAYER ACTION/PLATFORM > PUBLISHER NINTENDO > DEVELOPER NINTENDO > RELEASE HOLIDAY

FOUR TIMES CLASSIC

intendo’s ЕЗ press conference featured many surprises, but none were more welcome than the announcement of something we've been waiting for since the SNES era: an all-new 2D Mario platformer for a home console. For the generation of gamers brought up on Nintendo consoles, there's nothing that generates a feel- ing of old-school excitement like the sight of Mario or Luigi bouncing through a colorful level, knocking out koopas.

While New Super Mario Bros. Wii looks back towards a gentler era in gaming, it also pushes forward with one of today's biggest trends: cooperative multiplayer. Like LittleBigPlanet, this new Mario allows you and three friends to tackle a host of new and classically themed worlds together. While the game sadly does not feature online co-op, experiencing the four-player mode at the Nintendo booth during E3 gave us a lot to be excited about.

For one, the camera capably tackled the issues that come from having four independent players on one screen. The view pulls in and out very subtly, and at no point did we feel like the camera wasn't showing the action accurately. Sometimes keeping up with your teammates is part of the challenge, as in one vertical platforming level we played where you have to keep up or risk death. Thankfully, the afterlife is usually a short affair; deceased players quickly come floating by the other players in bubbles, at which point they can be popped back into play. There's no guarantee your friends will save you, as the game creates an intriguing balance of cooperation and competition.

The game plays remarkably like the Mario games we remember so fondly. Jumping, fire flowers, mushrooms it's all here. However, the game trailers also show some inter- esting takes on old-school 2D level design, like circuit-based platforming puzzles, spinning hills, entire levels that list from side to side, and even a brief shot of the gang riding on the backs of large flying manta rays. We also saw two new forms of the classic power-up outfits introduced in Super Mario Bros. 3. The helicopter hat suit allows for super high jumps, and the penguin suit comes in handy in ice levels.

There definitely were bigger, more graphically impressive games at E3, but we'll be surprised if many of them are as anticipated as New Super Mario Bros. Wii. i IB 8l

w $ + © Зно Do Chas Goo 000909009 OAD ( p d AMARAS

Qe uu

Metroid: Other M

> STYLE 1-PLAYER ACTION > PUBLISHER NINTENDO > DEVELOPER PROJECT M/TEAM NINJA > RELEASE TBA

LIKE ANINJA -

espite her appearance in roughly

a dozen titles over the course of

more than 20 years, little is known

about gaming's premier heroine Samus Aran. Where is she from? How did she become a superpowered bounty hunter? Who are the characters that made her what she is? These are just some of the questions that series creator Yoshio Sakamoto says he's addressing in Other M.

Sakamoto's team worked on the GBA Metroid games, and is joining forces with Team Ninja (Ninja Gaiden, Dead or Alive) to create an action-packed, story-focused Metroid. Samus bounces around the screen

п Other M's story will take place between Super Metroid and Metroid Fusion. Hopefully we'll learn the origins of Samus and Ridley's epic rivalry

like Team Ninja's signature character, Ryu. Hand-to-hand combat looks to be more important this time around, since in the span of a two minute trailer we saw Samus doing cartwheels through the air, putting enemies in headlocks, and tossing foes into walls.

But Metroid purists needn't worry that Metroid is losing its focus. Sakamoto prom- ises this is a return to classic Metroid sensi- bilities. Nintendo's trailer also shows Samus laying on the deep freeze with her ice beam and performing a Speed Booster-like dash to smash through walls faster than the Kool-Aid man. Other M just shot to the top of our list of Wii titles to watch a

Se previews

bony on éipvetoce

GREAT

YOU FULFILED YOUR MISSION. IT WILL REVIVE PEACE IN SPACE.

BUT.IT MAY BE INVADED BY THE OTHER METROID.

PRAY FOR A TRUE PEACE IN SPACE

GAME INFORMER 63

Фе previews

PLAYSTATION З І XBOX 3601РС

BioShock 2

> STYLE 1-PLAYER ACTION (10-PLAYER ONLINE) > PUBLISHER 2K GAMES

> DEVELOPER 2K MARIN/DIGITAL EXTREMES > RELEASE FALL

MULTIPLAYER?

2K Marin is fully focused on the single-player campaign, with Digital Extremes handling the separate multiplayer project

nless you've been in hiding the last

couple of months, you probably

already know the details regarding

BioShock 2's sprawling new single- player opus. You play as the original pro- totype Big Daddy, years after the events of the first game, as the mysterious Big Sister seeks to restore Rapture. What you might be less familiar with is the newly announced multiplayer mode.

Developer Digital Extremes, which worked on the PS3 port of the original game, is taking the reins on the multiplayer. Rather than attempt to shoehorn a multiplayer concept out of the new fiction of the sequel, Digital Extremes opted to tell a story of its own, albeit with far fewer com- plications. The multiplayer game is set approximately a year before the first game, when Rapture is still largely untouched by the erupting civil war. As battle lines are being drawn, you adopt the role of one of the unfortunate citizens of Rapture being brought along for the ride.

Each game starts in a unique multiplayer lobby an apartment of your own in Rapture that you can explore while simultaneously preparing for your next match. Once in the game, gunfire and plasmid explosions are

am КАҢ

Il RESTA

NC

64 GAME INFORMER

everywhere; we saw lightning, ice, fire, and bullets flying everywhere during our action- packed demo. As you play, you'll unlock ever more useful loadouts for your character. Increasingly powerful plasmids can give you the edge in the next fight.

The multiplayer maps themselves are filled with interesting surprises. Hacking allows you to set up turrets and other traps for your opponents. In addition, every level includes a single Big Daddy suit to discover, which can be donned for absurdly increased defense and firepower. The levels themselves offer a fascinating view into the mythology, since we finally get to see Rapture before its fabled fall from grace.

Some skeptics may question the deci- sion to move the game into a multiplayer arena. Our concerns on that point have been largely assuaged, since it's clear the multiplayer features stand independently from the single-player story. In addition, the fact that a separate developer is handling the duties helps to assure that 2K Marin stays focused on delivering a solid follow-up to the first game's storyline a tale {һа have already hailed as a modern classic in the medium. W 8 8

The newly announced multiplayer game is rife with insane action

You'll see Rapture before the fall, in all its vain glory

hile Bungie's next game may

share a title with its earlier

hits, ODST is anything but a

rehash of concepts from the Halo trilogy. During our demo of the game, it became clear that ODST has an entirely new design aesthetic guiding its develop- ment. While a familiar mythology and setting are in place, expect a surprisingly different gameplay experience when the game comes out this fall.

ODST is structured much like a mys- tery story. In the beginning, you play as an orbital drop soldier preparing for the assault on New Mombasa, during the devastating battle depicted in Halo 2. As he and his squadmates make the drop, the Covenant ship creates a slipspace rupture directly over the city, and chaos ensues. The hero wakes up hours later, and proceeds to explore the sprawling streets of a ruined city. The game is non- linear, allowing you to wander to new XBOX 360 н мена y locations as the desire strikes you. Trigger

> points send you back into the experiences

1 | ; A Б of the other members of your squad, а 0 | i e each of whom has unique skills and

| weapon loadouts. Along the way, you'll > STYLE 1-PLAYER ACTION (16-PLAYER ONLINE) > PUBLISHER MICROSOFT er mE J get to know the Superintendent, New GAME STUDIOS > DEVELOPER BUNGIE > RELEASE SEPTERMBER 22 s: Eee x Momboasa's struggling Al, which is desper- SS ate to help you retake the city. Beyond SAME NAME, DIFFERENT VIBE the change in cast and level structure, also expect new features like low light vision, target acquisition on your HUD, the use of medkits to recover, and light puzzle elements as you search for clues in the world with the use of your visor. Perhaps taking a cue from the popular Horde mode in Gears of War 2, ODST also includes a four-player Firefight co-op mode, where players tackle increasingly difficult waves of Covenant enemies. The mode includes both vehicles and the potential for collecting and using skull modifiers as you move through the game. Halo 5: ODST will release on two discs. The aforementioned campaign and co-op mode are accompanied by an Extras menu that gives players access to the Halo: Reach beta, the next big installment in the series. The second disc includes every single multiplayer map and game mode yet released for Halo 5, plus three new multiplayer levels new to ODST. Even with these great features, we were disappointed to hear that the game now carries a full The ODSTs aren't Spartans, so players $60 release price. We'll see if the valuation can expect some differences in the way 1 decision was worth it for Microsoft in a they fight and heal —— couple of months. ш

j/ E s 7». Though you'll have some new silenced A weapons like the suppressed SMG, gamers ODST is a departure for Bungie - as will still have access to the big guns when much a mystery story as an action tale they need them

PLAYSTATION З І XBOX 360 I PC

Dirt 2

> STYLE 1-PLAYER RACING (ONLINE TBA) > PUBLISHER CODEMASTERS

> DEVELOPER CODEMASTERS

> RELEASE SEPTEMBER

PAVEMENT IS OVERRATED

odemasters has quietly become video games’ go-to company for innovation in the racing genre. The company’s two prominent releases this generation, Dirt and Grid, are bench- marks for both rally and circuit racing. In both of these titles, innovation fuses with white- x и а ыб 1 > knuckled intensity to create a racing experi- : HU mri ence unlike anything else out there. With the announcement of Dirt 2, a large question T 3 E The new city locations was left looming: Will Codemasters reinvent bring a different level of the wheel to make Dirt a fresh experience intensity tothe rally circuit again, or will it create a sequel that retains the structure of the original game?

From what we've seen, Codemasters has no intention of driving on the same track again. Dirt 2 is a huge departure from the original game, as it now drops hundreds of tons of dirt, sand, and mud onto the streets of thriving metropolises. The game still delivers an ample amount of traditional rally cross tracks, but in addition to weaving a hair's length away from rocks and trees, players now careen dangerously around buildings and storefronts.

The first city track is set in the Shibuya district of Tokyo. This track won't allow play- ers to crash through buildings, as it is set up like a traditional street race with roadblocks protecting the city's architecture and onlook- ers. Regardless, the towering geometry creates blind turns and a suffocating sensa- tion as you dart at breakneck speeds over hills and loose straightaways. This track also showcases Dirt 2's enhanced weather system. The original game featured rain and puddles, but neither greatly altered the way you raced. This time, puddles and pools will slow you down. The Shibuya track featured a water hazard situated before a large turn. A jump after the turn launches you over the pool again, making for two quick situations

where you could be bogged down in water. E ес you're not on the track All terrain types will give you a different leaping to your death, you'll feel, making the vehicle you bring to the Spend most of your time in an race much more important. Codemasters | RV, where all frontend menu | + , navigation is handled

wouldn't reveal all of the vehicle types for Dirt 2, but in addition to your typical rally cars like the Mitsubishi Evo, we witnessed a truck event set in Baja, Mexico. This narrow, twisting course made it hard to focus due to its amazing background imagery stealing our attention. If anything, this race allowed us to view Dirt 2's new crash mechanics. With the vehicles featuring twice the detail and new impact effects, even Burnout fans will take notice of these frightening rollovers.

The development team is confident it will have Dirt 2 polished and roaring for its September release date for Xbox 560 and PlayStation 5. We're eager to see what other Cities Codemasters has transformed into rally circuits. I IB 8

66 САМЕ INFORMER

Forza 3 will ship on two game discs

XBOX 360

previews

Forza Motorsport 3

> STYLE 1 OR 2-PLAYER RACING (8-PLAYER ONLINE) > PUBLISHER MICROSOFT GAME STUDIOS

> DEVELOPER TURN 10 > RELEASE OCTOBER

SOME THINGS YOU JUST CAN'T SIMULATE

icrosoft and developer Turn

10 have positioned the Forza

Motorsport franchise as a simula-

tion series, complete with all the trappings that the sub-genre brings. While Sim-based racers usually include moth garages with a fleet of faithfully replicated cars, they also bring aspects that have fallen out of favor: boring careers, unyielding dif- ficulty, and the personality of wet cardboard. Perhaps spurred by titles like Codemasters’ Grid, Forza Motorsport 3 is taking cues from the competition and incorporating new ele- ments in an attempt to show that simulation racers don't have to be slaves to the grind.

Forza 2 built its career structure around the traditional pattern of unlocking cars and races, but Forza 3 augments that by creating a custom calendar of racing events. Your docket is filled with 250 events that run the gamut of circuit, oval, drag, drift, and timed racing styles. While the game creates the calendar for you based on factors such as your skill and the cars and events you like, you can pick from three suggested races that have been chosen for you each time. If you want to motor through all the events, you can do that too.

Apart from stacking your racing calendar, you have a significant influence in how races unfold from moment to moment. The game's Al scales to your difficulty level, so the lower it is, the easier it will be to rattle Al drivers as you get on their back bumpers.

Higher-level Al racers, meanwhile, have the mettle to withstand your challenges. If you crash, you can avail yourself of the rewind feature, which automatically puts you back 10 to 15 seconds before you wiped out. This is unlimited during a race, and not something you earn tokens for like in Grid. It will be turned off, however, when you're racing friends online.

While some simulation racers like Gran Turismo don't want you to get so much as a fingerprint on their beautiful cars, Forza 3 lets players customize their vehicles to new heights. Cars can be decaled to death and then shared with others, with the best creations tracked via a user-creation leader- board. Your favorite cars can also be visually and physically changed via damage, and full rollovers have been added for those times when you misjudge a corner by 100 mph or so.

Some simulation purists may scoff at being able to rewind races or having a non- traditional career structure, but it's good to see a game like Forza 5 take a stab at trying to get our hearts redlining by doing more than just showing us a sports car with a shiny paint job. IM шш

GAME INFORMER. 67

Se previews

PLAYSTATION 3

* Heavy Rain

> STYLE 1-PLAYER ADVENTURE > PUBLISHER SONY COMPUTER ENTERTAINMENT

> DEVELOPER QUANTIC DREAM > RELEASE EARLY 2010

DANGER AT THE CLUB

ast month we covered the junkyard exploits of the first announced main character of Heavy Rain, Norman Jayden. At ЕЗ we meet the second of the four protagonists, Madison Paige, as she ventures into a shady club looking for information on the Origami Killer. At this point in the story, the impetuous reporter has somehow gotten mixed up in her own inves- tigation of the serial killer.

The Blue Lagoon is crowded with danc- ers, flashy lighting, and thumping music. Madison edges through the crowd with surprisingly natural movements on her way toward the bar. She asks the bartender about a man named Paco, and he points to the back corner where a skuzzy, goateed man is lounging in a private area. Madison walks over to Paco, but his bodyguard tells her to buzz off.

As she schemes a new approach to the situation, Madison watches as Paco invites a sexy dancing blonde behind the velvet rope to hang with him. Using contextual button presses linked to Madison's hands, hips, and legs, players can try to get Paco's attention with some smooth moves, but it doesn’t have the desired effect.

Madison heads to the ladies’ room to see what she can do about her conservative appearance. Using more button prompts, players help her apply makeup, undo a couple blouse buttons, and tear off the lower edge of her skirt. Back outside, her dancing combined with her new appearance gets Paco's attention and he invites her over. Madison suggests they go somewhere more private.

As they go up to Paco's office, Madison checks on the gun in her purse to give her the confidence to face the potentially dan- gerous situation. As soon as she enters, Paco

68 САМЕ INFORMER

ushers her to the other end of the room, haphazardly tossing her purse onto a c along the way. When he asks Madison to strip, several gameplay options float around her blurring in and out of focus. At first she tries to talk her way out of the room, but Paco pulls a gun and forces her to continue. Madison removes her blouse and skirt and casually moves toward an end table. As Paco is entranced, she grabs a lamp from the table and smashes him in the face.

When the scene fades back in, Paco is tied to a chair and a fully clothed Madison approaches him. Using the motion capabili- ties in the DualShock 3, the Quantic Dream developer giving the demo swings the con- troller a few times, translating to Madison slapping Paco across the face until he wakes up. When he comes to, Madison points a gun at him and asks about an apartment that he rents out that may be connected to the Origami killings.

Suddenly, one of Paco's bodyguards knocks on the door and asks if everything's OK. Players have only a few seconds to select what to do next. Madison ends up going the sexy moan route and the guy decides to give his boss some privacy. She then crushes Paco's groin in a vise-like grip until he gives up the info. Madison then escapes shaken, but unharmed.

With Heavy Rain's flexible branching paths, things could have turned out much differ- ently. Madison could have died at several points in the encounter and there would have been no game over screen. The story, Quantic Dream says, just adapts and con- tinues down a new path. We can't wait to meet the remaining two protagonists in the upcoming months to see if they, too, can dodge a grisly end. IB i 8

Hopefully, Elaine's thumbs ир and kick dance from Seinfeld will be a hidden unlockable

XBOX 360

Alan Wake

> STYLE 1-PLAYER ACTION/ADVENTURE > PUBLISHER MICROSOFT GAME STUDIOS > DEVELOPER REMEDY > RELEASE SPRING 2010

STILL EXISTS

uthors have a way with words. Like a war-

lock crafting а spell, a good writer knows

how to use the symbols on a page to

convey meaningful concepts. An expert writer can make a story come alive as you read it, but the story doesn't come alive on its own. Unless that author is Alan Wake.

Alan is vacationing with this wife in the fictional coastal town of Brightfalls when he discovers pieces of a book manuscript written in his name. The supernatural thriller recounts events happening in the small town, but he doesn't remember writing it. What's stranger is that these events are slowly coming true. When Alan's wife goes missing, he begins a frantic search for the missing pages of this book, hoping they'll lead him to his wife.

During the ЕЗ presentation, Alan is heading to meet a local patrolman named Rusty who claims to have several pages of Alan's mystery novel. Just as Alan approaches the barn where Rusty has agreed to meet, the windows flash with a howl of gunfire. By the time Alan gets inside the floor is covered in blood, and Rusty has escaped into the nearby forest. Alan pursues him and his mysteri- ous attacker.

Alan's real enemy is the darkness, a seemingly spiritual entity that can possess objects, animals, and people. If Alan wants to survive his adven- ture he'll need to fight off this darkness with light. Any object in the environment could be a threat. Several objects randomly attack Alan during his trip through the forest, but Alan quickly dispels these

Poltergeists with the focused beam of his flashlight. Unfortunately not every enemy is so easily pacified.

As Alan pursues Rusty and his book pages, a couple giant pine trees fall over, and a few shadowy human figures emerge from the foliage. These face- less enemies are engulfed in a darkness shield, and Alan must use light to remove these shields before they can be damaged by gunfire. Special items, such as flares, can protect Alan when dangerous enemies come out of the woodwork by the dozens. If things get too hairy, Alan can throw a flare at his enemies and shoot it while it's in the air to create an explosion that does massive damage to any monster in the vicinity.

Alan starts up a gas generator to shield him- self with powerful floodlights, then takes refuge in a nearby home. But nowhere is truly safe, and outside a large diesel motor roars to life. It belongs to a nearby bulldozer, which drives itself into the side of the house, pushing the whole structure into a nearby lake. Just as Alan is about to descend into a watery grave, the words “to be continued” pop onscreen.

Alan Wake has been in development for a long time. During that process it has taken on some strong survival horror tones, but Remedy promises that the adventure elements first talked about when the game was announced are still present. While we still have nearly a year before this spooky narrative finally hits the Xbox 360, it looks like the title will be worth the long wait. Bl Ill a

Alan Wake's levels are z structured Ке: a televisioi ` show, complete with “previously оп“ recaps and cliffhanger S endings

Remedy showed off a brief driving scene during our demo, but we're still not sure how integral these sequences will be to the overall experience

previews

GAME INFORMER" 69

Wi Giant boss battles are so passé. New for 2009? Giant crotch battles

70 GAME INFORMER

Bi "Locked! Now where have I seen that shape before...”

PLAYSTATION 3 І XBOX 360

Castlevania:

Lords of Shadow

> STYLE 1-PLAYER ACTION > PUBLISHER KONAMI

> DEVELOPER KOJIMA PRODUCTIONS/MERCURY STEAM > RELEASE 2010

FREE TO DESTROY

ans of Castlevania can look forward

to beginning a new, ass-whipping

adventure in 2010 one that

gamers have unwittingly known about for quite some time. This year at E3, Konami revealed its previously announced action title, Lords of Shadow, is really the latest installment of the beloved vampire- slaying franchise.

Described by Konami as a “radical re- imaging” of the series, Castlevania: Lords of Shadow is a collaboration between the Madrid-based Mercury Steam (creators of Clive Barker's Jericho), and Konami's Kojima Productions. This puts oversight of the project in the hands of Hideo Kojima, the mastermind behind the Metal Gear franchise an interesting and unexpected change for the series.

While we're sure hiding in the medieval equivalent of cardboard boxes is definitely not part of the “re-imagining,” Castlevania fans can say goodbye to teleport rooms and health-bestowing candles; both the gameplay and storyline are heading in new directions.

Taking place during the end of days, play- ers must struggle to bring balance to a world plagued by undead souls and evil creatures. We're holding out hope that Dracula will be somewhere among the ranks of the Lords of Shadow, but even if he is, it won't be a member of the Belmont family tasked with dispatching him. This time the protagonist is Gabriel, a holy knight belonging to the

Brotherhood of Light who is guided by the soul of his dead wife.

Konami has also ditched the Belmont lineage's infamous Vampire Killer whip. The whip is replaced by the awesomely sacrile- gious-sounding "Combat Cross,” a monster hunter's version of a Swiss Army knife which, coincidentally, features an extendable chain whip. It's good to see some aspects of Castlevania made the transition, and it will come in handy for those times when you want to latch onto the eye of a gigantic, muscle-bound ogre.

Judging from the trailer at E3, the gameplay looks like the unholy lovechild of God of War and recent installments of Ninja Gaiden, with a Southern European twist. Set in the Middle Ages, Lords of Shadow is full of Gothic architecture, religious imagery, and werewolves! Completely absent from what we saw, however? Vampires.

We're not sure if straying from Castlevania's tried-and-true formula is a good idea, and with Konami merely stating that Kojima Productions is offering "advice and support," it's hard to tell how much the legendary Hideo Kojima is involved in the project. But if the final game can live up to the excitement caused by the trailer (which also revealed the voice talents of Patrick Stewart and Robert Carlyle), Lords of Shadow may finally give gamers a 3D action title worthy of the Castlevania name, even if some series staples are missing. BI Wi i

PLAYSTATION 3 | XBOX 3601РС

Brink

> STYLE 1-PLAYER ACTION (16-PLAYER ONLINE) > PUBLISHER BETHESDA SOFTWORKS,

> DEVELOPER SPLASH DAMAGE > RELEASE SPRING 2010

THE BRINK OF CONVERGENCE

eveloper Splash Damage is known

for creating great multiplayer addi-

tions to previously existing fran-

chises. With popular games like Wolfenstein: Enemy Territory and Quake Wars proving the developer's mettle, Bethesda is giving the talented team a shot to make its mark with a title all its own, Brink.

In Brink's near future story, it looks like Al Gore wasn't just whining about global warming to sell books and DVDs. In the year 2035, the polar ice caps have melted to the point where the ocean has engulfed most of the continents. The only refuge? An awesome life vest, or citizenship in the gated, floating metropolis of Ark. As the Earth’s land mass dwindles, a war has erupted between Ark's population and those seeking entrance. The once model green habitat is now a war zone overrun with guns, explosives, and desperation.

Ark is the testing ground for Splash Damage's new dynamic gameplay model,

which blends single-player, six-player co-op, and 16-player multiplayer modes into a unified experience by way of charac- ter persistence across all gameplay modes. Players pick sides between the resistance and the Ark security forces, customize their character, and develop skills by fragging enemies and completing mission goals. Even the battle experience is customizable, as players can change their role in the battle on the fly to earn more experience points by clearing more difficult objectives. The action goes beyond the typical FPS fare thanks to the SMART button, which allows players to move through the envi- ronments like a parkour runner, contextu- ally vaulting over barriers and climbing to higher elevations. Like Mirror's Edge, the movements look natural and don't disrupt players from training their eyes on threats. We're not sold on the "virtual texturing" art style, but the clever new ideas at play make Brink а game worth tracking. в ШШ

a

With the SMART button, players can vault across environ- ments like a parkour runner

“Give me your weapons, your armor, and your HGH.”

PLAYSTATION З І XBOX 360 | PC

Borderlands

> STYLE 1-PLAYER ACTION (4-PLAYER ONLINE) > PUBLISHER 2K GAMES

> DEVELOPER GEARBOX SOFTWARE > RELEASE OCTOBER

BRING AN EXTRA LOOT BAG

ith its hot new art style the first

thing that gets mentioned in dis-

cussions, it's easy to lose track

of Borderlands other endearing qualities: the open-world structure, heavy RPG elements, four-player co-op, and insane amount of weapons to peruse on the carcasses of your fallen foes. The ЕЗ demo given by Gearbox Software president Randy Pitchford gave us more insight into the game's promising action.

Borderlands takes place on Pandora, a wasteland planet populated by bandits, dangerous alien wildlife, and tons of loot. Treasure hunters from around the galaxy flock to the planet in search of powerful alien technology. Though the world looks like a dustbowl, the muted, cel-shaded art style makes it vibrant and inviting.

Like a classic RPG, players choose from four upgradeable characters. The soldier is a weapons expert whose specialties are shotguns, assault rifles, and shield turrets. The agile Hunter prefers to kill with melee weapons and sniper rifles, and is aided by his winged friend the Bloodwing, which can also be upgraded to improve its attacks.

The Siren uses strange alien technology like the Phase Walk, which allows her to move undetected through enemy ranks and lay waste to unsuspecting troops. The Tank is the bruiser who can lay waste to enemies with brute strength, rampages, and heavy weapons like missile launchers. These persistent characters retain all of their skills whether you're grinding through single player or teaming up in the four-player co-op.

With a huge open world, 20 to 30 nar- rative missions, over 100 side quests, and untold numbers of minions to dispatch, Borderlands is heavily inundated with loot. Each dead enemy drops weapons, which are color coded to quickly tell you if they are worth pocketing. A quick button allows you to automatically equip a new weapon if it's better than yours. As with Diablo, stronger enemies (dubbed "badass" in the game) drop better gear. With fast-paced action, strong co-op, and this much variety, we can't wait to gather some treasure hunters and start exploring this promising wasteland. Bi B ш

GAME INFORMER 71

¿s previews

PLAYSTATION 3 | XBOX 3601 PC

Homefront

> STYLE 1-PLAYER ACTION (MULTIPLAYER TBA)

"S PUBLISHER THQ > DEVELOPER KAOS STUDIOS > RELEASE ТВА

THE NEXT FRONTLINE

eveloper Kaos Studios’ last game, Frontlines: Fuel of War, drew mixed reactions from critics and fans. The company is taking another shot at near-future combat with Homefront, a recently announced first-person shooter that takes place in an America occupied by a foreign power. The game's ЕЗ demo is a grip- ping, intense demonstration of Homefront's capabilities. The single-player game starts in a sleepy refugee village in the Colorado moun- tains. Players take control of a hero of the

Kaos assures us that Homefront will feature many near-future gadgets, all based on current military research

You won't find any fault in the environmental detail

American resistance who wakes up wounded in this dirty hamlet. The local leader gives a tour of the facilities, touting the citizens’ industry in getting enough electricity flow- ing for a few hours of power every night. Throughout this exchange, it's obvious a lot of work has gone into Homefront's story presentation. Facial expressions, ambient sounds, and detailed artwork make this gath- ering of poor American refugees believable. Unsurprisingly, the unnamed occupying power makes an appearance. These masked antagonists burst onto the scene firing out

of fearsome black APCs. Using an RPG, the player takes out one as it charges into the town square. The flaming wreck screams past a few feet to the player's left, thanks

to the game's ability to direct dramatic moments toward the player's location. As refugees exchange fire with their enemies, it quickly becomes clear that the Americans are badly outgunned.

The leader directs the player to pick up a nearby laser designator and choose a target for the Goliath. Upon doing so, a massive six-wheeled battle tank crashes through the

lower floor of a dilapidated house and trains а military-grade laser on one of the attacking APCs. The resulting fireworks are awe-inspir- ing. Guided by the player's laser, the Goliath makes quick work of the rest of the invading force, ending the demo.

Based on what we've seen, Homefront should easily eclipse Kaos' previous efforts. Though it wasn't shown or talked about in detail, large-scale multiplayer is a major com- ponent of the game as well. It may only have been a brief E3 demonstration, but what little we've seen of Homefront looks good. ш

Cover plays a large role in combat; the gameplay is typical FPS fare

Aren't you supposed to wash the clothes before hanging them out to dry? |

E Online play is the majority of Lot's draw

League of Legends: Clash of Fates

> STYLE 1-PLAYER STRATEGY (MULTIPLAYER TBA) > PUBLISHER RIOT GAMES

> DEVELOPER RIOT GAMES > RELEASE SEPTEMBER

m Yeah, there's some kind of robot dinosaur breathing fire at a bunch of hovertanks

XBOX 360 | PC

Supreme Commander 2

> STYLE 1-PLAYER STRATEGY (MULTIPLAYER TBA) > PUBLISHER SQUARE ENIX

> DEVELOPER GAS POWERED GAMES > RELEASE 2010

DEFENDING NEW ANCIENTS

assively popular Warcraft III mod Defense of the Ancients. is a game unto itself. Much of the talent behind that mod now works full-time at Riot Games on League of Legends. Having played the game extensively at E3, we can confirm that it belongs in the top tier of PC titles coming out in 2009.

In control of a single champion, players fight to turn the tide of battle between two Al armies, much like in Demigod or DotA. Champions gain levels and money to buy new items with, dramatically grow- ing in power over the course of 15-30 minute matches. The gameplay is familiar to anyone with any experience in the subgenre. Many aids for newbies, from suggested item purchases to detailed tooltips, are available to smooth out the learning curve.

The variety on display is remarkable. Each of the dozen or so champions playable at E3 has a distinct gameplay style. The items on sale at the shop allow uncountable

MA leveled-up champion is an incredibly powerful wrecking machine Р

ways to customize your champion. Much more will be available in the final game, so players won't run out of combinations and builds to try any time soon.

A significant persistent element is pres- ent as well. Players gain access to different (though not necessarily better) abilities as they gain experience, any two of which can be brought into a single match. Advanced stat tracking and matchmaking, as well as server-hosted games, should make the online experience pain-free.

League of Legends’ most striking feature is the incredible polish evident in every aspect of the game. Every question we asked about a common problem in DotA from advanced topics like kill denial to basic issues such as the harsh newbie environ- ment garnered an exhaustive response detailing the steps being taken to remedy it We've spent a lot of time with DotA and similar games, and League of Legends is dearly the most exciting title in the sub- genre to date. ШШШ

SMOOTHING THINGS OVER

his real-time strategy title is backing

off of the more radical designs of its

ambitious predecessor, while at the

same time moving further down a path never trod by the rest of the strategy genre. Supreme Commander 2 is far from a standard "bigger, better, more!" sequel, and we came away from its E3 showing impressed.

The demanding economic model of the first game is toned down in the sequel. SupCom 2 is still very much a resource- driven game; don't expect a completely different gameplay experience. However, Gas Powered Games wants players focused more on the action and the impressive spectacle of hundreds of units blasting each other away with imaginative sci-fi weaponry.

Upgrading has been similarly revamped. Players now progress along a global research tree like in a typical 4X game. Units receive improved capabilities as you devote more resources to technology,

" т

rather than being replaced by new troops. We saw a fleet of tanks suddenly grow anti- aircraft cannons as appropriate research fin- ished, and Gas Powered Games assures us there is much more where that came from.

Several technical breakthroughs dramati- cally improve the game's performance. Gas Powered Games claims the sequel runs noticeably better than the original, pushing more impressive visuals at higher framer- ates on the same hardware. In addition, the developer is handling the Xbox 360 version itself this time around, so console players shouldn't be stuck with such a sub-par port as the original.

The altered vision for the game sounds promising. On top of everything else, Gas Powered Games hopes to tell a more engaging story with help from publishing partner Square Enix. We're looking forward to seeing more as we near SupCom 2's 2010 release. I Ш 8

GAME INFORMER. 73

5 previews

Wi Sports Resort

> STYLE 1 TO 4-PLAYER ACTION/SPORTS > PUBLISHER NINTENDO

> DEVELOPER NINTENDO > RELEASE JULY 27

CASUAL LEADER

artially due to its simplistic, family-friendly

controls, and partially due to the fact that

it comes packaged with the console, the

original Wii Sports is one of the most played Wii games. Even today, when uninitiated friends and family come over to play the Wii, they are often introduced to the experience with bowl- ing or tennis. While the original title felt like a col- lection of slightly evolved tech demos that many quickly tired of, the competitions in Resort are well rounded minigames gamers might play beyond giving friends a Wii taste-test.

The game starts by parachuting players onto a tropical resort called Wuhu Island. The first thing players see is their Mii jumping out of a plane, and the Wii remote determines the Mii's movements as it falls through the air. To familiarize gamers with the new Wii MotionPlus controls, players can per- form a host of mid-air tricks. Once your Mii's feet are firmly on the ground, however, you can partici- pate in up to 12 different events. Here is a quick rundown of the activities you and your friends will play during your resort vacation.

Air Sports You hold the Wii remote like a paper airplane and puppet an onscreen plane, which you can use to tour the island. Air sports also features a dogfighting multiplayer mode. Resort's opening skydiving sequence also falls under this umbrella.

Archery Pulling back the nunchuk like a bow- string while holding the Z button opens an aiming cirde. The circle slowly shrinks to assist your aiming at various targets, but if you wait too long, you are thrown out of the view and have to re- draw the bow.

Basketball The Wii remote measures the arc of your throw as you compete in three-point shoot- outs or jump into three-on-three pickup games.

Bowling This fan favorite returns. In addition to the standard 10-pin game, a 100-pin game lets

you knock down an army of pins, and a mode called Spin Control sees how well you can bowl past a lane filled with obstacles.

Canoeing Swing the remote like an oar to navi- gate your canoe through a watery obstacle course, racing friends and the computer to the finish.

Cycling Race around the island with 30 other cyclists as you twirl the remote and nunchuk like pedals. Cyclists need to draft behind racers to catch some tailwind, but if you pedal too hard, your Mii could tire out.

Frisbee Nintendo has already showed us its Frisbee fetching dog, but that's not much of a game. A Frisbee golf course should appease all those links players too hip for clubs.

Golf The other returning sport. Aside from two 18-hole courses and improved Wii MotionPlus controls, not much has changed.

Power Cruising This is the Jet Ski event Nintendo initially announced with the game. In addition to speeding through slalom courses, you'll also be able to take on your friends in head-to- head races.

Swordplay In addition to the Duel mode Nintendo showed off at last year's ЕЗ, you'll be able to race against friends to cut household items in half or fight off hordes of evil Miis on your own.

Table Tennis Similar to the table tennis game found in Wii Play, but now you have greater con- trol over the ball. The Wii MotionPlus allows you to twist the remote during your volleys, adding extra backspin to your lobs.

Wakeboarding Turn the Wii remote on its side, holding it like a classic controller. You can ramp off jumps and perform tricks as a boat pulls you through a lagoon. i m s

m Look at that guy with по © legs. How is he standing up? That's amazing!

W We're pretty sure you won't be able to whack the ducks around with the oar

$ previews

NINTENDO DS

The Legend of Zelda:

Spirit Tracks

> STYLE 1-PLAYER ACTION/ADVENTURE (4-PLAYER ONLINE) > PUBLISHER NINTENDO

> DEVELOPER NINTENDO > RELEASE FALL/WINTER

ALL ABOARD!

he success of Phantom Hourglass

has brought an inevitable sequel, but

Nintendo's vision for this follow-up

moves the series past its traditional fan- tasy setting and into an industrialized age.

If Link's traveling by train is any indicator, his faithful steed Epona may be stabled in a glue factory. The railroad system is used for more than just speeding up the blonde bombshell's means of travel through Hyrule. While conduct- ing the train, Link can sound the whistle to frighten animals that have stupidly taken to napping on the tracks, and more impressively, he can mount a cannon to blow away enemies intent on derailing his luxurious ride. As Link charts the best route through hostile territory, he also has to keep an eye on the engine's speed.

While the name of the game implies some sort of ghost train, the "Spirit" may actually be a play on another aspect of Link's adventure. Within a dungeon we played at ЕЗ, Link was joined by a phantom companion, a large lum- bering purple suit of armor that could be con- trolled by sacrificing control of Link. The Armor is immune to fire, which came into play in a number of different puzzles, such as Link jump- ing on its shoulders to cross a lava pit, or having it standing in the way of fire spray so that Link could cross safely. Switching between characters is as easy as tapping an icon on the screen.

If you feel like a fool blowing or yelling into your DS microphone, you may want to avoid playing Spirit Tracks on the subway or airplane. By blowing into the microphone, Link can once again summon a gust of wind, this time in the shape of a green whirlwind. We used this power against a gigantic beetle-like boss. For whatever reason, a cloud hides the beetle's backside. If you run behind him and blow into the micro- phone, the whirlwind evaporates the cloud, revealing a sensitive spot for a sword strike.

In a roundtable discussion, Zelda mastermind Shigeru Miyamoto announced Spirit Tracks offers four-player multiplayer with the inclusion of com- petitive train battles. Here's hoping that head-on collisions are a part of this vision. Bl Bl I

Nothing says "you look cool" ап blowing into your DS's microphone

NINTENDO DS

Mario & Luigi: Bowser’s Inside Story

> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER NINTENDO > DEVELOPER NINTENDO/ALPHA DREAM > RELEASE FALL

E The phantom is controlled

ELEC DEDE ^ ANATOMY OF A VILLAIN

he handheld Mario RPGs have The gameplay is similar to the other Mario always been both hilarious and a RPG titles, albeit with some clever new blast to play. This latest adventure twists. The A and B buttons control Mario for the world's favorite plumbing and Luigi as they move through a 2D world brothers should be no exception. Never inside Bowser's body. Whether playing as а company to turn down a good pun, Bowser or the two brothers, the focus is Nintendo recently announced Bowser's on dearing the way or otherwise aiding the Inside Story, a journey that takes Mario and other party. For instance, Mario and Luigi Luigi into the body of their long-time rival. travel to the big green guy's arms to pump The story finds the normally heated adver- up his muscles, and Bowser drinks a bunch saries working together to some degree, of water to clear debris out of the way of although to different purposes. Bowser is the plumbers inside him. out to stop another arch-villain who is trying As we expect from the franchise, the visu- to take over his castle, while Mario and Luigi als look colorful and detailed, and the brief are out to rescue you-know-who, since she's snatches of dialogue we saw were both

managed to get swallowed by the big guy funny and quirky. We came away impressed as well. with the amusing new direction. B IB II

| E The gauge on the right

allows you to alter your speed, and go in reverse should you. have missed your split

Welcome! I've found some really awesome

GAME INFORMER 75

Mini Previews With Big Pictures

PLAYSTATION 3 | XBOX 360

Avatar

15

James Cameron's Avatar looks to change the world of film this December. While our expectations for the Ubisoft game aren't nearly as high, this third-person shooter still could deliver a good time. Set in the 22nd century, Avatar takes place on a small moon called Pandora, inhabited by an indigenous race called the Na'vi a sentient, eco-friendly species who look like 10-foot-tall versions of Nightcrawler. War breaks out between the Na'vi and a group of humans who have touched down on the planet and started mining its resources. Players take control of a member of the RDA Corporation, and will eventually have to take sides. Like the film, the game supports 3D technology, and should hit consoles prior to the movie's release.

XBOX 360 | PC

Arcania: A Gothic Tale

Is it Gothic IV or isn't it? In some ways, Arcania is both. Seeking a fresh reboot for American audiences who lacked the patience for the often buggy and unpolished Gothic series, European publisher JoWood is moving in a new direction with this action/RPG. Like Gothic before it, Arcania is set in an expansive open world and gives players remarkable freedom to shape its destiny. Unlike its predecessors, Arcania adopts modern RPG conveniences like minimap-based quest tracking, a Fable-like progression system, and lock-on combat. If JoWood can solve some of the technical issues that have plagued the franchise for years, this first console outing could be a nice surprise when it releases this November.

76 САМЕ INFORMER

PSP

Soulcalibur: Broken Destiny

Broken Destiny isn't a straight PSP port of Soulcalibur IV, but it's pretty close. The character list is trimmed down from the console entries, though it includes many old favorites, plus a guest appearance from Kratos. Most of the gameplay systems are intact, including the armor breaks and critical finishes introduced in the last console version. Broken Destiny lacks online multiplayer, though local wireless play is available. Even so, a faithful Soulcalibur experience on a portable system is worth something. Namco plans to release Broken Destiny on September 22.

= photophile

PLAYSTATION 3 Demon’s Souls

Players take the form of dead adventurers trying to collect enough demon souls to return to the world of the living in this free- roaming action/RPG. Though the action feels stiff relative to the fluid acrobatics of God of War, Demon's Souls offers innovation

in different areas. A unique online component replays the final moments of other players’ deaths if you touch the bloodstains where they perished, and three-player cooperative and four- player competitive online options exist for more direct interaction. Gameplay is modeled in some ways after the roguelike genre, with punishing difficulty and limited resources creating the kind of challenge we don't see often any more. Demon's Souls comes to our shores this fall courtesy of Atlus.

PLAYSTATION 3 | XBOX 360 Nier

. Considering Square Enix's expertise with grim heroes. wielding giant swords, it was only a matter of time before the company stepped into the third-person action/adventure space. The result of this foray is Nier, a stylish combat game in development at Cavia (the studio to blame for Bullet Witch) and slated for 2010. Using a mix of weapons and magic, Nier slays

_ legions of shadowy foes in his search for a cure to a virus that has infected his daughter. He integrates a

variety of weapons into his combo-laden attacks, each with different strengths and special moves. How Nier will distinguish itself from its competition (like God of War Ш and Bayonetta) remains to be seen, but as long as it clears the bar set by The Bouncer, this should be a step forward for Square Enix in the genre. n

NINTENDO DS

Golden Sun DS

PLAYSTATION З І XBOX 360 | Wii | PSP | NINTENDO DS

LEGO Indiana Jones 2: The Adventure Continues

If you have a copy of LEGO Indiana Jones lying around, pick it up, and throw it into the trash. LucasArts apparently views its first attempt as garbage, as LEGO Indiana Jones 2 is essentially a remake of the original game. This means you must play through Raiders of the Lost Ark, Temple of Doom, and The Last Crusade again with completely new levels and challenges. The game also includes Kingdom of the. Crystal Skulls for the first time, so you get to nuke a fridge and ride on a motorcycle as Indy's son, Mutt Williams. This seque! boasts over 60 playable characters and newly enhanced whip mechanics. This game also does what all LEGO games should, but for whatever reason haven't it allows players to build their own levels and objects in the new Build Your Own Adventure mode. If you play co-op, you are no longer bound to staying close to the other player. You can now venture off on your own a move the game handles through an on-the-fly split-screen shift. Is this enough new content to warrant playing the same stories again? We have to wait until the game releases this fall to find out.

Nintendo teased the return of

classic Game Boy Advance RPG

series Golden Sun in its E3 press

conference, but the company was _

unwilling to discuss anything more |

specific than the fact that the game

exists. The graphical style has

shifted to 3D from its hand-drawn

2D roots, and original developer

Camelot still holds the reins. It

seems protagonist Isaac is back as

vell, judging from the gameplay.

teaser. What little Nintendo has

revealed should tantalize RPG fans. i 2 3 Even without much to go on, Golden Sun DS looks like a promising addition to the DS catalog.

GAME INFORMER 77 |

SELECT TRACK...

PLAYSTATION 3 | XBOX 360

Def Jam Rapstar

Thank God someone is finally going to make us forget Eidos’ horrid Get On Da Mic. Def Jam Rapstar is a unique partnership between the legendary record company, developer Terminal Reality, and new production company 4mm Games (founded by some Rockstar Games ex-pats). The game aims to be much more than just a

rap karaoke game, although with its full speech recognition and phonetic sensing it delivers an accuracy of gameplay that we haven't yet seen in a vocal oriented music title. By offering players the chance to create their own custom videos, form “crews,” battle other regions in multiplayer contests, and even upload freestyles over new custom beats, Def Jam Rapstar hopes to become the platform by which the next generation of great rappers are discovered. For the rest of us, there is plenty of fun to be had performing hits by superstars like Kanye West, T.I, Rhianna, Young Jeezy, and the Notorious B.I.G.

East India Company

Final Fantasy Crystal Chronicles: The Crystal Bearers

Economically minded strategy games are becoming increasingly uncommon, but Paradox's East India Company proves the subgenre isn't dead. As the trading company of one of eight great colonial powers in the 17th and 18th centuries, players vie for access to ports and goods as they turn a profit shipping valuables between Europe and India. Under the hood, an in-depth economic model determines prices, supply, and demand. Diplomacy with neutral ports and rival powers is a powerful tool in securing lucrative trade routes, but no less important are the size of your guns. Tactical naval combat, which is as visually impressive as Empire: Total War's, is the final piece of the puzzle. East India Company will be available July 28th, so look for our full review soon.

Wii | DS

Drawn to Life: the Next Chapter

For better or worse, the Crystal Chronicles series has served as an avenue for experimentation under the Final Fantasy banner. Crystal Chronicles titles always try something different, from connectivity to cross-platform play, and the newest entry is no exception. The Crystal Bearers is the first Final Fantasy title developed solely for the Wii, making extensive use of motion-driven controls that range from piloting airships to shooting enemies out of the sky. The protagonist, Layle, possesses a magical crystal that grants him telekinetic powers also activated with the Wii remote. Square Enix hasn't nailed down a release date yet, but since the game was announced back in 2005, action/RPG fans shouldn't have much longer to wait.

Combining user creativity with traditional platforming, the first Drawn to Life allowed players to bring their drawings into the game using the DS touch screen. Planet Moon Studios and THQ are taking the concept even further for the next entry, this time on the Wii, In addition to more customization options for your hero, you'll use the Wii remote and new drawing tools to create even more outlandish objects. And

no, we are not using “outlandish objects" as a euphemism for genitalia. Each level will surround you with your own bizarre versions of flowers, platforms, and special items. A new DS installment of the same name is also in the works at 5th Cell (the developer of the original), but it is a separate experience that picks up the story where the Wii game leaves off. Look for both titles this fall.

Wii

Shaun White Snowboarding: World Stage

The Wii version of Shaun White Snowboarding fared much better than the PS3 and Xbox 360 games, so it makes sense that Nintendo's console is the only one receiving a sequel this holiday. Picking up where Road Trip left off, players continue traveling the world as a part of Shaun's crew, but this time you're going pro. From a half pipe in the middle of New York's Times Square to the most prestigious competitions in France, Canada, and Japan, Wii snowboarders (or balance boarders) face off against the best of the best in up to 75 different worldwide challenges. At any point in the game, up to four people can steeze over the slopes together in the game's co-op campaign. We just hope Ubisoft expands Shaun's simplistic trick system.

78 GAME INFORMER

OPES

photophile

NINTENDO DS Picross 3D

The Picross series is one of Game Informer's all time favorite puzzle franchises. If you haven't played the excellent Picross DS, do so now we'll wait. Okay, now that you've finished the game, get ready for HAL's dramatic reinvention of the classic. Picross

3D is exactly as the name suggests. Instead of the familiar grid system, you now create various shapes by removing blocks from a 3D cube based on the numbers on the edges that display how many blocks are grouped together in that row. In essence, it's

the same formula as traditional Picross. It sounds complicated, and can be at times. Will this move to 3D be off-putting for longtime fans? It's too early to say, but kudos to Nintendo and HAL for pushing this series in a new direction.

The*hidden shapeshas $ been reyealed! =

= = Touch the ican ъп the?

top-right of the TOUCH а Screen to continue. *

3 L Я

Т A

To remove a cube from the block, touch it while holding up on the +Control Pad. (Left-handed players can use the X Button)

PSP

LittleBigPlanet Portable

Sackboy is so cute we want to take him with us wherever we go. Sony anticipated our desire and is hard at work on a portable version of Media Molecule's hit PS3 platformer. Just like its console brethren, players can create their own diabolical levels, and then set them loose on the world and race through them with friends. Uncreative individuals will be happy to know that this version of LittleBigPlanet also features a brand new adventure mode filled with levels developed specifically for the PSP. If the release date rumors hold true, you Should be able to take Sackboy with you as you do all your holiday shopping.

PLAYSTATION 3

EyePet

For all the talk of Microsoft's Project Natal at the conference, most overlooked Sony's EyePet, which actually does much of what Natal intends to do with Sony's already released PlayStation Eye camera. Unlike most virtual pet games, EyePet uses the camera to project you and your virtual pet onscreen together in your own living room. From there you can tickle it, play fetch, or even scan in pictures you draw to create things like toy cars for it to play with. You can even customize the look of your pet with over 250 unique items and clothing options. Because it's running on the PS3, the game features animation and character models that are leagues beyond the DS pet games released to date. Based on the trailer Sony ran at ЕЗ, this family-oriented game features some impressive and forward-looking technology. A release date has yet to be determined.

GAME INFORMER 79

NINTENDO DS Scribblenauts

This innovative and clever game design concept comes to us courtesy of Warner Bros. Interactive and 5th Cell. You help Maxwell through 200 levels on his quest to gather the starites. Each starite can only be reached by creating objects, which you summon by writing their name on the screen. If a starite

is stuck in a tree, you might write “ladder” to create a ladder and climb to the top, “airplane” so you could fly there, or “axe” to just chop down the tree. Any solution you think of should work, and each level has a par for the number of items you can create to complete the level. Warner Bros. claims the game will recognize over 10,000 objects, which sounds amazing, and the game even corrects your spelling mistakes. Warner Bros. is prepping the game for a fall launch.

м = S 1 PLAYSTATION 3 | XBOX 360 | Wii I PLAYSTATION 2 | PSP | NINTENDO DS

Star Wars: The Clone Wars Republic Heroes

Despite the spectacular disappointment of the animated Star Wars: The Clone Wars movie, the television show on Cartoon Network has a devoted following. The hallmarks of the show, like a cool cast and plenty of lightsaber combat, are also

the focus of the upcoming Republic Heroes. The story picks up right where the

first season ends, putting you in control of Jedi heroes like Mace Windu and Aayla Secura. Sometimes you must rely on brute force instead of the Force as you play through levels designed specifically for your favorite clone troopers, like...the yellow one? With two-player co-op and lots of battle droids to destroy, the fight for the Republic is likely to get a few more soldiers when this game hits in September.

80 САМЕ INFORMER

2

620-

*Hit(s)

D.

m pU,

Kit)

Ren 1007100

Sin and Punishment 2

The original Sin and Punishment released on the Japanese N64 in 2000. Seven years later, the game finally made its way to the states via the Wii's virtual console.

- Nintendo won't be making us wait that long for the sequel to Treasure's spastic

shooter. Copying Space Harrier's fashion sense, Sin and Punishment's characters wear jetpacks and take to the skies following scripted flight paths during combat, though the game is still basically an on rails, over-the-shoulder shooter. In addition to the various long-range attacks, players can take down waves of enemies that get too close with special sword attacks. Nintendo hasn't announced an official release yet, but we expect this one in early 2010. :

PC Torchlight

Out of the wreckage of Mythos developer Flagship Seattle comes Runic Games. The team also includes key members of the team behind 2006's well-regarded action/ RPG Fate. Its first project, isometric dungeon-crawling hack n' slasher Torchlight, is

in the same vein as those two titles. The single-player game, which will be priced

in the $20 range, will ship with powerful editing tools intended to allow modders unprecedented power to create their own adventures. Torchlight's online offering

is free to download and play, incorporates all the community features modern RPG fans expect, and is supported by some form of microtransaction model. The game is in the early stages of development and therefore didn't have a huge showing at ЕЗ, but the team's track record is enough to interest us nonetheless.

Se photophile

PLAYSTATION 3 | XBOX 360 | Wii LEGO Rock Band

The Beatles is getting the lion's share of

attention for the franchise right now, but % LEGO Rock Band may end up being the first | Mi choice for families and younger gamers when E it releases this holiday. Traveller's Tales and ibi

Harmonix join forces to deliver this amalgam of their two hit franchises. The song list highlighted by catchy tunes like Carl Douglas" "Kung Fu Fighting,” Europe's "The Final Countdown,” and the Jackson 5's “1 Want

You Back" A Super Easy mode has been added for the youngest of rockers, but the higher difficulties are similar to other games in the franchise, so it won't be a simple ride for experienced players. Beyond the obvious visual overhaul, LEGO features show up in the ability to build characters, instruments, and your own personalized rock den for between shows. We played several songs and had a blast. If people don't mind the shift in tone for the music, the game could draw in a broad audience.

ET

again breaks the fourth wall as he cuts a bloody swath through his enemies. With his

best friend murdered, the revenge plot brings him back into the UAA tournament. PSP | PLAYSTATION 2 He'll need his new ability to wield two beam katanas to come out on the right side А H of these huge boss battles. Ubisoft will handle publishing duties in early 2010. Our Jak & Daxter: The Lost Frontier

hope for the game? More toilet related humor. Boy, that stuff is funny. It's surprising to see Jak and his furry little buddy headed to a portable console

instead of the PS3, but our first look at the game left us happy with the new direction. Picking up from the conclusion of the first trilogy, Jak is faced with a planet becoming dangerously short on the precious Eco resource. Searching for a cure,

the heroes head to the distant frontier at the edge of the world to find a solution, only to be challenged by a contentious group of sky pirates. Much of the gameplay focus has moved to titanic air battles with these opposing forces, but our brief time with the game showed that the classic platforming and ground action is still very much in place, including a cool gunstaff weapon that serves as Jak's primary tool of destruction. Look for the game to release toward the end of the year.

The Elysian Box and the facts we need to solve the mystery of his death are close by. I'm sure of it. Фф

NINTENDO DS Professor Layton and the Diabolical Box

Unlike many sequels, Professor Layton's latest outing doesn't tout a list of new features and mechanics. Instead, it gives players more of what they loved about the original: over 150 brain-bending puzzles couched in a chilling mystery. This time, Professor Layton and tagalong extraordinaire Luke investigate the death of the professor's mentor, Dr. Schrader. Once the duo cracks the case, the challenge can continue; as with the original, players can download 33 new puzzles one every week following the game's August 24 release. On the plus side, that's a lot of puzzles. On the downside, it's also a lot of listening to Luke say “Professor, I've solved it!" in his sissy voice.

GAMEINFORMER 81

theoretically, it seats 6.75 billion.

the INSIGHT. a new hybrid from Honda. the more

hybrid drivers, the better. For all of us. So we made the Insight appealing to everybody, with an i-VTEC* engine, the new Eco Assist" system and, most importantly, an affordable price tag. It's the hybrid designed

and priced for us all. The new Insight. Ө from Honda. for everyone.

insight.honda.com 1-800-33-Honda єх model shown. Eco Assist and the Eco Assist symbol are trademarks of Honda Motor Co., Lid., and may not be used or reproduced without prior written approval. $2009 American Honda Motor Co., Inc.

e

Fight Night Round 4

Fight Night Round 4 delivers another punishing knockout blow to gamers looking

for the best in video game boxing. The series' pioneering all-analog control scheme

is improved and streamlined, and a long and compelling career mode lets you take

your boxer from obscurity to legendary status. Plus, it's got the most impressive р lineup of classic and contemporary boxers ever assembled including Mike Tyson,

Muhammad Ali, and Manny Pacquiao.

Our crack (or crackhead, we can never decide which) review team tates games in a number of cat- 10 egories to help you sort out the

great from the stuff you'll hate. 9 Most games are reviewed by

two staff members, and you will 8 find both their oj ns on each

review. To make things a little 7 easier we have put together some definitions of what the numbers 6 mean, what we look for in a

game, and also a cheat sheet so 5 the newbies can understand our 4 advanced video game jargon. It is important to note that the Game 3 of the Month is determined only

by the main review score, not an 2 average of the two opinions.

84 GAME INFORMER 1

THE SCORING SYSTEM

Outstanding. A truly elite title that is nearly perfect in every way. This score is given out rarely and indicates a game that cannot be missed.

Superb. Just shy of gaming nirvana, this score is a high recommendation because the game reviewed is head-and-shoulders above its competition.

Very Good. Innovative, but perhaps not the right choice for everyone. This score indicates that there are many good things to be had, but arguably so.

Average. The game's features may work, but are nothing that even casual players haven't seen before. A decent game from beginning to end

Limited Appeal. Although there may be fans of games receiving this score, many will be left yeaming for a more rewarding game experience.

Passable. It may be obvious that the game has lots of potential, but its most engaging features could be undeniably flawed or not integrated into the experience,

Bad. While some things may work as planned, the majority of this title either malfunctions to varying degrees or it is so dull that the game falls short as a whole.

Painful. If there is anything that's redeeming in a game of this caliber, it's buried beneath agonizing gameplay and uneven execution in its features or theme.

Broken. Basically unplayable. This game is so insufficient in execution that any value would be derived in extremely small quantities, if at all.

Bam! The bottom of an avatar's shoe.

\

> Concept: What new ideas the game brings to the table and how well old ideas are presented.

> Graphics: How good a game looks, taking into account any flaws such as bad collision or pop-up.

> Sound: Does the game's music and sound effects get you involved or do they make you resolve to always play with the vol- ume down?

> Playability: Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the

playability, > Entertainment: Flat out, just how fun the game is to play. The most important factor in rating a game.

> Replay Value

High You'll still be popping this game in five years from now.

Moderately High - Good for a long while, but the thrills won't last forever.

Moderate Good for а few months or a few times through.

Moderately Low After finishing it, there's not much reason to give ita second go.

Low - You'll quit playing before you complete the game.

All Game d Equal

This is where Gl breaks down multi-plat- form games. So whenever you see this logo, there is important multi-system infor- mation regarding that product.

Content suitable. for persons 17 ages and older,

Content suitable for persons ages and older.

Content suitable for persons ages 6 and older.

Content suitable опу for adults.

Productis awaiting final rating.

ontent suitable for persons ages

Content suitable for persons ages

For our newer readers, here is a glossary of terms and acronyms that commonly арреа

REVIEWS INDEX

Battlefield 1943...

Bigs 2, The..

Call of Juarez: Bound in Blood...

Conduit, The ..

Damnatio

Fight Night Round 4...

Guitar Hero: Smash Hits..

Legendary Starfy, The.....

NCAA Football 10...

Overlord II...

Overlord: Dark Legend...

Prototype.

the magazine.

Video game veterans should move along (these aren't the droids you are looking for).

1080 - A resolution specification used for HDTV. 1080 stands for resolution of 1920x1080 pixels. The Y means that the video is being interlaced

1080p - Currently the best resolution for gaming ‘on an HDTV. In widescreen, 1080p generates ап image at resolution of 1920x1080 in progressive format

480p - Progressive scanning, this option (‘p= progressive), creates a picture signal with double the scan lines of a conventional interlaced picture, 480i ('T = interlaced), to create a noticeably sharper image. The 480p image offers higher

artifacts in а 640x480 pixel resolution setting

720р - A resolution specification used for НОТУ. 720p stands for resolution of 1280x720 pixels, The “p” means that the video is in progressive format

AX - A term we use for games like Civilization and Total War. The abbreviation means “explore, expand, exploit, exterminate”

action - A term we use for games like God of War and Devil May Cry

ad hoc - A type of wireless connection that. connects you with other players in your immediate vicinity.

Al ~ Artifical Intelligence. Usually refers to how well the computer reacts to human opponents or works with human allies

adventure ~ A term we use for games like Myst and Escape From Monkey Island

bloom ~ An effect that simulates the soft, blurred glow of bright light reflecting off of surfaces

board - A term we use for games like Scene It? and Mario Party

cel shading A technique used to create 3D rendered objects that resemble hand-drawn animation cels

CG ~ Computer Generated. Usually refers to cutscenes that don't use in-game graphics

DLC ~ Downloadable content. Usually takes the form of inexpensive or free add-ons to existing games

Picture resolution and eliminates virtually all motion : E3 ~ Electronic Entertainment Expo. A gaming

‘convention held every year since 1995. Itis one of the largest events in the gaming industry

first-party - A game made by a console manufacturer's intemal development teams exclusively for its own system.

fighting - A term we use for games like Mortal Kombat and Dead or Alive

FPS - First-Person Shooter. Describes games like Halo, Doom, and Call of Duty, Also used to denote the phrase “frames per second,” or how many animation frames happen in one second

framerate ~ The frames of animation used to generate the appearance of movement

frontend - A game's menus and options

HDTV - High Definition Television

HP - Hit Points. A numerical representation of a character's remaining Йе. Common in RPGs

HUD ~ Heads Up Display. The various status. indicators overlaid on the screen, like mini-maps and health bars

infrastructure - A type of wireless connection that uses the Intemet to connect with ofher players over long distances

IP - intelectual Property. A single game or franchise encompassing the ideas and characters contained within

isometric - Three-quarters top down view, like Warcraft 3 or Baldur's Gate: Dark Alliance

jaggies - Graphical ines that look jagged when they should be straight

LAN ~ Local Area Network. Connecting computers ог consoles together within a small space to allow communication between them. Provides fast, simultaneous gameplay

Michael Baying - The process of adding extraneous slapstick to a movie that should be about giant robots fighting each other

MMO - Massively Multiplayer Online. Usually applied to role-playing titles, we use this term for games with persistent, mult-user online worlds ike > EverQuest and World of Warcraft :

motion blur Phantom frames follow an object to give the impression of realistic speed

music - A term we use for games like Guitar Hero and Rock Band

RTS - Real-Time Strat

Se reviews

NPC - Non-Player Character. Those people and creatures you see wandering around in games that. are not being controlled by actual humans

particle effects - Things like smoke or sparks created in real-time

platform - A term we use for games like Super Mario and Ratchet & Clank

pop-up - When objects onscreen suddenly appear, typically due to poor draw distance

PS2 - Sony PlayStation 2

PS3 - Sony's PlayStation 3 console

puzzle - A term we use for games like Tetris and Picross

racing - A term we use for games like Gran Turismo and Mario Kart

RPG - Role-Playing Game. A term games like Final Fantasy and The Elder Scrolls

А subgenre of strategy

games including titles like StarCraft and Command

& Conquer

1 shooter - A term we use for games lie Ikaruga

and Gradius

sports - A term we use for games like Madden NFL and Top Spin

strategy - A term we use for games lke Disgaea and Fire Emblem

third-party - Something made for a console by a company other than the console manufacturer

GAME INFORMER 85

ce reviews

PLAYSTATION 3.1 | XBOX 360

NCAA Football 10

> STYLE 1 TO 4-PLAYER SPORTS (2-PLAYER ONLINE) > PUBLISHER EA SPORTS

> DEVELOPER EA TIBURON > RELEASE JULK14-> d E NL

THE COLLEGE EXPERIENCE

lot of things make college football unique. The fans, the rivalries, the dynasties, the big plays NCAA tries to encapsulate all of these aspects. At times it syncs nicely with what happens on a Saturday afternoon, but in other areas the game doesn't quite embody the sport. NCAA 10 is a jigsaw puzzle with all the pieces accounted for, but they aren't always

Before the snap, you 1 can lock on to a specific © player and control him

for that play

gameplanning (where you can set aggression levels for your players), it's better that it's more vague than a pure one-to-one correlation.

The power of college football dynasties is represented throughout NCAA 10, and you can build your own via online dynasties, the Season Showdown, and TeamBuilder modes to name a few. It's nice to get collect- able points for playing CPU and human opponents in Season Showdown, but

in the right places.

The drama of the college game isn't captured by the lack of bowl- specific presentation or the newly skinned Road to Glory mode, which has highlights of your created player's career complete with Erin Andrews video segments, but it is very much present in the gameplay. Over-the- shoulder bombs, jump balls, and shoelace tipped ball interceptions now pepper your games with oohs and aahhhs thanks to improved QB precision passing and the QB throwing ducks as he's being tackled. You'll even squirm in your seat when the controller vibrates as you're about to get sacked.

The interior running game may still be a little jumpy or automatic in its animations, and you see the occasional ball morph right through a player, but overall the game has done a better job than previ-

The TeamBuilder online browser gives you myriad uniform options, as well as the chance to choose your stadium and tweak your roster

86 САМЕ INFORMER

2N0& 19 RNOR'S CLF

ous years in blending its animations. This makes magnet catches less obvious, and sequences such as bump-and-run coverage, sideline catches, and rushing the QB (now with defensive moves on the right analog) more fluid and natural looking.

The chess game of coaching strategy is also mixed in NCAA. | found the counter recruiting, in-game gameplanning, defensive player targeting, and linked plays yielded nebulous results, but | enjoyed the QB quizzes to regain composure and being able to make the call to risk playing slightly hurt players or sitting them on the bench. As hard as

| was especially impressed with the

TeamBuilder. | easily spent an hour

(and could have spent an hour longer)

creating my team with the online browser, and was impressed with the uniform options and control over the roster. You can write in your own names and even customize each player's skills. Creating an overall play-style for the team trickles down to what kind of individual players the computer generates for you.

While NCAA is certainly a game with its hits and misses, | come away from it more excited than in previous years. The features are there, and I'm glad that the on-the-field play is making strides forward and that it captures the excitement of a college foot- ball program that isn’t dominant, but which is more than capable of thrilling its fans —KATO

3

WI frankly don't care what rin Andrews has to sa my Road to Glory I welcome > any

BOTTOM

LINE 8 LI 5 > Concept: The TeamBuilder is the big feature here, but some small additions take the gameplay a step forward > Graphics: Player models are essentially the same, but the animations are blended better to make the game smoother overall

> Sound: Somebody needs to stuff Lee Corso's mouth with a sweaty jock

> Playability: QB precision passing makes a huge difference from last year

> Entertainment: NCAA 10 is more fun to play than 09, but not all the effort that went into the game - like Road to Glory mode - pays off

> Replay Value: High

Second ой | 8.5

ics make playing a c defensive lineman fun again, players finally negotiate sidelines correctly, and the improved dueling between receivers and the secondary makes passing game тоге These changes improve the. on-field action, but several. controversies are brewing in the locker room, most. notably the new purchasable Dynasty Accelerator options that pervade the menu ‘system, constantly begging you for money to improve everything from recruiting to training. Most beggars get lost when you say no, but the Accelerators never leave ‘the menu system. Worst of all, these can be used in the online dynasty, which eates an unfair playing field. Campus Legend (now dubbed Road to Glory) fea- tures an improved running ‘commentary on your career courtesy of Erin An but Tiburon did nothing | to improve the experience (coaches still call the worst. plays at the worst possible

“areas, minor setbacks in others sounds like a team treading water.—BERTZ

PLAYSTATION 3 | XBOX 360

Fight Night Round е

> STYLE 1 OR 2-PLAYER SPORTS. (2-PLAYER. ONLINE) > PUBLISHER EA SPORTS.

> DEVELOPER EA CANADA > RELEASE JUNE 23 > ESRB T

ROUNB:1

ight Night Round 4 is one of those rare titles

that taps into and exploits your emotions

the fear when you know you're one punch

away from being knocked down; the anger and frustration that sets in when you're not landing your best blows; a buzzing excitement you feel when you rock your opponent on his heels and go in for the kill. Keeping these emotions in check and using them at the right time is how you steel yourself for 10 rounds of punishment and ultimately achieve glory. Only a powerful game can elicit this kind of rollercoaster ride. Like a wise trainer, EA prepared its Pupil for this moment, easily crafting its best boxing game yet.

Gameplay improvements are at the heart of what makes Round 4 а great title. Not a lot has been added, per se; it's more about the execution. Boxers’ arm lengths add a layer of strategy. Depending on what kind of fighter you are, you will want to main- tain or dose the distance between you and your opponent. Reach is so important, it's fundamental to every punch you throw, and that just goes to show

how the game's focus on getting the basics right resonates throughout the entire experience.

Instead of punches either counting as hits or misses, the game also registers miss-hits, glancing blows, and blocks. This makes a typical exchange between two fighters anything but typical or scripted. Your punch selection must be gauged to play to your strengths. Trying to perform a hook while you're in too tight can leave you vulnerable, and throw- ing punches that don't land properly depletes your stamina or leaves you open to a counter-punch. In а worst-case scenario, a low stamina bar can lead to your blocking attempts being shredded or you ending up on the mat prematurely. I'm not saying that you have to measure and over-think every punch, but this is an example of how something as simple as the length of your arms can influence a fight's outcome. Think about it before you start going at it hammer and tongs with Mike Tyson.

Fight Night Round 4's tight interplay between punches, blocks, and boxer movement makes counter-punches important. Still, there are odd

When you don't connect with your punch, your opponent will often connect with his

times when counter-punches aren't rewarded, and I wonder if the game's definition of what earns you a counter punch is too strictly defined. As | moved up the career ladder, most fighters | faced relied heavily on a counter-punch strategy to the point that many of them boxed the same including leaving their heads wide open to repeated jabs.

Apart from getting the fundamentals correct, Fight Night Round 4 also improves its online and career modes, bringing them up to par with other modern sports games. They aren't groundbreaking it's hard to get away from the train, fight, and repeat for- mula but they cover the obvious bases and offer a much better sense of progression and accomplish- ment than previous titles in the franchise. | like the requirements before you can jump up to the next career level, as well as the spontaneous events like rematches.

Its hard to reinvent a sport that's... well, already а sport. But, developer EA Canada has done a mar- velous job with bringing a focus to the fighting that brings out the sweet science. —KATO

Se reviews

> Concept: Add boxing intrica- Gies to make the franchise more of a boxing game and less of a fighting game

> Graphics: The bloody spray and meaty, pounding body punches make this title grue- some without gore

> Sound: Teddy Atlus provides the best color commentary I've ever heard in a sports game. | was still hearing new bits many fights in

> Playability: Having shortcuts for most body punches is a god- send. Now if only there was a way to do that for the body jabs

> Entertainment: Thanks to the gameplay and feature set additions, this game goes the distance

> Replay Value: High

Second Opinion 9.5

No matter how many ver- sions | play, | always go. through the same leaming curve with Fight Night. | come in a rookie hothead, trying to slug it out with supe- пог competition, and end

up getting my ass whooped. Then, | settle down and real- ize that Fight Night is the greatest boxing series ever because it forces you to actu- ally lean the sport Round 4 does what | thought impos- -Sible: It improves the basic gameplay in significant ways. The streamlined controls. „allow you to be even quicker in the ring, and the way the game takes into account things like reach and height make the bouts even more strategic. In the ring it's got everything it takes, and the presentation is great, too. The training modes actu- ally - gasp! - help you learn in-ting techniques instead

of just buffing your stats. The game's lengthy.

mode is chock full of all-time. greats, and the commen- tary is some of the best I've ever heard їп а video game. Another first round KO for Fight Night —MATT

GAME INFORMER 87

PLAYSTATION.

Pri

A FLAWED HERO

lex Mercer is a shape-shifter. He can assume the identity of anyone he Kills, turning their bodies to mush and digesting what's left of them through his pores. By tapping into this ungodly power, he can imitate military personnel a move that grants him the opportunity to lay waste to aircraft before they take to the skies. If he's being chased, he can consume an elderly, arthritic man to blend into New York City's sprawling walk of life. If he

STYLE -PLAYER ACTION > PUBLISHER ACTIVISION "S DEVELOPER RADICAL ENTERTAINMENT > RELEASE JUNE 10 > ESRB M

like a well-worn pair of shoes. Developer Radical Entertainment made no attempt to reinvent the superhero wheel with this game. When new

ideas are injected into tried and true formula, the gameplay falls apart. The only time | felt like this game was firing without fault was when Alex wasn't being pursued. The methods with which he can ascend skyscrapers or quickly bolt over a crowded city street are beautifully captured in both control

BOTTOM LINE

25 |

> Concept: Prototype is built on the established superhero mold, and seems afraid to veer off it even when the pro- tagonist’s powers cry out for different experiences

> Graphics: The amount of carnage displayed at any given time is impressive. Alex's anima- tions have a unique touch to them, giving him an identity all his own.

> Sound: The voice acting is spot on and the soundtrack blends nicely with the tone of the game. If your system sup- ports it, you can enjoy it through Neural 71 surround sound

> Playability: Alex can get around town, but combat often becomes a chore. | should note that the helicopter controls

are perfect

> Entertainment: Capable of producing mayhem, but this is ultimately a frustrating and unin- spired superhero experience

> Replay Value: Moderate

88 САМЕ INFORMER

is searching for answers, he can digest the brains of and animation. Sadly, in a game that grants you someone in the know to view their memories. Alex god-like abilities, exploring the city ends up being the can become anyone he sees fit, but no matter what ^ biggest thrill. skin he hides behind, the person he reminds me of Problems arise when you attempt anything else. ae B the most is Spider-Man. The stealth mechanic lets you sneak behind enemy Шр Dc As Alex bounded across rooftops, scampered up lines, but for whatever reason, walking nonchalantly БОШ across New York City walls, and slung enemies with a black tendril of sometimes sets off an alarm, whereas dropping off Every time you want to jack a tank, you'll first have with superhuman speed gooey webbing, | couldn't shake the feeling that of a skyscraper right in front of a general does noth- їо complete а button-mashing minigame. While you | while tearing apart mon- he was following in the footsteps of Marvel's wall ing. Alex's vast arsenal of moves can be tapped to are jamming on the button, a helicopter or mutant sters and military vehicles crawler. This isn't a bad thing, but Prototype seems deliver a pounding on tanks, monsters, and helicop- сап knock you off of the tank, or your health can using a vast selection of so focused on emulating Spider-Man that it fails to ters, but as fluid as the actions are, the success of be whittled away. Since you are locked into the bizarre powers. Radical establish an identity of its own. these attacks is tempered by shoddy targeting and minigame, you are defenseless. Moreover, as pow- aor: Alex's moveset isn't the only familiar trait. a fussy weapon wheel. Don't get me wrong, | love erful as Alex is, enemy attacks can break any one EUR Rue Wi Prototype clings tightly to the open world conven- throwing tanks at helicopters, and slicing a mutantin ^ of his combos. | can't even begin to tell you how AU dais and spotty tions found in most superhero games. Outside of two is a satisfying conclusion to a fight, but | didn't frustrating this can be when you have five mutants implementation, leaving military bases, all of the combat unfolds on city always feel like 1 had complete control over my to deal with. Prototype with few redeem- streets. If you want to veer off of the story missions, ^ actions. When the action is as frenzied as it is in this Progressing deep into this game takes an iron will. ing moments. Instead of a you can hunt down hidden orbs, or take on side game, the slightest of delays can spell disaster. The story does nothing to pull you along. It begins wrecking machine, | felt like a missions, which (surprise, surprise) include timed Prototype also makes mistakes that | thought the with Alex questioning what is wrong with him, and faceless chump doing repeti- ring races, skydiving, and combat challenges. All open world genre had solved a generation ago. stalls on this topic until the end, where a groan- Deana eae combined, this package is entertain- z me я inducing reveal smacks БЕП aaa oe ing on a basic level, but its familiar- ү d you in the face. The pup Ed ity prevents it from generating a lot 4 insipid plot doesn't lend your moveset is restricted of excitement. itself well to missions, depending on your equipped This is a shame, as Prototype either. Most challenges weapon - though chang- rewards players well for going out end up being "kill these ing that weapon is stilted of their way to tackle side content. enemies” affairs. and awkward, especially in For almost every action Alex makes, From its old school саа battle. is ul he is rewarded with experience design to its gameplay ee З points that can be exchanged struggles, Prototype “ings and gliding through for new powers and upgrades. resembles a superhero the air is fast and fun, allow- The list of obtainable powers is who leapt off a building ing you to traverse the city extensive, and loaded with attacks only to realize he doesn't with the same thrilling ease that | couldn't wait to try out. This possess the power to as Spider-Man or the Hulk. ever-expanding arsenal is effective fly. I hate to say it, but Unfortunately, once you in changing the way you approach picture a frustrating arrive at YOUR кү the combat, and helps keep the repeti- Spider-Man game, and LAN ae АШ tive battles somewhat fresh. дес you have a good idea of sickly pallor of a flawed open- This deep well of powers doesn't ЕЦ what this experience has world game waiting to be move Prototype away from feeling decinate, a city block to offer.—REINER forgotten —JOE

PLAYSTATION 3 | XBOX 360 | Wii

The Bigs 2

> STYLE 1 OR 2-PLAYER SPORTS (2-PLAYER ONLINE) > PUBLISHER 2K SPORTS > DEVELOPER BLUE CASTLE

> RELEASE JULY 7 > ESRB Е10+

STEROIDS, PEDS, & THE BIG SLAM

he Bigs 2's main attrac- tion is a story-driven career. Your player once had the makings of a five-tool Hall of Famer, but an injury knocked him out of the league. For reasons the game leaves to your guesswork, he travels to Mexico to rehab. After just a two-game stint, he makes a miraculous return to the majors. The road ahead is to regain your former skills so that you can make a final run at the Hall of Fame.

While this story smells of used needles, | enjoy this game's approach toward Hall of Fame election. A committee of players and sports writers won't review your career numbers.

In this game, the only way to make it to Cooperstown is

to beat the best at their own game. It's just a game of base- ball, mind you, but the way the game delivers it has the tone of a Mortal Kombat match.

As amusing as it would be to play them in their current age, you won't be staring down a 42-mile an hour fastball from Nolan Ryan. All of the players have magically reverted back to their prime, and as The

Bigs 2 suggests, have been fed nothing but a steady diet of steroid burgers.

Outside of the legendary match-ups, your player is asked to complete goals throughout a number of shortened seasons (none lasting over 15 games). Fun side challenges also pop up from time to time, such as a timed games of spitfire contact swings against Chipper Jones. The problem is that every goal must be completed before your player can move

on to the next challenge. In опе game, you may be asked to beat the opposing team,

get a single, and steal a base.

If you miss one of these goals (such as swiping a bag with a slow player), you must play the game again. More accurately, it's playing it again, and again, and again.

The gameplay also proves to be an untimely culprit, thanks mostly to the new Big Slam power-up. This balance- breaking ability grants the offense with four swings the first three are for singles, and the fourth is a mighty home tun stroke. This power-up can create a dramatic finish to a game, but moreover, it will drive the player on the receiving end insane because he has no control over the outcome. For whatever reason, the pitcher only gets to place the first pitch. The Al controls the remaining three. Why on earth would you strip away control for the big- gest play of the game?

Minor aggravations, at least in comparison to the humiliation suffered from the Big Slam, also surface from faulty Al. Pitchers don't always cover first base. Runners on second often retreat to the base on a slow ground ball hit to the right side of the field. The computer also over abuses Legendary and Great catches.

If you're willing to play the game of "try, try again,” you сап have fun with The Bigs 2's career mode. However, if you're looking for a multiplayer game or an experience based on skill, the unbalanced run scoring and Big Slam will drive you crazy.—REINER

BOTTOM LINE

> Concept: A straight-up sequel with storytelling flash and unwanted gameplay changes.

? Graphics: A detailed view of what every player would look like on steroids. Carlton Fisk looks like the Hulk!

> Sound: Believe it or not, а baseball announcer can be worse than Joe Morgan, and he's calling games in The Bigs 2

> Playability: Pitching feels great, yet the timing for batting seems slow, Ultimately, the Big Slam power-up breaks the com- petitive spirit of the game

> Entertainment: The idea is sound, but the execution leaves much to be desired

> Replay Value: Moderate

Bad ideas don't get better when they are implemented well. This technically compe- tent arcade-style baseball title Ба perfect example. Its fram- erate is solid, and the career mode lays out a smooth path to ‘roided up stardom, but the package as a whole

is boring. Baseball is a game whose character is hidden

in its nuances. Adapting to the unique strike zone of an umpire, ога pitcher changing his strategy around the erod- ing velocity of his fastball,

is the sorts of subtlety that baseball does well. A game built around superluminal turbo fastballs and mam- moth home run blasts knock- ing down scoreboards misses the point —ADAM

PLAYSTATION З І XBOX 360

Battlefield 1943

> STYLE 24-PLAYER ONLINE ACTION > PUBLISHER ELECTRONIC ARTS > DEVELOPER DICE > RELEASE JULY 9 > ESRB T

emaking a classic is always a dangerous Proposition, but when the developer hap- pens to be the same outfit that created the landmark game, apprehension dissolves into exhilaration. With Battlefield 1943, DICE triumphantly retums to World War II by enhancing the solid gameplay of one of the original multiplayer-only titles and adding a new layer of depth. Battlefield 1943 recreates three popular maps from its predecessor lwo Jima, Guadalcanal, and Wake Island. Each map maintains its trade- mark layout, but DICE went the extra mile in tailoring these maps for 24-player battles (the original had 64 players) by adding trenches, jungle, and destructible environments cour- tesy of the Frostbite engine. Once the community for the respective platforms reaches 43,000,000 kills, EA will unlock a fourth map, Coral Sea, which features its own Air Superiority mode. Soldiers can either take to the skies in fighter planes or stay on the aircraft carrier to defend with flak cannons. While this mode will appeal to dog-fighting fans, the planes take time to master and are more effective in bombing situations than they are in air- to-air combat. Shipping another highly regarded infantry map that plays to its strengths like Stalingrad, Berlin, or Market Garden would have been a wiser move. To streamline the gameplay, DICE trimmed the amount of soldier classes from five to three: Rifleman, Infantry, and Sniper. Since Battlefield 1943 uses a regenerative health

A FLASHBACK WORTH HAVING

yi

system, there is no need for medics. Each class also comes armed with a tank busting weapon, so you're never left defenseless against hulking masses of steel on the battle- field. Each weapon handles wonderfully, with the crisp, responsive controls Battlefield vets are used to.

Battlefields are awash with the cacophony of firing jeep tur- rets, bombing runs, and explod- ing tank shells, but players must also listen for air raid sirens if they want to stay alive. New to the game, the air raid stations scattered across the maps in neutral territory allow the first soldier that lays claim on the bunker to conduct bombing runs with a squadron of planes, targeting map areas with the largest concentration of enemy activity. It was no small coinci- dence that the team in control of the air raid station often won the battle in our skirmishes, cre- ating another layer of strategy for players to consider.

While there is no questioning the quality of the entertaining battles, the same can't be said for 1943's awards and statistics support The game tracks your overall score, time played, and number of kills, but that's it. No kill-to-death ratio, stat tracking by kit, or vehicle stats, which stands in stark contrast to the rich feed- back other modem Battlefield games offer.

While the game lacks the fea- ture depth of other Battlefield titles, 1943 is a fairly priced, solid core to build around with more downloadable content.

If EA introduces weapon packs and additional maps from the franchise's storied past, I'll be playing right up to the release of Bad Company 2. —BERTZ

BOTTO

8.5

LINE

> Concept: Re-fight the good fight in the Pacific Theater in this remake of the PC dassic

> Graphics: The Frostbite engine fantastically recreates the maps to put them on par with modern Battlefield games

> Sound: Surprisingly detailed audio for an Xbox Live Arcade/ PlayStation Network game

> Playability: Solid, responsive controls pulled straight from Bad Company

> Entertainment: With its lim- ited $14.99 cost barrier, all online shooter fans should enlist

> Replay Value: High

Second Opinion 8.5

EA and DICE bring the series back to its World War It

roots with its first download- only title. Battlefield 1943 boasts just four island maps revived from 1942, with

one of those devoted solely to dog-fighting. The das-

sic gameplay is in full effect here, with generally tight controls and a great multi- player experience. Infantry and vehicle combat fits like

a glove, but the flying is a bit loose. EA has included a level system that just misses the bar by not rewarding play- ers for anything other than simply progressing. It would have been nice to see some weapon unlocking or stats attached. The Coral Sea dog- fighting map is wide-open and exciting, and the three full maps are completely detailed battlegrounds. Battlefield 1943's gameplay is downright awesome and one of the most polished down- load titles to date, but the lack of depth and maps may be a turnoff for the mildly interested. NICK

GAME INFORMER 89

PLAYSTATION 3 | XBOX 360 | Wii | PLAYSTATION 2 :

Guitar Hero

Smash Hits

> STYLE 1 TO 4-PLAYER MUSIC (4-PLAYER ONLINE) > PUBLISHER ACTIVISION > DEVELOPER BEENOX STUDIOS > RELEASE JUNE 16 > ESRB Т

THE GOOD OLD DAYS

s it too early for Guitar Hero nostalgia? Seems premature, but we live in an accelerated cul- ture, and video games move fast. Here we are, only four years after the release of Harmonix's original PlayStation 2 Guitar Hero title, facing Smash he name suggests, it's a greatest hits com- pilation of tracks from earlier GH titles, now featuring band play introduced in World Tour.

Hits. As tl

the full The tit

creating for revenue for Activision. This is especially odd in light of the fact that it feels like something

that coul content,

le is designed with one thing in mind:

d be addressed through downloadable

Band. While my instinct is to be a curmudgeon,

once | dug in, | got caught up again in playing the at taught me what music gaming was all about, like "Killer Queen" or “Bark at the Moon" It's

songs tl

especial

part it's great fun.

Smash Hits does absolutely nothing to advance

the GH brand in any way, but if you've long since packed up your PS2 it's a great way to

get your

hands on some old-school favorites.

You're basically paying $1.25 per song, which is

lower than DLC pricing. Not a bad deal if you can handle jamming yet another Guitar Hero box into

your racks.— MATT

90 GAME INFORMER

as Harmonix has done so well with Rock

ly edifying to find out how much fun it is

to play old favorites like "Freya" by The Sword on drums. In addition, some of the GH | and Il songs that were covers are now straight from the original masters. While some of the note charts have been altered (and not always for the better), for the most

BOTT! LINE

> Concept: Guitar Hero experi- ences a landmark in any rock star's career: the first “greatest hits” repackaging of old songs

> Graphics: While the songs are old, the visual presentation is similar to World Tour or Guitar Hero: Metallica

> Sound: Although there's noth- ing we haven't played before,

an awful lot of really great songs are here

> Playability: It’s interesting to see some differences in the note charts between the original tracks and these new remakes. For the hardcore drum crowd, there is Expert + mode for a handful of songs

> Entertainment: While it’s definitely product-for-product’s- sake, we can't help but get

a warm feeling of nostalgia playing these old favorites in a new context

> Replay Value: Moderately High

(ma big fan of music games, but I'm frustrated at the seemingly unending flow of Guitar Hero titles coming ‘our way these days. Smash Hits is a nice bookend to the "first several entries in the franchise, gathering some of the best songs from the first five games in the series, and releasing them with the ful-band treatment seen in World Tour. | was disap- _ pointed that so little has been done to polish the user interface and career structure, but the songs in Smash Hits. are strong and well charted for play in most cases. Some players will wonder why. they're paying full price for a game with far fewer songs than were on World Tour, all ‘of which have been on pre- vious installments in some form, and they'll be justi- fied in their complaint. |, for опе, enjoyed my old favor- ites, but l'm more excited about this genre moving forward than remembering its past —MILLER

PLAYSTATION 3 | XBOX 360

Overlord Il

> STYLE 1 OR 2-PLAYER ACTION (2-PLAYER ONLINE) > PUBLISHER CODEMASTERS > DEVELOPER TRIUMPH STUDIOS

> RELEASE JUNE 23 > ESRB Т

NOT GOOD

vil never dies, but Overlord

Il illustrates that it can decay

over time. The first Overlord

was a charming and humor- ous study in cartoonish malevolence, though it was difficult to appreciate in the face of its flaws. | had high hopes this sequel would rectify the issues and tap into the potential of the original. Instead, Overlord II just trades old problems for new ones...and the new ones are considerably worse.

The lack of a minimap was the most grievous offender in the first game, but the feature's inclusion in Overlord Il does not improve things much. When level design is this dull, you just don't care where you are. The other new features, like sailing ships and possessing minions, are either half-baked or entirely broken; the attempt at a stealth section is particularly terrible. Variety is nice in theory, but it also needs to work in execution.

Tweaks to the combat and magic Systems don't fare much better. Casting spells is useless; when I tried to use my fully powered-up shock- wave spell on a swarm of guards, | was lucky if it even interrupted their attack animations, much less hurt

them. While managing and control- ling your minions works better than the last entry, the whole process of combat is a chore, since you're just repeating a handful of encounters using the same tactics.

With so many missteps, clever writ- ing and funny moments with your minions remain the only real reasons to take up the overlord's mantle. Watching your gremlin-like thralls ravage towns, break things, and put crazy stuff on their heads is always good for a laugh. In most games, those little details act as the icing on the cake; in Overlord II, the icing is a weak attempt to cover up the card- board prop cake underneath.

The real shame is that Overlord Il can be entertaining. It shame- lessly embraces its evil heritage, and goes to great lengths to put the hilarious minions front and center. On the other hand, it just doesn't play well. The controls are clunky, the pacing is unsatisfying, and the multiplayer feels tacked-on. While the original Overlord was a compel- ling game at heart, Overlord II just feels like an unpolished retread of familiar ground.—JOE

а A j

> Concept: Control minions and cause mayhem as the newest evil overlord

> Graphics: Lots of funny expressions and animations for the minions, and some of the environments look cool

> Sound: The music evokes generic ominous evil, and there is way too much repetitive dialogue

> Playability: A convoluted control scheme makes heated battles unnecessarily compli- cated, especially if you hope to use magic

> Entertainment: Funny, but not fun

> Replay Value: Moderate

Second Opinion 7 Overlord Il is devilishly hilari- ‘ous (your minions are so evil they tear apart a villager's pillow), but if you played through the first game, this quest feels like déjà vu. The new map reduces the frus- ‘tration that came with being lost in the first game, and | did get a kick out of trans- forming into a minion, but the game's progression is {оо similar to its predeces- sor. Oh look, l'm tasked with unlocking the ability to use fire, water, and poison min- ions again! Moreover, this adventure feels as though it were hastily taped together in the eleventh hour, The cutscenes are not framed well, animation glitches abound in the gameplay, and the level designs and objectives feel like after- thoughts. Its nota pol- ished experience, and new ideas are too thinly spread throughout the adventure, Even with the much-needed map, this follow-up isn't nearly as entertaining as the first entry —REINER

PLAYSTATION З І XBOX 3601РС

Call of Juarez: Bound in Blood

> STYLE 1-PLAYER ACTION (12-PLAYER ONLINE) > PUBLISHER UBISOFT > DEVELOPER TECH!

ound in Blood serves as

a prequel to the first Call

of Juarez game, laying the

groundwork for characters and plots from the original and tell- ing an engrossing yarn of its own along the way. While it is one of the better looking first-person games to come out this year, it isn't the most technically savvy. The gameplay isn’ perfectly honed, but an ever-changing mix of clever ideas, evocative loca- tions, and engaging characters tap the best traditions of the Western genre.

The core first-person shoot-

ing mechanic delivers solid thrills, whether you're hitting a rooftop sharpshooter with your rifle or bust- ing through town with both revolvers blazing. Enemies make some ques- tionable decisions as they fight. Then again, dropping seven thugs in a saloon before they can squeeze off a shot does have a certain appeal.

Both of the two main characters have their own specialties, and | enjoyed flipping back and forth between the two as the game progressed. It's a shame the design doesn't allow for a cooperative game mode, as the story and level structure seem tailor-made for that addition. Nonetheless, the two unique char- acters allow for compelling replay potential; that potential is magnified by a few light RPG touches, si

as the ability to buy new weap- ons and dictate your own loadout before a fight.

The frequent diversions from the basic shooting grab your attention. Classic one-on-one shootouts are genuinely challenging and tense. Brief, historically questionable Gatling gun sequences up the destruction quotient. A couple of open world side mission areas take a break from the story and give players some freeform gameplay to explore. Stagecoach chases; buried Aztec treasures; con- flicted heroes; the sultry, troublesome girl all the pieces are in place for a familiar but classic tale, and Techland found the right combination to keep the action fresh.

1 was also pleasantly surprised by the game's multiplayer component. Playing through matches earns you money to unlock new classes, cre- ating a fun interplay between the

different modes. While some stan- dard multiplayer modes are in place, the cool objective-based game type gives players differ- ent missions for each map. Old West bank rob- bery, anyone?

Whether you're playing alone or multiplayer, the game isn't the most polished action experience, but that's not the reason to get excited about Bound in Blood. Look to the gorgeous locales, the spot- on tone of your favorite dusty old Western movie, and the chance to sling a six-shooter with the best of them.— MILLER

ID > RELEASE JULY 3 > ESRB M

BOTTOM LINE

> Concept: From the dark Civil

War battlefields to the windswept Mexican deserts, take two brothers on a journey into the Old West

> Graphics: Phenomenal environment art highlights this great-looking game

> Sound: Excellent voiceover work and an era-appropriate score pull you into the setting

> Playability: Some variations оп the normal first-person con- trol mechanics take getting used to, but it all works well if you give ita few levels.

> Entertainment: This is a great ride through a classic genre, if you can look past some technical and Al hiccups

> Replay Value: Moderately High

Second Opinion 7.75

PLAYSTATION 3 1 XBOX 360 | PC

Damnation

> STYLE 1 OR 2-PLAYER ACTION (8-PLAYER ONLINE) > PUBLISHER CODEMASTERS > DEVELOPER BLUE OMEGA ENTERTAINMENT > RELEASE MAY 26

> ESRB М

BUGNATION

п 1999, Alan Moore wrote The League of

Extraordinary Gentlemen. It proved two

things. One: Classic literature is still cool.

Two: If you are going to write about an alternate historical reality that meshes steam- punk with ancient mysticism, you'd better be a damn good writer. Damnation's story isn't terrible per se, it's just confused and in such a hurry to get to where it's going that it forgets the "little things," like character development and. coherent narrative.

This sub-par shooter isn't aided by its lack of cover mechanic or aim assist. Damnation's levels are built so that you can platform around combat encounters, but your acrobatic skills lack any diversity, and you quickly tire of awk- wardly crashing through windowpanes to get at enemies who only occasionally chase after you and rarely succeed at hitting their target.

It's a shame Damnation can't get a grip on its gunplay, because the game is filled with evoca- tive imagery building-sized tanks, burly pro- fessor gunslingers, and cliffside structures built to the sky. Unfortunately, these elements are wasted on the game's repetitive environments; you'll spend most of your time navigating areas so poorly designed that Blue Omega should have hung arrow signs pointing players in the tight direction. The addled gunslinger antics are actually preferable to traversing these mazes.

Damnation's biggest problems are the unintentional mistakes. The game is a mess of bugs. | saw enemies shoot through walls, hover across the ground while crouched, and magically teleport across the screen because the game couldn't keep up. More than once | stood in front of an enemy for several seconds before he noticed me. It's comedic gold, but I imagine the dev team isn't laughing. This isn't a premier blend of pulp fiction. It's just a pulpy mess.— BEN

<$ reviews

BOTTOM LINE 3

> Concept: Take action/plat- form conventions and make them unplayable

> Graphics: Enemies stupidly fire at you in stiff, animation- free poses

> Sound: Sometimes charac- ters talk to one another, but you won't likely understand where those conversations are going

> Playability: A lack of cover system is the least of this game's problems; Damnation 15 buggier than a road trip through Alabama swampland

> Entertainment: As bad

as the game is, it's so easy I was never frustrated with it. If you're interested in witnessing a train wreck, bring a friend along for co-op. Just skip

the multiplayer.

> Replay Value: Low

Second Opinion 4 mp аи

САМЕ INFORMER 9I

п Radar that always shows players is a powerful tool

Heallh cur

т Melee attacks are surprisingly useful

The Conduit

> STYLE 1-PLAYER ACTION (16-PLAYER ONLINE) > PUBLISHER SEGA > DEVELOPER HIGH

VOLTAGE SOFTWARE > RELEASE JUNE 23 > ESRB Т

LOW VOLTAGE

here's nothing terribly wrong with The

Conduit. You can move around, shoot

things, and collect stuff. If the Wii is the only

platform available to you, The Conduit is an acceptable FPS. Those of us who have spent any time with the genre since the turn of the millennium have no reason to pick this up.

A dozen or so hours of banal conspiracy story about shadowy government agencies and what may or may not be an alien invasion comprises The Conduit's single-player game. For the vast majority of the campaign, you slog through corridor after hall- way, blasting away at simpletons. Some moments of solid design are sprinkled amid the monotony, like fending off constantly spawning enemies while trying to download critical data in a secret White House situation room. For the most part, though, the single-player mode is little more than a thinly disguised sequence of arenas whose doors magi- cally unlock after you've cleared the area of hostiles.

Online play works better than | expected on the Wii, which is to say that it’s slightly better than what PC gamers had circa 1998. Matchmaking works well enough, and latency issues are present but not catastrophic. An interesting take on free-for-all deathmatching, dubbed Bounty Hunter mode, subtly changes the game by only scoring points for

Tu. aes

һубое у” HVSKelth У y

92 САМЕ INFORMER

players who have wronged you in the past, giving you an onscreen objective arrow to the current loca- tion of your most bitter foe. Beyond that, the old stand- bys like capture- the-flag and team deathmatch round out a capable online experience.

The Conduit's bright spot is its inventive weaponry. Several firearms can be charged up for alternate attacks, and slight tweaks to familiar weapons, like the ammo-friendly grenade launcher, make the arsenal fresh and fun to employ. Particularly in multiplayer, the array of armaments creates a great gameplay dynamic.

The interface has been The Conduit's biggest question mark, and the answer is decidedly mixed. Aiming is mediocre without being heinous. Tracking the slow-moving Al enemies isn’t much of a prob- lem, but drawing a bead on a human opponent is tough even with the game's ploddingly slow move- ment speed. That said, it's not impossible to get used to, and I'm certain the scheme will have its

т Charged-up shots

ore th can be devastating its ЫЙ тне

the gadget on i

defenders as players spend time with it.

The larger problem is the poor secondary button placement on the Wii remote. It's difficult to use the d-pad without drunkenly jerking your view around, and you end up with common actions assigned to those buttons no matter how you configure the controls. | applaud the broad leeway High Voltage allows players in customizing The Conduit's inter- face, but no amount of clever programming can fix the way Nintendo designed the Wii remote.

There's not much to hate about The Conduit outside of some lamentably uninspired design deci- sions. There isn’t much to love, either. It feels like a 10-year-old game at times, albeit a reasonably polished one. It's on Wii, though, and that will be enough for some people. —ADAM

E What few puzzles exist are little ind something and use

BOTTOM LINE

> Concept: Make a Wii first person shooter that doesn't suck

> Graphics: This is far from Modern Warfare for obvious rea- sons, but the framerate is solid and it won't give you glaucoma or anything

> Sound: Weapons boom satisfactorily, but the voice work is painful

> Playability: The control is less horrible than you might fear. However, it falls well short of a vanilla dual analog scheme - not to mention mouse and keyboard

> Entertainment: If all you have is a Wii and you absolutely must play an FPS, this is fine

> Replay Value: Moderate

Some think that the Wii rep- resents the future of FPS,

but almost everything about this game screams mid

“905. Take into account the overtly linear level design, enemy spawn portals, and

Al that dopily stands behind a cardboard box as though itwere good cover, and the Conduit feels like a remake of some long forgotten N64 title. I's not bad, but games have evolved past this. High Voliage's version of a near- future Washington is а dan- gerous place, not because it's secretly run by an insidious government organization, but because every 10 feet some explosive barrel is ready to. blow up in your face. While The Conduit’s controls feel tighter than most Wii shoot- ers, its shaky aiming still doesn't prove that the Wii сап do FPS better than other con- soles, Fortunately, the game is one of the best looking titles on the system, features some of the most creative weapons Tve seen since Ratchet and lank, and has some amus- ing multiplayer. But that's

not enough to make up for the fact that it plays like it fell through a time portal from the GoldenEye era of con- sole shooters. —BEN

Overlord: Dark Legend

> STYLE 1-PLAYER ACTION/RPG > PUBLISHER CODEMASTERS > DEVELOPER TRIUMPH STUDIOS

> RELEASE JUNE 23 > ESRB Т

FOR THE MASTER

on't be confused. Overlord: Dark Legend released on the same date as Overlord II, but it's a totally different game. This Wii exclusive takes full advantage of the system's features, and benefits most significantly from the motion controller. Pointing and sweep- ing your minions around the field, it's hard to imagine the alternative. Unfortunately, the game never really develops into more than a distraction, as our anticlimactic playth- rough confirmed. Dark Legend is a coming of age story about a young, untrained lord of evil. That is, if your coming of age included dozens of gremlin-like minions, destruction of the surrounding countryside, and fomenting war between the neighboring countries. The story is never more than an excuse for silli- ness, but it serves its purpose right up until the end, when an

abrupt conclusion leaves you scratching your head.

The Wii remote allows a straightforward and intuitive mechanic for getting things done. One button sends your little guys out to cause wanton destruction in the direction of your cursor, and another button reins them back in.

An anchoring marker never really works the way you want it to, but everything else feels smooth.

The game's design is overly simplistic, perhaps as an attempted nod to younger

players. It hurts the experience,

since it feels like you've won every fight before you even begin, even against bosses. It's rare that any puzzle or battle requires more than the mildest attention. Even knowing that, Dark Legend benefits from its clever prem- ise one that certainly stands apart from the rest of the

Wii catalog MILLER

BOTTOM LINE

> Concept: Guide mischievous minions through familiar fantasy tropes with the aid of a motion- controlled pointer

> Graphics: Lots of environ- mental variety and color, but these textures look bad

> Sound: Goofy voices repeat canned lines again and again > Playability: With the excep- tion of the troop gather marker system, the motion controls work remarkably well

> Entertainment: This is a mildly fun but overly simple adventure, but at least it's been built from the ground up for the Wii

> Replay Value: Moderately

Overlord: Dark Legend brings a wicked sense of humor to its minion-

mangling gameplay, Seeing

ments, к and looting ‘everything in their path is a treat. The basics of the Pikmin-esque gameplay аге well done (love the pointer control), but ultimately the game feels too shallow. After you understand what units are good for which tasks, the tudimentary combat and puzzle solving begins to feel like a holdover from the last. generation of gaming. It's a tof comic mischief,

effect - as in the recent Little King's Story. —MATT-

Se reviews

NINTENDO DS

The Legendary Starfy

> STYLE 1-PLAYER ACTION/PLATFORM (4-PLAYER ONLINE) > PUBLISHER NINTENDO > DEVELOPER TOSE

> RELEASE JUNE 10 > ESRB E

Push the rocks around to open

up à path!

THE NEW BLOB IN TOWN

he Legendary Starfy is a new Nintendo platformer for DS that might bring about déjà vu. You see, Kirby-Starfy is a amorphous pinkyellow- bleb-starfish who can assume a number of different forms that grant him abilities like breathing fire or throwing bombs. Over the course of the game you'll fleatswim through a variety of themed worlds, exploring and unlock- ing new secrets as you go. Similarities to Kirby aside, 1 actually came to like Starfy. He's not exactly innovat- ing in platforming, but the game shows a mastery of the genre's conventions. While your move set starts small, the game doles out new

Starfy forms and abilities at

a constant pace, keeping

you motivated to see what's around the next corner. In addition, in certain instances you can have a friend jump in and join your solo campaign on the fly via a wireless con- nection (which works even if they don't have a cartridge of their own).

The game isn't mind- blowing, but it's well crafted and bolstered by some genu- inely funny writing. | was constantly amused by little asides in the script, like when a bad comedian says “Try the shrimp folks, I'll be here all week" after a particularly bad joke.

The controls vary from form to form, but are usually tight enough to pass muster. While there are definitely some flaws the “daze” effect that stuns you after spin attacking too many times is extremely annoying, the boss battles are clichéd affairs, and the turbo run could be better tuned ~ it's a nice little game. That said, there's really nothing here you haven't seen a million times before, and | did find my attention flag- ging at certain points. A fun, but disposable, game.— MATT

BOTTOM LINE 7

> Concept: A long-running Japanese platforming series finally makes it to the States > Graphics: In the classic. Nintendo fashion, it's cute, crisp, and colorful

> Sound: Amiable, if slightly forgettable tunes won't exactly have you reaching to turn it up

> Playability: Hits all the basics, though | don't under- stand why there is a cool- down period after repeated spin attacks

> Entertainment: Pleasant almost to a fault. If you like the less strenuous platforming of Kirby, this is а fine time

> Replay Value: Moderate

Second Opinion 7.5

‘fone thing can be said - about Starfy, it's that he does what he does well.

really do anything ir innovative. | Despite tight platform-centric gameplay, a cast of endear- ing characters, and upbeat music, nearly everything about The Legendary Starfy _ feels all too familiar. The bat-

himself and become dizzy | when performing his trade-

to scavenge, secret areas to

unlock, diverse locations а!

a comically cute character. in the lead, it's herd not to

“enjoy the game d you feel Tenis played it. before—MEAGAN |

GAME INFORMER. 93

ТОР 20

Тһе пе

banana.

UFC game has inspired us to live a healthier lifest мел d working out wrestling style. After getting hyped оп Powerade and Twizzler: over our heads. Afterwards we sprayed down with baby oil and let а 98-pound monkey work us over on the mat like an oversized lost four pounds.

had a few friends break chairs

dat

silence her crazy rants

with smallpox patients. On our last with headphones who randomly spoke Spanish, and one highly infant who looked like he wanted to beat us up. We ran to

e store and bought Wii Fit

3 EA SPORTS ACTIVE BUNDLE (Wii)

says “hot tub down for mainten ег at you while Voila! Instant health club ambiance.

4 UFC UNDISPUTED: 2009 (PS3)

any balding mu г on reality TV v ighter has at having a social life. Wrestling is just production nowadays

Infamous is our kind of workout. It Do you electrocute a hom

funny? Or do you do th

her vocal cords? The ga

t. Gyms are scary places filled with "s almost like a medieval hospital filled ran into an old lady

on your door that " mute Ellen, then invite an old ilks naked through your bathroom.

p

the old d ould take his. аһ, back nan could start

5 INFAMOUS (PS3)

ur morals. oss man and steal his socks? Or do you

10 away by turning his brain into fried ziti? ranged woman on the street be

hborhood a favor and

by blowing 4,000 volts of electricity through

ame is rife with moral dilemi

an exerci

94 САМЕ INFORMER

List ings Based Upon NPD Data For May 2009 Based On Units Sold

Rank Title System ЕЕ intinite space DS

Rank | Title L Mo. System | Score |Release Kingdom Hearts: 358/2 Days DS Sloan and McHale’s Mysterious Story DS UFC 2009: Undisputed МА | 360 | 8 05-09 7 Ace Attorney Investigations: Ds Miles Edgeworth 2 Shin Sangokumusou 5: Empires PS3 Wii Fit 1 | Wii} 8 [04-08) 3 Monster Hunter Portable 2nd G PSP 1 Play on Wii: Chibi-Robo! Wii Wii Fit Wii N/A | Wit | N/A 05-09 EA Sports Active Bundle VA | Wii | N/A |05 HE o T Е Arc Rise Fantasia wii UFC 2009: Undisputed N/A | PS3 | 8 05-09 E Infamous N/A | PS3 | 9 |05-09 Pokémon Platinum 2 | DS | 85 09-00 Mario Kart Wii з | Wii | 85 |04-08| Rank Title . System Б Fight Night Round 4 МА muli РИ Battlefield 1943 NA multi Punch-Qut!! NA | Wi | 9 |0509| Ш мсл Football 10 NVA тий 0 The Sims з de ope us i [КЇЇ Red Factions: Guerrilla 2 muli - : МА | зво | 8 (04-08 X-Men Origins: Wolverine ; Е Final Fantasy IV: The After Years N/A Wi Guitar Hero: Smash Hits МА multi Wii Play 4 | wit} z |o 3 Plants vs. Zombies 3 PC Е Puncr-tutt 4 Wi E Е infamous New Super Mario Bros. 7 | DS | 9.25 (05-06 Mario Kart DS 8 | DS | 85 [11-05 X-Men Origins: Wolverine N/A | PS3 | в |0408] me sars rame nas Call of Duty 4: N/A | 360 | 10 [11-07 Modern Warfare Rank Till L.Mo. Price World 0f Warcraft: Wrath of the Gardening Mama МА | DS | 65 |05-09 ЕЛ! ae [ И The sims 2 Double Deluxe 2 $20 Е Left 4 Dead 7 $29 Sacred 2: Fallen Angel N/A | зво | 7.75 |о05-09 EW World Of Warcraft 6 $20 [ World of warcraft: Battle Chest 3 $40 Е Empire: Total War 5 $50 Call of Duty: World at War 17 | $60 | 875 |11-08) pa Spore NA $8 Е Fallout Trilogy NA $20 Rhythm Heaven 13 | DS | 75 [03-09 Е Bejeweled Twist N^ $14 Ет Sims 2 Apartment Life 1) $20 Halo 3 N/A | 360 | 9.75 |09-07 Gold’s Gym Cardio Workout | w^ | Wii | N/A 03-09

Source: The NPD Group/NPD Funworld ®/TRSTS™

Based On Monthly Units Sold

sp34k your mind Extra Content You Can Find At www.gameinformer.com

on the many UNLIMITED LAUNCH: JUL. 16 t = d к

features of the

Honda INSIGHT

enter the

Honda INSIGHT @

E3 "09 HOT LIST \ j L33Tstakes

Game Informer expands out-list of great titles at.E3 from 10 to 50, plus our favorite teaser trailers.

winners will receive a $100 GameStop gift card and a limited edition Game Informer Hoodie

LIVING IN a з ү

INFAMY : mes to enter go to Sucker Punch í р delivers tasty $ З " % s gameinformer.com tips for getting s - the most of your

electrical pow-

ers in the stellar

Bosvexclicive КККК Infamous.

Learn more about the ZeniMax acquisition of id Software in our interviews with id co-founder John Carmack and ZeniMax CEO Robert Altman.

M Кимин the INSIGHT ©

great development studios

are flocking to EA Partners in © 2009 American Honda Motor Co, Inc. All rights reserved. EX model

our extended interviews with shown. Eco Assist and the Eco Assist symbol are trademarks of Honda Starbreeze, id Software, and Motor Co, Ltd, and may not be used or reproduced without prior Epic Games. written approval. NO PURCHASE OR PAYMENT OR SUBSCRIPTION OF

ANY KIND IS NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT IMPROVE YOUR CHANCES OF WINNING. Promotion is open to legal residents of the 50 U.S. and D.C. 16 and older at the time of entry. Void

i where prohibited. Ends 8/11/09 at 11:59:59 pm. CST. To enter visit Also Online www.gameinformer.com, become a Game Informer member for free, This Month: log into your member account, and submit the required information,

including a L33T translation of a key Insight feature. The translation is not required and will not be judged. Odds of winning a prize depend on the number of eligible entries received per each week. Prize: One $100 GameStop Gift Card and one limited edition Hoodie. ARV $150.00 Limit 1 entry per person/email address/per day. Subject to full official rules available at www.gameinformer.com. Sponsor: Game Informer Magazine, 724 North 1“ Street, 3" Floor, Minneapolis, MN 55401.

W

Game Informer Online heads to the San Diego Comic Con to geek out and make fun of Meagan as she cos-plays with the best of them.

INTERNATIONAL.

The Sims 3

Putting the Style in Life

By Grant Rodiek, Associate Producer

MOODLET MANAGEMENT - Happy Sims are better at their jobs, building skills and relationships faster, and earning more lifetime happiness points. Keeping several strong moodlets is the key to a Happy

Sim. The first step is to pick traits that work with your play style. Loner Sims get the “enjoying solitude" moodlet when alone, and "loves the outdoors" Sims get bonuses when outside. Secondly, if your Sims get

a full night's sleep on a quality bed, they'll have “well rested” for most of the day. Complement this with a quality prepared meal, and your Sims will have the good, great, or even amazing meal moodlets. Finally, take advantage of the easy gimme moodiets, like “minty breath” from brushing your Sim’s teeth, “having a blast” from doing fun activities (e.g. watching TV or playing video games), and several moodlets just from having a quality conversation with another Sim.

Unfortunately, negative moodlets also exist. In order to not completely offset the positive moodlets gained, you should be aware of activities that directly contradict your Sim's traits. For example, "technophobe" Sims hate using electronics. "Can't stand art" Sims are miserable at the art gallery. Whenever

a negative moodlet appears, hover your mouse over the icon to find out what it is so that you can solve it immediately!

LIFETIME HAPPINESS REWARDS - Sims earn lifetime happiness by satisfying wishes and being quite happy. These points can be spent on incredibly powerful benefits. Some will fundamentally change how much free time your Sims have, such as steel bladder, hardly hungry, and dirt defiant, which more or less remove a Sim's need to pee, eat, and shower respectively. Others can dramatically improve your Sim's effectiveness at work, such as professional slacker (no penalty for slacking off), office hero (better at socializing with co-workers), and multi-tasker (flat increase in work performance). Finally, some are geared towards improving your Sim’s skills. “Super green thumb” makes

96 GAME INFORMER

e

[^ all plants grown by your Sim a higher quality and “acclaimed author" dramatically increases royalties earned for writing books.

Woe to the Sims player who does not take advantage of lifetime happiness rewards!

NEIGHBORHOOD BENEFITS - When you first start playing, your Sims probably won't have the funds necessary to buy everything you want for them. No worries, because the neighborhood is full of free ways to improve your Sims’ lives! Send your Sims to the gym to work out for free and earn

a powerful moodlet. Learn skills for free

by using the books at the public library. Rummage through neighbors’ garbage cans to find various goodies. Finally, if your Sims have а little extra cash, send them to the bistro or theatre for some entertainment and high quality food (both of which come with powerful moodlets).

COLLECTION CAPERS - The neighborhoods are full of things to find, both to fill your Sims’ homes and bank accounts. Butterflies and beetles can be caught, then placed in terrariums at home ог sold to

the science facility for Simoleons. Over

20 species of fish can be found in various locations and time of day. Some are worth quite a bit, especially those swimming in

the graveyard or behind the science facility. Rare and precious gems and metals can be found around the neighborhood, particularly outside the old mine. Don't forget to pick

up seeds to plant at home, because some plants, like the money tree, can lead your Sims from rags to riches. If you look just a little bit you'll find plenty of things for Sims to collect in their spare time.

IT'S A LIVING - Every Sim should get a job the first time you play The Sims 3. It's the best and easiest way to make money and guide your Sims through the game and its many features, Careers will teach you how to manage your Sims’ moodlets, how to develop skills, what opportunities are, and how to get around town. They also provide your Sims an easy way to socialize with co-workers and their bosses. Some careers will earn your Sims some

handsome rewards on top of a hefty salary. Sims in the law enforcement career will be given their very own squad car with some Sweet sirens. Musicians can more or less set their own work hours when they reach the top, and business executives can hold meetings whenever they want to earn some side cash. High-level chefs will be given free appliances, including an incredibly useful fridge that gives a moodlet to everyone in the room. Stick with a job and your Sims will be rewarded handsomely.

SKILLFULLY EXECUTED - More than ever, Sims can use skills as a fun pastime or even a self-employed career, For starters, every skill has an associated personality trait that will take your Sim to the top. For example, athletic Sims make the best athletes, and natural cooks prepare the finest culinary delights. One of the more profitable skills

is writing. Though slow to start, Sims can eventually earn royalty checks of several thousand Simoleons every week for several weeks per book. For the outdoor inclined, fishing and gardening can also be quite profitable. Furthermore, these two skills complement each other perfectly. Gardeners can grow produce to be used as bait for fish, and fish can be used to fertilize the garden. Both can be sold to the supermarket for ample Simoleons. Painting is one of

the most versatile skills, as it can earn your Sims quite a bit of money and help them fill their home with incredible paintings. Don't forget that a well-decorated home provides powerful moodlets to all Sims who live there. Skills are vital to almost every career, so even if your Sim isn't a self-employed guru, developing a skill will almost always help them at work.

BUILDING A HOME - When you feel up

to the fun task of building your own home for your Sims, it's best to keep a few things in mind. Firstly, keep it simple. Start with a bedroom, living room, dining area, kitchen, and bathroom. Focus on simple layouts and cheap to moderately priced furnishings. Take advantage of the auto-roof tool and don't blow your Sims’ bank account on things

like doors and light fixtures. Secondly, spice things up with Create-A-Style. Even when

on a budget, any home can be turned into a marble mansion by changing patterns and textures of your furniture. Take advantage of the handiness skill, which allows your Sim to upgrade cheap objects with helpful tweaks that turn them into high-value equivalents. Beware that failure can lead to household mishaps, up to and including fire and death. Finally, a little landscaping can vastly change the aesthetics of a home. Add a small hill,

a pond, a garden area, or a small grove of trees, Your Sims will appreciate it and your eyes will thank you.

Mod World

Blueberry Garden http://eriksvedang.wordpress.com/ blueberrygarden/

The grand prize winner of the 2009 Independent Games Festival, Blueberry Garden recently released on Steam for a mere $5, This atmospheric adventure is technically а series of puzzles, However, the experience of playing Blueberry Garden has more in common with Flower than Professor Layton.

In control of a weird birdlike dude in a top hat, players explore an ecosystem populated by odd creatures. Several different fruits grow. оп scattered trees and grant various powers when eaten. The story of this strange world unfolds as you navigate obstacles and reach new areas. Blueberry Garden is undeniably short, but its terse message is none the worse for it.

Blowing winds, haunting piano lines, and unearthly visuals combine to draw you

into this bizarre land. There’s not much to the game from a technical perspective, but its artistry is on par with anything in the medium. Along with fellow IGF winner Braid, this title is a fantastic counterpoint to any argument denying video games their status as ап.

Code of the Month Red Faction: Guerrilla

Few things in this world please us more than razing an entire mining colony to the ground on another world. This month in Secret Access we bring you two codes to add a little more style to your destruction as well as

a few more maps to foster your destructive tendencies. From the main menu screen, select Options, followed by Extras, and finally Enter Code. Both codes must be entered in all capital letters.

Enable the Fortress, Gulch, Scrapheap, and Transmission Maps in Wrecking Crew Mode - MAPMAYHEM

Enable the “Gold Breaker” Hammer in Single-Player Mode - HARDHITTER

Attention All Cheaters! Cheat codes, by their very nature, are in many cases buggier than Virginia in August. 5o, unless you don't mind re-doing those 70 hours you put into the latest game, do yourself a favor and back up your save before using any codes.

On a lighter note, you can send your codes to secretaccess@gameinformer.com for a chance to be featured here and win a prize!

PS3 « XBOX 360

From the main menu, go to Extras, then select Cheat Code, and press the following button combinations.

Body Surf on Enemies - Right, Right, Left, Down, Up, Up, Up, Down

Indiana Jones and the Staff of

Kms —3— | /— 3.

If you read our review of the Staff of Kings

in last month's issue, you know the best thing about this Wii title is the inclusion

of the classic graphical adventure game, Indiana Jones and the Fate of Atlantis, as an unlockable extra. At the title screen use the following code to start playing this old-school hit immediately.

Unlock Indiana Jones and the Fate of Atlantis - Hold Z, then press A, Up, Up, B, Down, Down, Left, Right, Left, B

From the main menu, select LEGO Store, then Cheat Codes. Type in the following codes to unlock additional characters and abilities:

Fast Building - QMSLPOE Islander - UGDRSQP

Ninja Master - SHWSDGU

Space Criminal Leader - ZVDNJSU Troll King - XRCTVYB

“GI Droid”

(location unknown Last seen trying to pass off target render videos as in-game footage)

GEEKED /AT BIRTH. /

You can talk the talk. Can you walk the walk? Here's a chance to prove it. Please geek responsibly.

LEARN:

ADVANCING COMPUTER SCIENCE NETWORK ENGINEERING

ARTIFICIAL LIFE PROGRAMMING NETWORK SECURITY

DIGITAL MEDIA OPEN SOURCE TECHNOLOGIES DIGITAL VIDEO ROBOTICS & EMBEDDED SYSTEMS ENTERPRISE SOFTWARE DEVELOPMENT SERIOUS GAME & SIMULATION

GAME ART & ANIMATION TECHNOLOGY FORENSICS

GAME DESIGN VIRTUAL MODELING & DESIGN

GAME PROGRAMMING WEB & SOCIAL MEDIA TECHNOLOGIES

Masaya Matsuura

98 GAME INFORMER

Where The Past Comes Alive

n the late ‘80s, Masaya Matsuura had no intention of making

video games. As the front man for a J-Pop band called Psy*S, he

was enjoying a moderately successful musical career. The elec-

tronica-focused band made a decent living by licensing songs to popular Japanese animes such as City Hunter and To-y.

Then in 1993, Matsuura produced a CD-Rom called The Seven Colors for Mac platforms. The digital package allowed users to interact with music in new ways. “I'm sure most people think that music is some- thing that is recorded on a CD or MP3, but practically, this is just one element of its existence,” Matsuura says. “For example, if we think of a musician as a fluid thing, then a CD or MP3 is comparable to a snap- shot capturing a specific moment. In order to observe and appreciate this from a more multi-angled approach, | felt that a shift to interactive media was necessary"

When PsysS broke up in 1996, Matsuura started exploring these different angles by further blending technology and music. Matsuura formed a production house called NanaOn-Sha, and began exploring his ideas with Sony's brand new PlayStation video game system. He knew he wanted to create a game that was different from the norm. He knew that he wanted his main character to be a rapper, and that he wanted to put players in direct control of the music. But the game was missing something. Matsuura knew that he needed someone to come along and give his rapping game a distinctive look. That man was an American artist best known for his work in children’s literature.

y the mid ‘90s, Rodney Alan Greenblat had become fairly suc- : ith Greenblat's bright artistic Т he cessful in the art community. Several exhibitions of his work had : direction, Matsuura's rapping opened across the country as early as 1982, and in 1986 he : game took shape. The tale showcased his art to a slightly different crowd when he painted : emerged about a little anthro- the cover art for alt-rock band They Might Be Giants’ self-titled release. : pomorphic dog who in an attempt to “As a child | watched cartoons and went to Disneyland, and was also able : woo his heart's desire takes up kung fu to look at books on Picasso and Miro," Greenblat says. “I think it is the : lessons, learns to drive, and gets a job at combination of cheery pop culture and early modernism that led meto : a local flea market earning extra cash. His my style. For me inspiration can come from anywhere at anytime, so | try : adventures almost always end disastrously, to keep an open mind at all times.’ : but in the end he gets the girl. His name, Greenblat moved to Japan in the early '90s to help draw character : Matsuura decided, was PaRappa. designs for an unrelated Sony Computer Entertainment project, but : Each stage of PaRappa's adventure cen- Matsuura, who was already a fan of Greenblat's work, recruited the artist : tered on a rap song, which Matsuura helped to draw the characters in his quickly evolving rapping game. "He wanted : write. Players would match the rhythms me to create characters for a PlayStation game," Greenblat recalls. “But! : ofthe music with icons representing the was а little worried. | didn't have any idea how my 2D work would trans- : controller's buttons as they scrolled across late to 3D." Fortunately, Matsuura had already figured that part out. He : the top of the screen. This system has didn't want his game to look like every other video game on the market. : been refined a thousand times over since This rapping game was going to have its own style. : that day, but back іп 1996 no one had “We wanted to preserve the essence of Rodney's artwork" Matsuura : attempted anything so novel. j (EZ remembers. “Things like buildings translated decently enough to 3D, : "|really did not have any expecta- Ae but at the time things weren't sufficiently advanced, either in hardware : tions for Parappa when the game first PaRappa or software, to enable satisfactory renderings of characters in 3D" As a : appeared in the market,” Greenblat says. result, all of the characters in Matsuura's game were given a flat, almost : "The PlayStation platform was new, so it whimsical 2D quality. It was a deci- : was hard to imagine having a hit" Greenblat wasn't the only person to sion made partially out of neces- : have reservations. Matsuura recounts, "When we finished making PaRappa sity that would earn the game : the Rapper, nobody was really sure if it was a ‘music game’ so to speak. |

several awards and plenty of praise. : remember that there were naysayers within the industry who claimed that : it wasn’t a game at all”

PaRappa released and sold over a million copies in Japan alone. At the 1998 Interactive Achievement Awards, held during the annual D.I.C.E. Summit, PaRappa the Rapper won awards for Outstanding Achievement n Interactive Design and Outstanding Achievem: | | iri Sound and Music. “At the time 1 don't think that we were capable of imagining the impact that PaRappa the Rapper would come to have,” Matsuura says. Regardless, the game's impact was felt far and wide, as it spawned a Japanese cartoon show, a highly sought-after soundtrack, and a host of other merchandising deals.

Looking back, PaRappa's simple mix of timed button presses and catchy tunes seems like a no- brainer, as companies like Harmonix have taken the concept to the next level. But there was a time when this musical trail hadn't yet been blazed. What does the creator of the music genre think of today's music video game fad? “I'm kind of jeal- ous that they can plan game concepts with huge peripherals for the giant living rooms in western countries," Matsuura jokes. "However, | am very happy to see the success of Guitar Hero and Rock Band, as if they were my own children" I IN m

e А Са . Lose Yourself In The Music e If you liked the original PaRappa, hunt down some of these other classic та due и ааш ишу ie ti 9 July 21, 1999, during the Macworld Conference & Expo, e music titles from Masaya's development house, NanaOn-Sha. Steve Jobs announced the game that would eventually P t make Microsoft's Xbox a success, Halo: Combat Evolved. UmJammer Lammy (1999) Vib-Ribbon (1999) PaRappa the Rapper 2 (2002) Jobs claimed the game would release for Mac OS and e gle ee Е : А : E Windows simultaneously. The game developed quite a buzz. Released for the PSone, this spinoff to the This unique title was only released on This PS2 title continued the adventures of around the fan community, and was especially noteworthy. * РаКарра series featured rock music instead Japanese and European PSones. It allowed РаВарра in an exponentially stranger plot since the trailer was rendered on a now ancient Macintosh e ofrap and followed the adventures of a players to match the beats of any musical that had him dealing with the hassles of ee nee. e guitar-playing lamb named Lammy. CD they placed inside their PlayStation. winning a 100-year supply of noodles. Mac platform.

GAME INFORMER 99

For gamers, ЕЗ is an exciting chance to see all of the newest technology and fun gaming ideas the industry has to offer. But for the companies and presenters, it's a grueling war of sales pitches and one-upmanship, with the show's weakest contenders running a gauntlet of disparaging insults that

only the Internet is capable of of the E3 spotlight.

E3 has spawned quite a few internet memes over the years. Which one of these did we just make up?

A. Reaction Guys

B. Giant Enemy Crab!

C. More Hamsters. NOW

D. Easily Distracted Translator

2 This year's E3 brought news of Left 4 Dead 2, as well as

a new special Infected class. What's the name of this new, lopsided character?

A. Dozer

B. Charger C. Rusher D. Popeye

The "Imagine" brand game series sure has a lot of different titles. Which of these is not yet a real game?

A. Imagine: Makeup Artist

B. Imagine: Wedding Designer

C. Imagine: Animal Doctor

D. Imagine: Nurse Practitioner

чиннар ©]

providing. Take our quiz to find out how you would fare in the heat

featured the four games pic- ured below?

: these wild animals have not yet } spawned a Petz title?

A. Tigerz A. Atari 2600

B. Prairie Dogz B. Bally Astrocade C. Monkeyz C. Colecovision D. Dolphinz D. Intellivision

: 9 Moving on...What does the : "S" stand for in this Contra power-up?

A. Spread Gun

B. Spray Shot

C. Scatter Shot

D. Super Shotgun

Back to the present day; which of the following games does not feature a world called "Empire City"?

A. Infamous B. Gun C. APB D. Mafia 11

Which of these bosses is not

We just flew back from E3, and boy are our arms killing us. According to the movie Die Hard, what's the best way to unwind after a long flight?

A. Beer. Lots of beer

B. A hot shower and hotter cup of coffee

C. Walk barefoot on a rug and make fists with your toes

Now that you've spotted the poster, which game is he really from?

A. Legacy of the Wizard

B. Dragon Unit

C. Ninja Crusaders

D. Zelda II: The Adventure of Link

was so lame | stopped reading

Game Informer Magazine® (ISSN 1067-6392) is published monthly at a subscription price of $19.98 per year, or twenty four issues for $24.98 by Sunrise Publications®, 724 North First Street, 3rd Floor, Minneapolis, MN 55401. (612) 486-6100 or FAX (612) 486-6101. For subscriptions, back issues, or customer service inquiries Toll Free (866) 844-4263. Periodicals postage paid at Minneapolis, MN, and additional majing offices. SUBSCRIBERS/POSTMASTER: Send address changes to Game Informer Magazine®, 724 North First Street, 3rd Floor, Minneapolis, MN 55401. Foreign or Canadian orders must be prepaid in US. dollars. Canada & Mexico Orders: $25/уг additional postage. All other Foreign Orders: $35/yr additional postage. CANADIAN SUBSCRIBERS SEND ADDRESS CHANGES TO PUBLICATIONS MAIL AGREEMENT NO. 40064408, RETURN UNDELIVERABLE CANADIAN ADDRESSES TO: EXPRESS MESSENGER INTERNATIONAL, РО. BOX 25058 LONDON BRC, ONTARIO, CANADA NEC 6A8 Game Informer does not claim any copyright in the screenshots herein. Copyright in all screenshots contained within this publication are owned by their respective companies. Entire contents copyright 2009. Game Informer Magazine‘. All rights reserved; reproduction in whole or in part without permission is prohibited. Game Informer® is a trademark of GameStop, Products named in these pages are trade names, or

trademarks, of their respective companies.

100 САМЕ INFORMER

: 4 Speaking of proliferative Figured that one out did you? brands: The Petz game series You must think you're pretty old is out of control! Which of school. OK, then - what console

D. | don't know, your opening joke

BREAKDOWN

35 is the age of the average gamer, according to a new ESA study. Additionally, 43 percent of online gamers are now female, and 68 percent of all U.S. households play some type of com- puter or video game.

$886 million is how much will be spent on in-game advertising this year, according to PricewaterhouseCoopers. Next year? An estimated $1.4 billion.

12 years is how long Duke Nukem Forever was in development before finally being cancelled. That's almost 1/3 of the average gamer's age!

34,991 is the number of gamers (as of press time) that have signed an intemet petition to boycott Left 4 Dead 2 because it's being made too soon.

0 is the number of СІ staffers who believe an internet petition is a good idea ever.

x Trivia Score & Rank x

You've placed your company's fate in a brand new peripheral. It's similar to the peripheral on that other console, only doesn't do as much, requires eight AAA batteries, and the journalists at the demo laughed until your lifestyle models cried.

Your great new idea for a video game is still six months from launch and a strikingly similar title has beat you to market with better graphics, smoother gameplay, and additional features that put your project to shame. Grab some antacids; it's back to the draw- ing board.

You got a blogger to play your game at E3! And he didn't walk away after thirty seconds! When you asked if he liked it, he only replied, “Meh” But "meh" is bet- ter than “lame,” right? Right?!

You were commissioned for a sequel to someone else's hit franchise and you delivered it on time, add- ing a few personal touches that you think are cool. Reviews are only slightly better than the original, but you're already fielding offers for your next project.

Everyone who walks away from your game has a big smile on their face, despite the long line they waited in just to play it. You're trying to keep your expecta- tions low, but people keep telling you it's a definite

day one purchase.

No one expected your vision for the future of gaming, but everyone wishes they had. You're game is top- ping everyone's Best of ЕЗ list by not only breaking conventional gaming genres, but redefining them for years to come.

Video Game Trivia Answers: 1. C 2. B 3. D 4. B 5. A 6. B 7. D 8. B 9. C 10.C or D

[ hairy pits ]

SpeedStick.com [ sensitive pits ]

cube

MOBILE DEVICE

Ў Set Preferences

It's your space. Cube mobile device™ lets you personalize with over 40 different colorful accessories. Go ahead and edit your shag dash topper, 20-color interior illumination, ripple hooks and interior appliqués. Then upgrade your storage capacity with front-door bungees and a utility pouch. Your undos and redos are limitless. Visit NissanUSA.com. cube mobile device" starting at $13,990:

Look Closer: Text *nissancube" to 44144 for music and goodies.

*As shown, $18,910 ube^ 1.8 SL with Preferred Раска os. Starting at MSRP for Nissan : + MSRP excluding tax, title de n harge and options. Deal: actual price. Limited availability in di lable through dealer order. Ма ly. Not all prepaid phones are supported. 29 Nissan North America, Inc

Made with) love’ by,

Our goal is to presejvelclassi¢ video game magazines soi that they аге not lost/permanently:

People interested) in helping ош п апу capacity; please visit us at retromags.com:

No profitis made) from) these/scans, nor do we offer anything available from| the publishers themselves:

If: you come across anyone selling releases from this site) please/do not support them апа do еби know:

Thank you!