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CRACKDOWN e

Game Informer went all the way to Scotland to get the world exclusive first details on the highly anticipated sandbox game Crackdown 2. Pacific City has been overrun by genetically mutated freaks in the approximately 10 years since the first title, and it's up to a new agent to bring it back under Agency control. Learn all about this new setup, as well as Crackdown 2's four-player co-op and 16-player competitive play, in this month’s massive cover story.

Staff Read the team's latest favorites

GI Spy Silly pictures of our life and times

Dear Gl Your chance to fire back at us!

Connect Where news, talk, and technology collide

Impulse Your guide to downloadable games

Interview

Quantic Dream CEO David Cage, the head honcho behind Indigo Prophecy and Heavy Rain, talks about why his company does the crazy things they do

4 GAME INFORMER

24

We had a professional personal trainer put five recent games, includ- ing Wii Fit and EA Sports Active, through their paces over several weeks to separate marketing hype from fitness reality. The results might surprise you.

ci

We look at long-lost early images of popular gaming icons and get the developers to walk us through the creative process that resulted in the final look for these highly recogniz- able characters.

Gear

Geeky gadget stuff for the masses Opinion

Hal Halpin, CEO of the Entertainment Consumer Association, fills gamers in on the many political issues facing our favorite hobby

Calendar Get hip to this month's happenings

Previews

Come see the newest of news on Assassin's Creed 2, GTA 4: The Ballad of Gay Tony, ModNation Racers, and much more

Heavenly Sword developer Ninja Theory is pulling out all the stops for its sophomore effort. Game Informer toured the company's London offices to bring you this exclusive first look. Enslaved is a post-apocalyptic jour- ney through a deserted USA that touches on themes of community and friendship and dismantling evil robots with your bare hands. A proven developer hungry for excel- lence, and Hollywood talent like Andy Serkis on board to step up the cinematography, have Enslaved on a promising path.

Reviews Game of the Month: NHL 10 for PlayStation 3 and Xbox 360

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

Secret Access Codes, strategies, and passwords

Online See what's happening at Game Informer Online

Classic Gl Reliving gaming's greatest moments

Game Over The end. ..or is it?

GAME INDEX

GAME PAGE A Boy and His Blob...............0ee0e eens 68

Ace Attorney Investigations: Miles Edgeworth .....76

Assassin's Creed Il... eee eene 58 Assassin's Creed: Bloodlines ................ 75 a aa EEP ee EE E 80 Band Haea iaaa 81 Dead Space: Extraction. . ..95 DIR 2 EEUU 88 DIHBO. aire reet prenna ee OI DR 69 Dragon Age: Origins........................ 78 EVBPRE es cocco T PENT tg sapaqa 70 Final Fantasy XIII ................. .... a s... E Final Fantasy: Crystal Chronicles -

The Crystal Bearers ..................... . 66

Grand Theft Auto IV: The Ballad of Gay Tony. ... . 60

Gultal Hero 5:« od iet cc tate eter 90 Heroes Over Europe .

ion; eroe nemen 8l Kingdom Hearts 358/2 Days .............. ..100 N icut sectas riter rtt 64

Magnacarta 2...............

Mario & Luigi: Bowser's Inside Story.......... .98 Metroid Prime Trilogy........................ 95 ModNation Racers. ..... css rere eee 62 Muramasa: The Demon Blade................. 94 Need for Speed: Shift... ..................... 84 WE Wennrann NS NHL 2K10. 90 Operation Flashpoint: Dragon Rising............. 76 Professor Layton and the Diabolical Box. . . .... 100 Resident Evil: The Darkside Chronicles ....... 7

Resonance of Fate............

Sciibblénauts. osiers oniar ieni 96 SE seeriana iee inge a Shin Megami Tensei: Persona .......... pave pO Soulcalibur: Broken Destiny................... 101 Super Monkey Ball Step & Roll ................. 81 Tornado Outbreak............................ 7 Wet....

Where the Wild Things Are ................... 80 WaÑWWiuyyayyassssssassasssaasauska .86 WWE Smackdown vs. RAW 2010............... 74

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| THE ORIGIN OF | A COVER STORY

j| ANDY McNAMARA EDITOR-IN-CHIEF

Celebrity and fashion magazines make a splash with mug shots and models. Game Informer has its cover games. The cover story is the single most sought after story that we put in any issue. The trials and tribulations of the birth of a cover story are hard to put into a couple of paragraphs, but I'm going to try.

In terms of the most frequent questions asked by readers, “How do you decide what you put on your cover?" is right up there, with "How do | get a job at Game Informer?" We don't follow one simplistic formula, but the routine for each cover is about the same.

Sometimes it starts with a game development studio shar- ing its vision of a new game with us. Other times the public relations team give us the heads up as to when a game is coming to gauge our interest. To give you an idea how far out this process starts, we've already had conversations and even seen early footage of games coming out as far away as 2011.

Knowing a game's name and premise is only half the battle, as we have had upwards of five or six amazing games all vie for the same month's cover. Sometimes we can work with the publishers and developers to move the announce- ments around to get all the games we want to showcase, but other times you just have to pass on some amazing products in favor of another. One of the hardest decisions we ever had to make was putting Halo 2 on the cover over the original God of War.

Which brings me to the selection process. Obviously, some games are no-brainers. When Activision approached us with Modern Warfare 2, we already knew that Infinity Ward is tal- ented and makes some of the best games the world has ever seen. But even when it comes to a game like this, we still ask to sit down with the developer so we understand its vision and design goals before we take a look at the game.

New properties are the hardest, but they are also the most exciting, especially if it comes from a developer that doesn't have much of a history. Batman: Arkham Asylum is a great example, where we looked at Rocksteady's past, what its limi- tations were on the previous game it made (Urban Chaos in this case), and evaluated whether we thought with additional resources the companies involved were capable of making a great game. In that case, we thought so, and they did.

We have made other big bets in the past as well. The Chronicles of Riddick, BioShock, Crackdown, and Infamous were all games we were very excited to show the world for the first time. Other breakout hits like Assassin's Creed, Gears of War, and Uncharted were all shown for the first time on our covers, and all were extensively researched before the deci- sion to put them on the cover was made.

The bottom line is the Game Informer team carefully chooses the games that grace our cover each and every month. No outside source, marketing department, or voice from above influences that decision just the opinions of our dedicated staff of gamers. We spend months researching new titles to guarantee we can bring you the inside story on those we think are shaping this industry, regardless of whether the game will sell 10 million or 10 thousand.

Andy >> andyGgameinformer.com

Handle: The Game Hombre Expertise: RPGs, Action/Platform, Driving, First-Person Shooters Interests: Finishing Up Game Informer's Redesign And Web Launch, Twitter@GI_AndyMc, Preparing To Spam My Blog Dislikes: That People Think We Engineered The Epic Fail Story Last Month To Somehow "Get" Microsoft, WoW's Recent Content Patch That Basically

Requires You To Do Heroic Dailies As A Raider Current Favorite Games:

World Of Warcraft, Professor Layton And The Diabolical Box, Shadow Complex (Though The Card Controversy Certainly Taints It)

6 GAME INFORMER

| Reiner >> reiner@gameinformer.com

Handle: The Raging Gamer Expertise: RPGs, Action, First-Person Shooters, Strategy, Sports, Adventure Interests: Classic Adventure Games On iPhone (A Perfect Fit), Console Price

Drops, Guitar Hero Backwards Compatibility, Tripping Icarus (Shameless Plug), My Twitter (@ Andrew. Reiner) Dislikes: NXE Avatar Toys & Clothing (2009's Horse Armor), Battlestar Galactica Rebooted Again (This Time As A Film), Being Caught Up On Games With Nothing New To

Play Current Favorite Games: Call Of Duty: Modern Warfare 2, Assassin's Creed Il, Shadow Complex, Batman: Arkham Asylum, New Super Mario Bros. Wii

| Matt >> matt@gameinformer.com

Handle: The Original Gamer Expertise: First-Person Shooters, Action/Platform, Action/Adventure, Puzzle, Action/Sports Interests: Double Bird (Punk's Not Dead, Or At Least Semi-Conscious), Glass Block Windows, El Taco Riendo (Tinga Del Pollo Tacos Are My Anti-Drug), My Sweet New Lawnmower

^| Dislikes: My Noisy Neighbors Across The Street (Yeah You, White-Mike-From-7he-Wire-Lookin’-Boy!),

Town Hall Meetings, My Inability To Kick Non-Diet Soda (A Real Coke Habit Would Be Easier’), The Worst Summer Blockbuster Movie Season In Memory, Invoice Beef Current Favorite Games: Call Of Duty 4: Modem Warfare, The Beatles: Rock Band, Guitar Hero 5, Mario & Luigi: Bowsers Inside Story, Wet

Kato >> kato@gameinformer.com

Handle: The Game Katana Expertise: Sports, Racing, Action/RPG, Action/Adventure Interests: Humbug By Arctic Monkeys, The Return Of Mad Men, The Kundalini Target By Steve Cradock, Glazed Donut Pancakes, Out Of The Summer Sports Abyss & Into The Fire Dislikes: When Little Rodents Die In Your Walls & Leave You The Stench, Waiting For The Beatles: Rock Band Full Album DLC, Unreadable Track Maps In Racing Games, Still Not Being Able To Save

` Mid-Game In A Sports Title Current Favorite Games: NHL 10, Dirt 2, Madden NFL 10, Guitar Hero 5

li Adam >> adam@gameintormer.com

Handle: The Alpha Gamer Expertise: RPGs, Strategy, First-Person Shooters, Fighting Interests: Getting Classic Games Running Well On My PC, Digital Distribution That Works Like It Should (Which Is Most Of The Services These Days), Seeing Nerdy Baseball Stats Get More Mainstream Acceptance (Dear Jonah Keri, You're A Light In The Darkness That Is ESPN) Dislikes: Most

Of The Morons On ESPN, Obscure Mouse Driver Issues, Waiting For Windows 7 To Release, Windows Vista (| Have To Run Alpha Centauri As An Admin? Seriously?) Current Favorite Games: Sid Meier's Alpha Centauri, Trine, Mega Man 9

Joe >> joe@gameinformer.com

Handle: The Real American Gamer Expertise: RPGs, Adventure, Action, Strategy, Puzzle Interests: Magic For Beginners By Kelly Link, More Mad Men, Avoiding G.I Joe: The Rise

Of Cobra At All Costs, Blowing Things Out Of Proportion Dislikes: Running Out Of Seasons

Of The Wire (Five Is Not Enough), Scribblenauts' Refusal To Acknowledge Risque Words, No Console Release For Valkyria Chronicles 2 (PSP?! No Thanks!) Current Favorite Games: Crackdown 2, Mario & Luigi: Bowsers Inside Story, Persona PSP, Muramasa: The Demon Blade, Valkyria Chronicles, Shadow Complex

Miller >> miter@gameinformer.com

Handle: The Once And Future Gamer Expertise: RPGs, Action/Adventure, Fighting, Platform, First-Person Shooters, Music, Puzzle Interests: The Mice Templar, Mad Men Season 3, The Return Of Dark Sun in 2010, The New Mechanics Behind DJ Hero, Across The Nightingale Floor By Lian Hearn Dislikes: Water Mains That Break On My Block, The Announced Cost Of DJ Hero, Microsoft Increasing The Use Of Avatars In Games Current Favorite Games: Cave Story, Batman: Arkham Asylum, Shadow Complex, Trine, Machinarium, DJ Hero

Bertz >> mattbertz@gameinformer.com

| Handle: Lord Gamington III Expertise: First-Person Shooters, Sports, Action, RPGs, Strategy Interests: The Retum Of Don Draper, The Family By Jeff Sharlet, Death Panels (Where Do | Sign Up?), Ditching Vista For Windows 7, The Hangover, Waiting For More Elder Scrolls Dislikes: Pathetic Vikings Fans Who Welcome Lord Favre With Open Arms (He'll Disappoint You, Just Give It Time), Reiner's Twitter Whoring, Elder Scrolls MMO Rumors (Just Give Me Co-op), Activision rapping On Kurt Cobain By Skinning His Image Over Right-Handed Guitar Playing Animations Current Favorite Games: Madden NFL 10, Shadow Complex, NHL 10, Batman: Arkham Asylum

Ben >> ben@gameinformer.com

Handle: Your Friendly Neighborhood Gamer Expertise: Action/Adventure, Action/RPGs, Platform, Survival Horror, First-Person Shooters, Racing, Stealth Interests: The Ending Of 'Splosion Man (Best Credit Sequence Since Portal), World War Z: An Oral History Of The Zombie War By Max Brooks, The Undercover Economist By Tim Harford Dislikes: Open Mic Nights, How There's No Female Equivalent To Taking A Guy Bra Shopping (You Can't Make A Girl

- Uncomfortable While Shopping) Current Favorite Games: ‘Splosion Man, Shadow Complex,

|; Batman: Arkham Asylum, Metroid Prime Trilogy, Persona, Zuma

Bryan >> bryan@gameinformer.com

Handle: The Gamer's Advocate Expertise: Action/Adventure, RPGs, Survival Horror, First-

| Person Shooters, Music Interests: Dehumidifying The Basement, Sickened By Julie Gregory, The New Mad Men Season, Catching Up On Flight Of The Conchords and Eastbound And

* Down, The Annual Up North Vacation Dislikes: Buying A Dehumidifier, What I'll Have To

| Throw Down To Get Into A Golden Gopher Football Game Current Favorite Games: Shadow Complex, Professor Layton And The Diabolical Box, Kingdom Hearts 358/2 Days, The

24 Beatles: Rock Band, Guitar Hero 5

GAMEINFORMER

OCTOBER 2009 Volume XVIIII « Number 10 + Issue 198 PUBLISHER Cathy Preston EDITOR-IN-CHIEF ‘Andrew McNamara EDITORS Executive Editor Andrew Reiner Senlor Editor Matt Helgeson Senlor Assoclate Editor Matthew Kato Assoclate Editors Adam Biessener * Joe Juba * Matt Miller Ben Reeves + Bryan Vore

Content Manager Matt Bertz Mascot Arthur

PRODUCTION Art Director Thomas Blustin Production Director Curtis Fung Graphic Designer Jeff Akervik Software Engineer Sean Lowery CONTRIBUTORS

Photographer Willam Alix 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. (810) 450-3260 + Fax: (310) 4503571 damon@gameinformer.com Janey Stringer West Coast Advertsing Associate (612) 486-6104 + Fax: (612) 486-6101 janey@gameinformer.com EAST COAST ‘Suzanne Lang East Coast Advertising Sales Director (718) 789-0162 * Fax: (612) 4866101 suzanne@gameinformer.com MINNEAPOLIS Amy Amold Advertising Coordinator and Online Sales (612) 486-6154 * Fax: (612) 4866101 amy@gameinformer.com Rachel Nimerfroh Marketing Coordinator (612) 486-6059 * Fax: (612) 4866101 rachel@gameinformer.com Mark Burger ‘Marketing Coordinator (612) 486-6083 + Fax: (612) 4866101 mark@gamelnformer.com

CIRCULATION CUSTOMER SERVICE DEPARTMENT For renewal, address change and Edge card details:

Visit: www.gamelnformer.com. Email: customerserviceG gamelnformet.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) 4866107 ted@gameinformer.com Information Systems Manager Paul Hedgpeth paulhedgpeth@gameinformer.com

In memory of Paul Anderson

Manufactured and printed in the United States of America The Editor

welcomes company proc oman for al video games. Such

wWthod per ot Gane, E rice Tamad nese pagos a or rademafis, ol their respecte Pause LADY FOR ERROR The pbiser shal Tol be table for sgh changes or y vo e Pa do tea Da vl d edere Ey lr eher ero ox omsons in oomecton an ebesarent Š Ead 0 ton of he advortsement ia any sian cae o he ld ar enmt Pese NCEVNFCATON The arenam aig Apr delend any and tal boss or expense ars ra on a of nias cop. w uat ade pets, iinet of ademas cpyigs, ade ramus, pales Apos piso von ot feo acy. esa fom i publication ofthe Advertisers statement,

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a i " Bethesda a ZeniMax Media company

8 GAME INFORMER

Candid Photos From The Seedy Underbelly Of The Video Game Industry

1 Ben and Meagan spend time with the God of Comic Books, Mr. Stan Lee, along with Bianca Harzbecker of Activision and Ashley Hay of girlsen- tertianmentnetwork.com 2 GI goes to the ultra-exclusive Capital Grille with the Warner Bros. posse Remi Sklar, Megan Korns Russell, and Jessica Brunelle 3A&B Baltimore area tattoo artist Halo Jankowski turns heads with custom Final Fantasy auto art. Unbelievable! 4 Witchblade creator Mark Silvestri hangs with a posse of Witchblade cosplayers at ComicCon, including our own Meagan VanBurkleo 5 Ben hangs with Sega’s Tali Fischer. While his pose is clearly constructed to show off his guns, something about the angle of this photo makes his hair look abnormally large, as if it’s a sentient being taking over his body. Frankly, GI Spy finds this a bit disturbing 6 United Front Games’ William Ho and Sony's Scott Goryl stopped by to show us some awesome new ModNation Racers gameplay. On the left the Best Intern Team in the Business, the talented and pretty Jeff Marchiafava and Tim Turi 7 Just another normal day in San Diego during ComiCon...

HAVE

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IN STORES NOW

For Screens and Video Visit WWW.BATMANARKHAMASYLUM.COM

XBOX

i E. ^, D ames for Windows -" v A) XBOX360 LIVE

PLAYSTATION.3 PlayStation-Network

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am Oe, rocksteady eidos»>

BATMAN: ARKHAM ASYLUM™ Software © 2009 Eidos Interactive Ltd. Developed by Rocksteady Studios Ltd. Co-published by Eidos, Inc. and Warner Bros. Interactive Entertainment, a division of Warner Bros. Home Entertainment Inc. Rocksteady and the Rocksteady logo are trademarks of Rocksteady Studios Ltd. Eidos and the Eidos logo are trademarks of Eidos Interactive Ltd. All rights reserved. "PlayStation" and the "PS" Family logo are registered trademarks and P93" is a trademark of Sony Computer Entertainment Inc. The PlayStation Network Logo is a service mark of Sony Computer Entertainment Inc. Microsoft, Windows, the Windows Vista Start button, Xbox, Xbox 360, Xbox LIVE, and the box logos are trademarks of the Microsoft group of companies,and ‘Games for Windows’ and the Windows Vista Start button logo are used under license from Microsoft. The Rating Icon is a registered trademark of the Entertainment oftware Association.

QQZD BATMAN and al characters, their distinctive likenesses, and related elements are trademarks of DC Comics © 2009. Al Rights Reserve. WWE LOGO, WB SHELD:** & Ware Bros Entertainment In, (s09)

Not Forgotten

| consider myself a hardcore Wii gamer (the Wii being my only console), and | gener- ally consider GI an unbiased magazine. However, | noticed that in the two years that I've been reading your publication, no Wii game has been given the honor of grac-

ing your cover. Dead Space Extraction and Punch-Out! were given features, but not the full-blown cover treatment. Although it does have a rather dismal library in some areas, you can't deny the Wii has some excellent games. They don't just pop out of the blue, so what's the deal?

Kyle Trevor via email

The last Wii-exclusive game we put on the cover was Red Steel back in issue 157. That may seem like years of neglect, but we've also featured several major multiplatform titles with Wii versions as well, like Ghostbusters and Star Wars: The Force Unleashed. Regardless, you have a point: Nintendo doesn't make our cover as often as Sony and Microsoft but that isn't entirely our fault. Nintendo is the most difficult of the three com- panies to work with, since it regulates information about its first-party titles so aggressively. Thankfully, other publishers

GI COMMUNITY

10 GAME INFORMER

Parlies and Beyond

I'm a huge fan of the Xbox 360 and I have a question about Project Natal. All of the trailers l've seen make it look like the Wii. Same with the games - | didn't see one action, horror, adven- ture, or thriller game... just party games. Is that what Natal is aiming for?

Josh Toth via email

The games shown at Natal's E3 unveil- ing were not meant to encompass the entirety of the software the device will support. In fact, very few of them could be considered games at all - they were

have more freedom to talk about their Wii titles, so gamers don't get left in cold completely. Be sure to keep an eye on our cover in the coming months!

PS

| just received Issue 197 and saw that you had chosen to respond to my email about the lost Oddworld game. This was a huge thrill, and I'd like to thank you very much for replying to what | had to say, but more importantly, | realized that | may have unin- tentionally kicked dust in the face of people who are trying to innovate and be creative. | stick by the thrust of my original letter: It's a real shame to see games like Fangus Klot go under, but | don't want to downplay the contributions of developers like Infinity Ward, Jonathan Blow, The Behemoth, Double Fine, Vanillaware, and Insomniac. They are the reason the current gaming landscape is great, but sometimes | crave something a little. ..odder.

Adam Condra via email

Thanks for the follow-up, Adam. The rising cost of development means we're seeing fewer risky and experimental games this generation, and that's disappointing. On the other hand, it is difficult to complain

‘Game Informer has a thriving online community, and this is where they can sound off about issues facing the gaming industry today

Red Dead Redemption. [ve really been looking forward to this game, and its painful to have to wait a while longer. But if they need the extra time to make sure it’s a blockbuster experience, then I'mall for it. for games altogether. Cheech! 1

1 was both disappointed and happy to hear

that Splinter Cell: Conviction was delayed,

Disappointed because I've been waiting forever

to play it, but also happy because | want it to be a

polished game that lives up to its predecessors. LaurenisSoMosh

delayed games releases.

G | The Readers Strike Back

Sure, it was never “officially” slated for 2009, but it still stinks to have to wait until next year for Heavy Rain. It really looks to be a huge leap in terms of storytelling, and it could raise the bar

Those delays don't really affect me; I likely be playing Tekken 6, Marvel: Ultimate Aliance 2, and Silent Hil: Shattered Memories well after the

mostly just demonstrations illustrating how the technology works and what it can do. When Natal releases, we're sure there will be a few party games designed to showcase its features, but Microsoft has stated Natal has applications in more traditional genres (like FPS and racing) as well. We won't deny that Natal and Sony's motion-sensing wand look like blatant attempts to rope in a casual gaming demographic the Wii helped cre- ate, but it isn't fair to assume either of these peripherals will fall victim to the same glut of party-oriented shovelware.

too loudly when so many high-quality titles are coming out every year. We can remember the old days fondly, but the game industry has changed - generally for the better.

One Wasteland to Rule Them All

1 was reading your story on id's Rage, and

it reminded me of Bethesda’s Fallout 3 a lot. It pretty much looks like a rehash with

a few added tricks. Fallout has the Capitol Wasteland, Rage is just wasteland (and both are full of raiders and bandits). Fallout has Vaults, Rage has Arks. The only real differ- ences are that in Rage you have working cars and television, and no VATS. It sure has a great look to it, but right now it just looks like a rehash, sequel, or just the same game as Fallout 3.

Tom Hodges via email

| wasn't surprised to see you shy away from parallels between Rage and Fallout

3, since it would seem accusatory. Still,

| did notice a bunch of similarities. The near-extinction event (asteroid in Rage, nuclear fallout in Fallout), Mutant Bash TV and Galaxy News Radio are both seemingly the last remaining mass entertainment to survive the event, and the Eden Project

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

THE QUESTION:

Of the games delayed from 2009 to 2010, which one do you find most disappointing?

Definitely Dark Void. | want to live my Rocketeer vs. space mutant fantasy now, not in 2010 when this original non-sequel wil get lost in the shuffle of all the other delayed releases.

nol a bumblebee Metellica6S | have been eagerly awaiting a return to Rapture since finishing BioShock for the fifth time. When the sequel got delayed I. well, lets just say | don't think [ve ever wept over a video game before. Testament ggxe

boogieman28

versus President Eden. One of the charac- ters pictured in the article actually had the same '80s punk look that was characteristic of Fallout. Do you guys see a lot of similari- ties too?

Eric Peck New York, NY

Fallout 3 and Rage both take place in a post-apocalyptic wasteland, and there are some parallels in the two games’ vision of the future. But before you single out Rage as the copycat, keep in mind that the title has been in development for years; the team at id didn't play Fallout 3 and say "Let's scrap all the work we've done and copy this!" Furthermore, the Fallout series did not invent the concept of post-apoca- lyptic civilization; even before the original Fallout released, books and movies had been exploring ruined wastelands for years, and both games show the influence of the classic Mad Max series. The desolation and desperation provides a compelling back- drop, and there is plenty of room for mul- tiple games to mine the setting for ideas.

Nothing To Grin About

Now that Grin has closed its doors, | think it's safe to say game reviewers (including you) created the rifts that brought down the now- defunct developer. Three games developed by Grin were released this year Bionic Commando, Terminator: Salvation, and

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

Blood

Sexual Themes Strong Language Use of Drugs

Violence

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nay:

dear gi

Wanted: Weapons of Fate and they all got crappy reviews. Maybe you should consider

your influence a little more before you com- SCOTT pletely trash a game. HAWXHURST Hasani Ennis Regular power Famington Hills, MI n

: armor? This guy The closing of a development studio is d i d always unfortunate, and we wish nothing needs to upgrade but the best for Grin's former staff. While to Enclave low score: hi tributed to the

pit Mae DIET Hellfire Armor

situation, you can’t blame reviewers for not liking games that aren't good. If we were to have said that Bionic Commando was

a great game, that might have made more people decide to play it...but it wouldn't have been the truth. Tearing apart bad games is difficult, because we know that lots of talented people put time and effort into creating the experience. However, how much we like a studio or its employees doesn’t magically transform a bad game into a good one. We have to give games the scores we think they deserve.

Game Informer Reader Art Conte: Ist St. N,

4th Floor

Mpls, MN 55401

Fail Away

š x YT MEGAN NASH I just read your "Epic Fail" article in issue We think this is a drawing about 197, and | have to say I'm truly disappointed Kingdom Hearts. Can any of our readers ) | HEATHER O'NEAL in you guys. That article was completely der five s id confirm that for us? Link is wolfin it up, bogus and full of falsehoods. Why do | say under five years old confirm that for us? J-style. Wolf $ that? Well, it's simple: You used a survey. A ole vol survey is not an accurate source of informa- tion, because people can completely lie on your questions. This article is proof, and it was designed simply to stroke Sony and Nintendo's egos. Now, | can understand Microsoft being on the bad end on some things, but every single category? Are you kid- ding me? Presenting this information is com- LOUISA VENTURA pletely dishonest, and very poor journalism. Before being cast as I usually trust you guys to be independent, Vincent, Vincent tried but this article was clearly designed to make out for the part of Microsoft look bad. Sephiroih...which Dən Brown went to Sephiroth viə eməil instead

Our survey about console failure rates wasn't intended to make anyone look good or bad. We were just curious about our readers’ experience, and a survey is a good way to get a rough idea. We used a third party to conduct the survey and tally the results. Yes, we wrote the questions themselves, but they were exactly the same for all three consoles and contained no comparative assessments (you can see them for yourself at gameinformer.com). It wasn’t a web poll (so no one could vote more than once), and we received ( ANDREW LINN a statistically valid number of responses.

Sorry to break it to you, but our survey Why would Mario and isn't what makes Microsoft look bad - the Luigi loan these guys company’s persistent inability to make a their signature hats? reliably functional system does. Oh...

12 GAME INFORMER

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C 0 N N E C | Breaking News, Views, And Technology From The Cutting Edge Of Gaming

The PS3 Slims Down to °299

Price Drop For All PS3s

ome rumors only die once they become true. Sony

killed two long-airborne birds with one stone by

releasing a slimmed-down PS3 at a reduced price

of $299. Gamers have been clamoring for a

cheaper PS3, and even executives at third-party companies like Activision and Ubisoft have demanded a more cost-competitive system from Sony.

This 120GB $299 PS3 brings the price of the console down into the realm of Microsoft's 120GB $299 Xbox 360 (see below) and Nintendo's $249 Wii.

The new PS3 which is one-third smaller than the original replaces the 80GB version (which has also been reduced to $299) as the defacto PS3 as soon as stock of the 80GB runs out. Similarly, the 160GB PS3 received a price drop to $399. Sony director of network operations Eric Lempel says that addi- tional versions of the new, slim PS3 with different hard drive sizes and software bundles could come in the future. However, Lempel tells us that nothing is planned at the moment.

The new PS3 maintains the original's sleek look at a smaller footprint while also retaining almost all of its features. You can no longer install Linux or an alternate operating system on the console, but the new model adds the ability to sync with Sony Bravia TVs so you can control the PS3's cross media bar and turn off the system with your TV remote. This PS5, however, still lacks backward compatibility with the PS2's software catalog.

Matte Finish & New PS3 Logo

The reset and eject disc buttons on the front face now depress

Not to be outdone, Microsoft announced a price drop of its own to match the PS3, which was as widely expected as Sony's. The 120GB Xbox 360 Elite dropped from $399 to $299, and the move pushes out the 60GB Pro model, which will be discounted to $249 until it sells out. That leaves just the Elite and hard drive-less Arcade models.

Microsoft Matches Price

14 GAME INFORMER

The main dimensional difference with the old PS3 is its height. Sony says the new unit is 32 percent smaller and 34 percent lighter. The company touts a quieter fan as well, but we didn't notice a huge difference.

While you can't install an alternative operating system like Linux onto the new PS3, you can sync it with your Sony Bravia TV so that you can use the TV's remote to control both it and the PS3. Sony says that this only works if you're using a HDMI cable and Bravia models from 2008 and 2009.

Bite-Sized Content for

the PSP

The new PS3 wasn't the only Sony announcement at GamesCom

2009 in Germany. The company also unveiled a new section in the PlayStation store that features titles available exclusively for the PSP, called Minis. These downloadable titles (for both the old PSP and the PSP Go) are 100MB or smaller, and EA has already signed on with ver- sions of Sudoku and Tetris. The PSP. Minis service goes live on October 1. Sony expects 15 titles at launch, with 50 more by the end of the year.

A digital reader service also comes to the PSP this December, with new content promised every month such as digital comics from Marvel.

The $299 price point will likely become the new standard for the next-generation consoles for the next year. It is possible that both consoles may reach a $249 price point 12 months from now, but that will likely be the lowest prices will get in the next two years. It would not be out of the realm of possibility for Microsoft to include Project Natal as a standard attachment with all Xbox 360

systems in 2011. The same goes for Sony's new motion controller that is currently in development.

Jesse Divnich, Elec

Entertainment Design and Research director of analyst services, on where pricing may go from here

The on/off switch has been removed, mean- ing the unit is always on standby unless you unplug it. Sony claims this PS3 model does, however, consume less power.

This new PS3 is not compatible with the old power cord. Instead it uses a traditional two-

prong cord, just like the PS2.

GAME INFORMER 15

connect f

Since taking over NBC's late night slot from Conan O'Brien, former Saturday Night Live star Jimmy Fallon has been courting a younger audience of viewers. A lifelong gamer, Fallon has brought his pas- sion to the show, which has promi- nently featured gaming related guests, segments, and demos. We recently spoke with Fallon about his show and his interest in gaming.

Video Games find A Home on

Since taking over Late Night, it seems you've made an effort

to include a lot of video game related segments. Was this something you planned from the beginning?

Yeah, I've always been into video games. | grew up with video games. I'm part of that generation. | think before it was just pinball games and arcades, but my generation was where you actually took the games and had them in your home. Starting with Atari 2600s, growing up from there. We have a couple of produc- ers on the show that are really into games as well. Whenever we get a little off time, which is rare, we love to play. We have stacks of games in the office.

his own game on the Wii (al

It's interesting because the game industry is at the point where it's as big as movies, music, or television. But when a game comes out you don't see them making the same kinds of promotional appearances that a movie would. Is that something you guys hoped to change? Yeah, | think we're starting to change it now. We had Kudo Tsunoda on to show us Project Natal. We were probably one of the only shows to have him on. | don't think [other shows] treat these people as guests, even though they're just as interesting as anyone they're going to have on their show, Everyone is just so used to booking a celebrity. You rarely see the director of a movie; it's more the people acting in the movie. The people behind the scenes don't really get a chance to come out and talk about it, but | think we're on late enough at night that we're just really looking for interesting conversation. If we can get the developer or a programmer, not just someone that's the voice of the game, | think it'd be so interesting to talk to them. | think we're going to have [Brütal Legend creator] Tim Schafer on.

That would be great. Tim is really funny.

Yeah, | met him once in San Francisco and we went out drink- ing. | barely remember the second half of the night, but he's a really cool dude. | think we're going to have him on. We're having The Beatles: Rock Band on. | don't know if we're getting any of the Beatles; | think we're just going to have the game on.

When you guys started doing more game

content did you have to fight skepticism from

the network?

They kind of left us alone. Our ratings have been great, so | think it was one of those "if it's not broke don't fix it" things.

Coming from SNL, you must have the ability

to read an audience. Do you feel like the game stuff is going over well with the studio audience? Yeah, | really do. We're almost 100 shows in. | think we found our audience. The people that come to see our show know what to expect. When you first come out, no one knows what the show is yet. Some people were just visiting New York City and were like, "Well, let's see the Jimmy Fallon show. What is it? A cooking show?" Now the audience knows | love video games. [We want] to get up

m Fallon has prominently featured video game-related guests on his show. He recently bested Tiger Woods at

ve) and Microsoft's Kudo Tsnunoda demonstrated Project Natal for Fallon (below)

and to show that it's not coming from a false place; it's a genuine love that

| have for video games. Tiger Woods came on and they were like, "Do you want to hit balls with him?" | said, "How about | play him on the Wii?" Then we told EA about that and they get excited because no one wants to do stuff like that. It was great. | beat him, by the way.

Apart from when you have guests like Kudo or Tiger come on, you've also tried game-related comedy bits. You mocked up fake celeb- rity video game boxes like John

& Kate Splinter Cell and some others. Do you feel that people recogize games as pop culture references now?

That exact bit didn't go over that well, but it was the first time we did it. Usually if you try it again you just go for harder jokes. Just turn up the joke so it's a little bit harsher so people will laugh at it. If it doesn't work then, then | don't know if | can do it anymore. If it does work, | can try it a third time.

So you didn't think that one was a successful example? Yeah, it wasn't that good.

We thought it was funny, but we're in the target audience for it.

We liked it too, but | think the audience response was like, "Alright..how many more do you have left of these?" We did the John & Kate Splinter Cell, we did Kobe Bryant where he just plays every team by himself. There was no pass button.

So you have to hit a balance of a game joke and a pop culture joke?

Completely, yeah. You have find out what's a good combo mix so that people who aren't into games can still understand what it is.

| think that one might come back; we'll try it again. It just takes a long time for the graphics department to make those fake game boxes, so it's just gotta work. When it doesn't work, that's hours of work that goes into those boxes just for one day. It's like, "Uh, you don't understand. Edmond in graphics works so hard on these things and they're flopping." We'll bring that one back. We're actu- ally excited to make our own video games. We might start with iPhone apps, because we do a whole bit about iPhone apps.

You're going to actually make comedy games? Yeah, funny and weird games, and just make them cheap.

Do you have guys on staff that are capable of doing that stuff?

No. Not at all. We're going to hopefully [talk to] somebody this month. We have pages of ideas for the games, and | don't think NBC is set to make games these days. We're looking to start small with iPhone apps and just show that we know what we're doing, and then we can give people some cool, fun games to play. Then we could make it a big thing.

What games have you been playing lately? Right now on pause is Fight Night Round 4. Mohammad Ali vs. George Foreman. I'm just getting killed. It's all about blocking.

Do you have particular genres you like? Sports?

My favorite games in the history of the world are any of the Legend of Zeldas. Some of the other RPGs are just too much. | don't really like watching a movie during the game. Sports games have been big hits in the office because people can jump in can and [then] leave if they don't have that much time to play. It's two minute spurts. | just lost my DSi, but that was my favorite. That was the greatest invention ever, | loved it. | have thousands of games for DS. Professor Layton is great, and Phoenix Wright. | never thought I'd be into being an attorney. [Laughs] IB mi m

AT GAMESCOM

DUST 514 ANNOUNCED,

GUILD WARS 2 FINALLY UNVEILED :

goers at GamesCom 2009 in Cologne, Germany with its

announcement of Dust 514, a massively multiplayer FPS for consoles that ties into EVE's persistent world. This unique title has players engaging in ground combat on planets across the galaxy. Gameplay details are scarce, but we know that maps are created by a combination of hand-crafted geometry and procedurally generated terrain, which CCP touts as allowing it to populate thousands of planets with unique battlefields. Similarly to Battlefield 2, a commander will set waypoints for each team and set up deployables to support his troops on the ground. The game will have limited PvE bot play, but CCP is making no bones

3 VE Online developer/publisher CCP blindsided convention-

I about the fact that, its focus is squarely on competitive online multiplayer.

The relationship between EVE and Dust 514 hasn't been fully revealed, but CCP has let a few details out. The outcome of battles in Dust 514 helps determine which player faction in EVE controls the planet and its output. The publisher is releasing a game-centric social networking site that will allow players of both games to interact in that way, and it's a good bet that EVE's dynamic player-driven politics and factional warfare will have an impact on Dust 514's social structures as well. Dust 514 has no announced release date.

NCsoft and ArenaNet finally released images and info for the long-awaited Guild Wars 2, also at GamesCom. The teaser trailer doesn’t convey much (other than the fact that ArenaNet still employs fantastically talented artists), but the developer was willing to shed light on one of the game's new features: the event system. In similar fashion to Warhammer Online's public quests, GW 2's events offer a dynamic way for players to work togeth- er to impact something in the gameworld. ArenaNet shared an example of a centaur raid on a military outpost, where the out- come of the raid determines whether the next battle takes place as the human forc- es counterattack to either retake the out- Post or go after the centaurs’ base. Unlike the first game, Guild Wars 2 features a persistent world like most MMOs, though the relative balance of instanced content to public space is as of yet unknown. NCsoft has yet to announce a release date for the title.

Guild Wars 2

connect

DATA FILE

More News You Can Use

MADDEN'S DOWNLOADABLE BLITZ Missing the watered-down football ofthe defunct NFL Street series? Look no further than Madden Arcade [tentative title], a downloadable game similar to EA Sports’ 3-on-3 NHL Arcade, which is already out for Xbox Live and PSN. Madden Arcade will appear sometime this year. But that isn't the only download EA is offering. The Madden Legacy pack, available in late September, celebrates the 50th anniversary of the AFL with 16 throwback uniforms, old-school, ‘60s-style visual presentation, and even AFL legacy games in Franchise mode.

—S = > THE PULSE OF NINTENDO

During a recent call with investors, Nintendo president Satoru Iwata said that the company would like to release its pulse-reading Vitality Sensor peripheral before the end of next year.

THE BRUTAL LEGEND

CONTINUES

Double Fine's Brütal Legend gets the legal per- mission to rock after the developer and former publisher Activision ended its legal batting in a confidential, out of court settlement.

BAD COMPANY RETURNS The exploits of Battlefield: Bad Company 2's B Company continue on March 2, 2010.

PATENT ROUNDUP

Nintendo and Sony have both come down with some weird patents recently. Nintendo's is for a horseback riding peripheral (upon which the Wii remote would attach), and Sony's is for an application that sense players’ emotions like laughter, anger, sadness, etc.

GAME INFORMER 17

LOOSE TALK

Hot Gaming Gossip

l ;K 2: HELP STIL D Last month BioShock 2 developer 2K Marin signed French studio Arkane Studios to help with the game, bringing the running total of studios working on the title to four. Some in the industry have pointed to this amalgamation of developers as a troubling sign for the game. Whether that's true or not, Loose Talk heard another potential red flag. Among those 2K Marin has turned to for help on BioShock 2 recently was Ken Levine, designer of the original BioShock. What's more unfortunate that they had to go back and ask Levine for his help at this stage in development, or that he wouldn't do it?

it Jit zz:

Nothing has been clear about Beyond Good & Evil 2. A brief teaser trailer was shown for an upcoming but unnamed Ubisoft project in 2008 that had no release date, but it featured characters that looked like they were from the franchise. BG&E creator Michel Ancel has said the project is in the works, but Ubisoft itself has countered by saying that working on the game doesn't necessarily mean itl be released. Now news comes out of GamesCom that the whole thing - whatever it is - has been put on indefinite hold. Ubisoft wouldn't comment on the rumor.

Wii Fit Board owners are limited to using

one board at a time while playing Wii games, but Nintendo is looking to fix the problem.

At GamesCom 2009, Loose Talk overheard a Nintendo representative talking to a suit from Ubisoft about the possibility of using two boards simultaneously for multiplayer.

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

Test Your Sight

The NES had Mario as a mascot, and the Genesis had Sonic. What did NEC's TurboGrafi- 6 have? A prehistoric caveman who destroyed things with his large forehead as he side-scrolled through levels collecting power-ups and other items. Despite being the hero for the TurboGratx-16, this character appeared on other systems, in arcades, and some of his games can even be downloaded via Wii's Virtual Console. What was the TurboGraty-16 title that started ital

(Answer on page 26)

18 GAME INFORMER

E GOTTA GET OUT OF THIS PLACE

THE GAME DELAYS THAT ARE SHAPING 2009 & 2010 p ublishers are delaying games by the boatload, moving their 2009

aee

release dates into 2010. Some are delayed for development reasons,

but a lot of companies are saying straight up that they want to avoid being a casualty in the upcoming 2009 holiday massacre shot down dead by cold-blooded retail assassin Call of Duty: Modem Warfare 2, which comes out in November.

With so many games moving to 2010, it brings up the question: Which titles are going to move out of the first half of 2010 because it's too crowd- ed? After all, God of War III, Mass Effect 2, Heavy Rain, and Alan Wake are just some of the games already camped out in the first quarter of next year.

Here a list of just some of the 2009 titles that have been moved into 2010.

» Starcraft Il: Wings of Liberty (PC) First half of 2010 » Battlefield 1943 (PC version) First quarter of 2010 BioShock 2 (PS3/360) Mid-2010 Splinter Cell Conviction (360/ PC) First quarter of 2010 Red Steel 2 (Wii) March | Am Alive (PS3/360/PC) 2010 Singularity (PS3/360/PC) First quarter of 2010

e Singularity (PS3/360/PC) First quarter of 2010

e MAG (PS3) January 26th

Dead to Rights: Retribution (PS3/360) Spring

* Matia Il (PS3/360/PC) Spring

e Red Dead Redemption (PS3/360) Spring

e Bayonetta (PS3/360) January

e Dark Void (PS3/360/PC) Early 2010

SOT Bi Starcraft II: Wings of Liberty

Sud e w

m Red Dead Redemption

m Red Steel 2

m Splinter Cell: Conviction

LAST MEN STANDING

What games are coming out this year? Here are some of the titles sticking around. For now...

Halo 3: ODST (360) September 22 * Alpha Protocol (PS3/360/PC) October 6 * Grand Theft Auto: Chinatown Wars (PSP) October 6 e Brütal Legend (PS3/360) October 13 * Uncharted 2: Among Thieves (PS3) October 13 Borderlands (PS3/360/PC) October 20 * Grand Theft Auto: Episodes from Liberty City (360) October 29 * Ratchet & Clank Future: A Crack in Time (PS3) October 27 * Dragon Age: Origins (PS3/360/PC) November 3 * Call Of Duty: Modern Warfare 2 (PS3/360/ PC) November 10 2 * Assassin’s Creed II (PS3/360/PC) November 17 * Left 4 Dead 2 (360/PC) November 17 * New Super Mario Bros. (Wii) Holiday * The Legend of Zelda: Spirit Tracks (DS) Holiday

M Call of Duty: Modern Warfare 2

TOP FIVES

Favorites From Industry Pros And GI Readers

DEVELOPER Erick Boenisch

(w/friend!) Lead Feature Designer (NBA 2K10)

1 Dragon Warrior III - NES 2 Super Mario Kart - SNES 3 Dragon Quest VIII - PS2 4 NFL 2K5 - Multi

5 SimCity - PC

Eric Cochrane

Belmar, NJ

1 GoldenEye 007 - N64

2 Legend of Zelda: Ocarina of Time - N64 3 Knights of the Old Republic - Xbox

4 Killzone 2 - PS3

5 Baseball Stars - NES

Send Top Fives and a photo of yourself to:

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

TOP TEN

Lists...Everybody Loves Lists...

Top 10 Unfulfilled BlizzCon Fan Wishes

10 Felicia Day in-game companion, complete with “writhe on loot" animation

9 Announcement that new MMO project is actually a Call of Duty tie-in

8 Release dates. For anything. Ever 7 Removal of all color from Diablo III palette

6 Ability to post to Facebook and Twitter from Battle. net 2.0

5 A few more $60 editions of StarCraft II

4 The complete annihilation of anything related to Mountain Dew GameFuel

3 Blizzard refusing to call Andy and apologize personally for 3.2

2 New Deckard Cain rap for Diablo III

1 Confimation that Alliance will be utterly wiped out in Cataclysm

GAME INFORMER 19

connect | people

The latest Wii edition of Punch-Out ended over

a decade's drought in Nintendo's revered boxing franchise. Was it too simi- lar to the original games? Should players be able to control enemy boxers in multiplayer? Where the hell is Mike Tyson? Our forum users team up to pose tough questions to Nintendo and developer Next Level Games.

KENSUKE TANABE Manager, Production Group No.3, Software Planning and Development Division, Nintendo Co. Ltd.

BRYCE HOLLIDAY

KEN YEELOY

: doodlemonster3000: Were there any second : thoughts about adding the same boxers with the

: same weaknesses? | know it's a remake of a classic : game, but doesn't it seem that the game will be a

: little repetitive? H This was intentional, but | don't think it ends : up being repetitive and here's why. The first 13 fights all

: have elements of the original fights. They generally have the : same weakness (and that was a specific nod to the original), : but we incorporated some new moves within those fights to : make them feel updated. We didn't want exact carbon cop-

: ies of the original fights. The next 13 fights (Title Defense)

: are about the boxers evolving and learning something from

: their first experience. For example, Glass Joe has headgear to : : lenge to satisfy the experienced : fans, but at the same time have : something that the casual users could

1 get into easily. That's not an easy feat to : accomplish. With 27 fights, we were able to : tune the game so the first 13 fights would

: be accessible to the casual user and the

: Title Defense mode would be satisfying to

| the experienced user.

: protect his fragile jaw. Those fights are completely new and : our intent was to evolve each character's story.

H Nintendo and Next Level Games

? agreed that we had to answer to traditional fans of the

: series. To that end, the NES game came up as the best

: option of choosing fighters. But once we started choosing

: them, we found that we couldn't cut anyone, and we ended : up maintaining ALL the fighters of the NES game. So our

: strategy was to include a limited number of improved fight-

i ers from the original version rather than creating a bunch

: of new boxers. Since we allow players to take on these

: returning characters with new moves in Title Defense mode, : we felt this is where the experienced players would find the : sense of freshness that they craved.

: Beater of ass: Why not allow for players to control : others beside Little Mac in multiplayer? | was hop-

: ing to put a beat down on my friends with Glass Joe :

: or, even worse, Disco Kid.

H We actually did consider that feature, but it never : worked out well enough for us to feel comfortable includ- : ing it in the final game. We decided that focusing on Little : Mac with the addition of Giga Mac helps to make our : multiplayer mode a fresh new addition to the series.

Ñ aubradley84: Was there ever consideration given to : implementing MotionPlus controls? H We discussed it, but we found that the Wii

; MotionPlus controls weren't necessary. Since our game is not : : Tyson, bringing back memories of the days of : old? You know, before Tyson ate people's ears?

: a traditional boxing simulation, we did not feel that the addi- : tional accuracy provided by Wii MotionPlus would enhance : the overall experience for the player.

: Thekid: Why was Mr. Sandman promoted to final

: boss status over Super Macho Man or Mr. Dream? H Sandman was promoted to the final

: boss mostly due to the nature of his persona as compared : to Super Macho Man. We wanted the end guy to be fear-

: some rather than funny, so we pushed Sandman further into : the villain category and made it feel like he could beat any of : : would have two unique versions for each char- $ acter that meant a lot of new characters and

: lesser-known older ones were cut from the

D NNSSSSSSSSSSSSSSSSNNSSSNSSSSSNSSSASNNSNSNNNSNNSNSSSNNSNNSS

: the other boxers.

20 GAME INFORMER

Producer, Next Level Games

: Wii Master: Sometimes : the game is so difficult, |

: want to throw my Wiimote

: across the room. On a system : that has many casual games, : what made you decide to

: make this so hard?

i picking it up afterwards to

: play it again, don't you? | do

i the same thing! In our minds, : hearing people say that means > we were successful. Our goal

: started their career as a casual player, right? : When a casual user encountered a great,

: immersive title, he or she started to trans- : form into an experienced gamer. | would

: be pleased if Punch-Out could offer similar : encounters for casual players on Wii.

: for this generation?

: artists here, and being fans of the original, it : seemed they just knew what the characters had

: to look like. Little Mac probably took the longest to : approve the final look but he's the hero, so you have : to make sure he gets the most attention.

: xenosaga_freak: Did you guys ever have even

: the game we were creating.

: Baron 112: Why are there only two new characters : in the game, Disco Kid and Donkey Kong?

; in the early stages of development, but then the Title

areerwords

READERS PUT DEVELOPERS IN THE HOTSEAT

P.O ut!!

Game Designer, Next Level Games

production list. On top of that, we knew early on that we essentially wanted to deepen the experience for fans with characters they already loved by creating new puzzles, dialogue, and idiosyncrasies.

In the early stages of development, we made a decision to focus on retuming fighters. Disco Kid was an exception; he showed the potential to have some outstand- ing characteristics, so Nintendo and Next Level : Games agreed to add him. As for Donkey : Kong, he was suggested by an executive : at Nintendo of America when we were considering adding a special character. When he was suggested, we all agreed he was a great fit. We hope that long- time Punch-Out fans were surprised when they first learned he was in the game!

Yes, but you keep

was to create enough of a chal-

Any experienced gamer today

ROut3r: Why did you change Piston Honda's name to Hondo Capcom doesn't have any prob- lems using the name E. Honda. | think it's safer to stay clear of company trademarks.

var5592: Was it hard to modernize

ittle Mac or any of the other boxers Additionally, his name "Hondo"

in kanji represents the main hall of a traditional Buddhist temple. | think it adds another layer of “Japanese-ness” to his character. Please welcome him as Hondo : from now on! :

We've got really great, creative

not a bumblebee: Can

we expect a timely sequel or will we have to wait another : decade? :

Ha ha! Hopefully we won't have to wait that long.

the slightest consideration of including Mike He didn't really match the direction and feel of

The more requests for a sequel we receive, the more we have to seriously consider it. Personally, | would like to consider making a different type of game than : we have created so far that utilizes the charac- : ters of Punch-Out in a new way. :

We came up with some ideas for characters

Defense mode evolved as the core piece of the game for fans of the original game. Since we knew we

RRR |

Gamers

Street

Fighter IV

Game Informer scours the leaderboards to find the best of the best, uncover the people behind the handles, and learn their strategies.

If you get a pesky mes- sage over Xbox Live or PlayStation Network from GamelnformerMag, please don't delete it. You could be the next featured gamer.

Daigo Umehara

Age: 28

Hometown: Tokyo

Favorite Fighting Games:

Street Fighter IV and Vampire Hunter

Favorite Fighting Character:

Ryu (Street Fighter Alpha 3)

Weakest Character: None

Practice Time:

20 to 30 hours a week leading up to tournaments

Rivals: lyo, Justin Wong

= ment

"n

Accomplishments

Daigo most recently won the Evo 2009 Street Fighter IV Championship in Las Vegas in addition to a long line of tour- nament victories in the U.S. and Japan over the years.

Balance in Street Fighter IV Forum chatter around the Internet suggests that Gouken,

IP Akuma, and Ken are too powerful. "When you look at other

games, there are so many characters that some of them turn out unbalanced,” Daigo says. "When you compare SF IV with

if them, SF IV's balance is fairly well done. Not many people

IE. know much about Gouken in Japan since we don't play the IE. home console versions. Akuma, for sure, is strong, but Ken is if not really considered overpowered”

if Getting into Tournaments

“The very first time | participated in a game tournament

WE was at a large arcade center | used to go to," Daigo says. "I

saw a flier posted there, and | thought of trying it out. It was 17 years ago. | didn't win. | lost in the second round, but 1

| enjoyed it very much. There used to be lots of small-scale | tournaments held at arcade centers, and | registered for

another one. Each followed one after another"

Evo 2004 - The Parry If you haven't seen it yet, look up Daigo's insane parry as Ken versus Justin Wong's Chun-Li on YouTube. "| can pull that off

at the right time on a regular basis, but the particular circum-

stance with large crowd cheering and rooting for Justin made it difficult for me to make it happen," Daigo says. "The move itself is not hard at all under normal circumstances, but the noise, the fact that | was at the end of the line, and all that set the psychological bar higher than normal. It was the indication that | was able to perfectly focus on myself. In that regard, 1 was very happy with the result"

Life Outside of Street Fighter Daigo says he loves trying out and evaluating new restaurants on a regular basis.

Improvements for the Next Street Fighter

"One of the things | don't like about the game is grappling/ throwing defense,” Daigo says. “It's just too easy. I've never liked this system since its introduction. It's like a clinch in box- ing. When you come to watch a boxing match, you don't want to see two players holding onto each other. You want them

to fight. It is stressful and uninteresting for both audience and players. | strongly feel that it should be either removed or at least fixed. If they could revive the Guard Clash system, that'll balance out the bad grappling/throwing defense system”

gamers

Accomplishments

Justin Wong came in a close second in the Evo 2009 Street Fighter IV Championship. He also placed first in Street Fighter III: Third Strike team play and second in Marvel vs. Capcom 2 at the tournament. He has won many fighting tournaments _ over the years.

I Getting into Tournament Play

IW. "The first tournament | ever entered was for Marvel vs.

Capcom called the East Coast Championships,” Wong

ip remembers. "I didn't know what | was doing; people just took Í me and invited me to the tournament. | was maybe 13 at the if time. So | got fifth place out of like 400 people, and was like, ‘Hey, this is pretty fun! So Marvel vs. Capcom 2 came out and I just started playing that a lot, and from there | started going to MvC 2 tournaments and winning. | just kept going to tour- naments because it's so fun meeting new people.

Life Outside of Street Fighter Wong likes to shoot pool and go bowling with his girlfriend

ah

Justin Wong - and buddies, and doesn't find the need for a day job. "| make Age: _ a pretty good amount just from Street Fighter IV and competi- 23 tive gaming really" Wong says.

Hometown: | How Does Street Fighter IV Stack Up? New York, NY ^A lot of people can get into it [because] it's easier to play and 3 it looks pretty," Wong says. "It's a showoff game, compared to the old school Street Fighter, where only hardcore gamers > knew about like Street Fighter IIl: Third Strike or Capcom vs. SNK 2. But a lot of people can get into this one because of the depth"

Favorite Fighting Characters: Rufus, Sentinel, Storm

Weakest Characters: Dan, Dhalsim, Sakura

Balancing Act "Not a lot of characters are overpowered to the point where if you pick this character you win," Wong says. "On the tier list Sagat is the best character in the game, but at Evolution 2009, there were no Sagats in the top eight at all. A lot of people complain about Ken, Ryu, Akuma, and Sagat on Xbox Live because of the whole online lag system. People are just _ not used to playing Street Fighter IV online. They just keep getting hit by a Shoryuken all the time”

Last Minute Switch É _ In the Evo finals, Wong made a surprise change from his Daigo Umehara, < standard character Rufus to Balrog. "I played Balrog against Desmond Pinkney, | Daigo in the finals because | felt like | would have a lot easier Sanford Kelly, John | time with Balrog,” Wong says. "I just don't like Rufus vs. Ryu Choi - matches at all. | just can't win in that match. He knows that

ipft p ][hl1 American players choose more than one character, so he was " probably expecting it throughout the whole tournament"

Other Favorite Games:

Left 4 Dead, Guitar Hero

Practice Time: 20 hours a week

Rivals:

connect

MMO

BY ADAM BIESSENER

If you care about WoW at all, you're already familiar with the announcement and key features of Cataclysm, the game's third expansion. | would love to have been in the room when Blizzard was brainstorming ideas for Cataclysm. | like to imagine that ideas for new settings were thrown around (crystal starships full of space goats! Just kidding, nobody would suggest anything that lame) until some brilliant designer suggested that the old world is a ghost town. Why not fix it up and fill in the geometry so that players can finally fly there? Hell, why not just blow the whole damn thing up?

WHY NOT, INDEED?

fter the disappointment of 3.2,

I'm inclined to agree. I'm not talk-

ing about the “epics for casuals"

outcry; a soft gear reset in advance of Wrath of the Lich King's final raid makes plenty of sense. Adding an emblem grind to collecting the next tier of armor sucks, and just makes geared raiders steamroll boring heroics for emblems. Gating the Coliseum's encounters by time to milk its miniscule content as long as possible screams, “Icecrown is behind schedule! Please don't cancel before it comes out!” I'm sorry, but yet another batch of daily quests no longer counts as new content. | loved 3.1, but 3.2 is a sorry excuse for a major content patch.

All of that makes me wonder: How are Cataclysm and 3.2 coming from a single company, much less teams behind the same game? Cataclysm is a demonstration of the kind of stones that Blizzard is often accused of lacking, with the destruction of huge swaths of content that cost tons of time and money to make. On the other hand, 3.2 is conservative to the point of being stagnant, offering very little new con- tent and no shakeup of the existing order of WoW. Obviously there's a world of difference between a patch and an expansion, but the difference in philosophy behind the Š two couldn't be starker.

Cataclysm looks amazing from a content perspective. The lure of having dozens of new zones to explore, plus the tie-in to the lore built up over five-plus years of WoW, is strong. | know I'll log in just to see the Barrens ripped in half Gustice for all that I've endured in that tiresome, trackless savan- nah). Players have been

begging for rated battlegrounds forever. Guild progress and achievements are good ideas shamelessly ripped from other games, but I've got nothing against that. New races are always fun. The feature list reads a lot like a fan wishlist, and it's hard to complain about that.

The geometry isn't the only thing being nuked from orbit in Cataclysm. Blizzard is ripping out significant chunks of the math behind the game and redoing it nearly from scratch. Right now, you have to understand at least three different rating stats, three to five core attributes, and a power number in order to optimize your character for high- level play. Cataclysm is changing all of this. The new system will focus almost entirely on core attributes like Intellect and Strength while rolling ratings and less obvious stats into a catchall mastery number. Along with the new reforging profession, which allows limited customization of the stats on gear, this looks very promising for giving players choices as they outfit their characters, while dramatically reducing the overall complex- ity and impenetrability of the system. The developers also intend to rebuild all of the talent trees in the game, focusing on fun talents that add functional- ity to skills while removing bland passive bonuses. These sorts of brave re-envisionings of

the game's core are exactly what an aging MMO needs to stay relevant.

It's not all sunshine and rainbows, though. Archaeology sounds a lot like the timesink hell of EverQuest's alternate advancement points, or Dark Age of Camelot's masteries. Blizzard is hardly averse to putting in crush- ing grind requirements remember the Argent Dawn stuffin Eastern Plaguelands, or the original honor system, or the dozens of reputations in Outlands? That's not a game I want to play any more, and I'd be surprised if anyone else does. Wrath of the Lich King has been much better about the grind, though, so hopefully Blizzard won't be headed back down that dark path.

My other question in the wake of the Cataclysm announcement is whether or not | have any more World of Warcraft left in me. It's been five years, and the game doesn't hold the same wonder and joy it used to. I've got a lot of in-game friends, and l'm still very attached to both my mage and druid.

I'll almost certainly pop in, tour the new zones, and find whatever next year's ver- sion of Mankrik's wife is. Being able to level in revamped areas without having to stare down the barrel of old-school Stranglethorn Vale holds a certain allure.

Climbing up another tier of armor, grind- ing out a few more levels, and leveling a new secondary skill are things we've all done before, though. | have no doubt that Blizzard will make Cataclysm the most polished, kickass way to do those things around; that's what the company does, and it's very, very good at it. Relative to five years ago, though, many more polished options are available in the MMO genre that offer other, potentially more engaging gameplay vectors. | wonder the traditional formula that has survived for decades, from MUDs through Ultima k Online and EQ and into WoW, hasn't

k. run its course.

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T 1

24 GAME INFORMER

Game Informer Gets the Straight Story on Wii

Wii Fit

Publisher: Nintendo * Developer: Nintendo

My Fitness Coach

Publisher: Ubisoft + Developer: responDesign

The Good

They have good tracking and journaling. You can stamp off days there are some good things to keep you motivated, which is very good.... There are [also] a lot of things to unlock, which is a common strategy in video games.

The Bad

There isn't a way to get consistent time out of your workout. If you're looking for any type of fitness benefit, especially aerobic, with a sustained heart rate, there has to be rhyth- mic, consistent movement for an extended period of time. There's too much stalling in this game when you have to constantly select the next exercise; you can't just figure out your workout and go. That's the big downside. The game also uses the balance board to measure your Body Mass Index [a calculation based on your weight and height Ed.] My BMI is relatively high because | carry a lot of muscle mass. That's one of the inherent problems with using

BMI as an indicator of fitness because it doesn't take into account body fat and lean mass. You could have two peo- ple that weigh 200 pounds, one eating chips on the sofa with 26 percent body fat, and an athlete that weighs 200 pounds with only seven percent body fat. But according to this index, they are in the same category. | was considered borderline obese. My Mii swelled up right in front of me, so | thought, "That's an interesting message" I'm not sure how | felt about that.

The Bottom Line

This is not a suitable replacement for professional fitness instruction. If you want to do yoga, you are much better off going to a yoga class where you can get examples and ask questions.

Fit Factor

2.5 out of 5

The Good

My Fitness Coach is more user friendly, because you can choose the length and difficulty of your workout. They have a scrolling bar that goes along the bottom of the screen that tells you how long you have left with that exercise. You can also choose the type of workout. You can do a yoga, cardio, strength, core-focused, or equipment-based workouts if you have hand weights or a fit ball, you can work them into your exercise.

The Bad

The audio cuing annoyed me; it seems like you are always being congratulated or encouraged. Every 10 or

15 seconds it will come back four or five times. As for the exercise, | did a 30-minute core workout with a fit ball and hand weights. After the first nine minutes, however, | was still warming up like you would for a cardio class, which seemed a little off. We didn't do any exercises that used any of the items | selected.

The Bottom Line

The background and animations are good, but the mechan- ics are not great. Since My Fitness coach focuses on body- weight and calisthenic moves, you'd think form would be important. She does things onscreen that | don't think human beings are capable of doing like how she gets down to the ground and how she comes up from a push- up. It's not realistic modeling. If someone did it that way they could get hurt. | had some of the same issues with the yoga. If you can't see the television, you can't see the pos- tures to know whether you're doing it well.

Fit Factor

A out of 5

Fitness Titles From Personal Trainer Keith Nelson

Jillian Michaels’ Fitness Ultimatum 2009

Publisher: Majesco * Developer: 3G Studios

The Good

Jillian Michaels’ Fitness Ultimatum is set up like a boot camp. If you go to the cafeteria you can get nutrition tips or recipes, but you have to unlock this stuff by participat- ing. This game has good flow because you can pick out the workout length and it will have you do exercises the whole time.

The Bad

Basically, you're on a trail with a very boring, third-person, top-down view. You walk and jog. Trees go by there are no people - like | said, very boring. At the end you can go one of two ways; one is a question mark and the other is an activity. The question mark could be another challenge, or just more jogging. One example of an activity is loading a cannonball into a cannon then firing it at a target. You only get 15 seconds to read the instructions before you go into the activity, and then | spent the majority of the time trying to manipulate the controls to make it work. | couldn't do

it. Another activity has you kayak with your knees crossed on the Wii board and mime paddling. | tried it a half-dozen times and couldn't get it to work. | kept trying to shift my weight to make it work. Novices may become very frus- trated in a very short time and quit.

The Bottom Line

Given the clunky controls, this was the most frustrating one for me. | have a good mastery of movement, so if | can't make the thing work, I'd imagine many people would be chucking their controllers across the room. | had to cheat to make it work. One activity makes you pump your legs up and down to make a handcart go. | almost threw my back out trying to make it work. | think they are just relying on Jillian Michaels’ status to sell the product.

Fit Factor

1 out of 5

EA Active

Publisher: EA Sports * Developer: EA Canada

The Good

EA Active is more interactive and engaging than the others. EA Active starts with a 30-day challenge with preselected workouts. The game uses a similar format to Wii Fit, where you incorporate different exercises, but here it's seamless. You might be running on the track, and then all of a sud- den you jump from baseball throws to bumping volleyballs. The control feels precise if you're playing volleyball, you have to hold it a certain way and get the timing right. You can also edit and delete exercises from the workouts. With customizable workouts, you can tailor the exercise to your favorite activities; if you like boxing, you can make a 40-min- ute routine of boxing. EA Active also comes with a resis- tance band. It's the only game that comes with any type of kit, which is a step in the right direction.

The Bad

Overweight people will not be happy about the tight, uncomfortable thigh strap, which is made of neoprene and doesn't breathe very well. | placed it over my shorts, and while it's a bit restrictive, it wasn't that big of a deal. The big- gest downside is that you can never see what you're doing, which is a negative aspect of almost all of these games. Someone might be two weeks into a 30-day challenge and think their back is sore due to good exercise, but in reality they might be hurting themselves.

The Bottom Line

EA Active and Gold's Gym are tied for first. Some of the activities are intense, because the setup keeps you honest. If you're doing a squat they will have an online meter where you have to break a certain line because the nunchuck

is on your thigh. There's a lot of variety, it operates very smoothly, and the graphics are awesome.

Fit Factor

4.5 out of 5

Gold's Gym Cardio Workout

Publisher: Ubisoft Developer: Rocket Studios, Inc.

The Good

Gold's Gym is a very straightforward exercise program. When you create your user ID, it immediately goes to "shape boxing," which is basically cardio boxing. It works just like Guitar Hero; there are thin, wide bars that scroll verti- cally up the screen. Your coach is facing you, which is great, because then you can mirror them. They give very clear instructions on how to perform the punches. The punches are timed on tempo with the music, and you see a boxing glove come up the screen and they have a target range. As long as you throw the punch in that range, you get an excel- lent score. The game teaches you combinations and step- ping patterns. From an instruction standpoint, these guys did the best job of being concise. They don't give too much information, but it's reflected well onscreen so you get a sense of what you're doing the right way. They even have examinations. When you first begin, you can see if you pass with proper form and technique.

The Bad

The grading system is a little gray because you could just flick the remote to cheat, but there's at least a system in place for them to make you aware that form is important.

The Bottom Line

| like it because the music is up to date and the instruc- tions are very clear. I've been boxing for years, and they did a good job. | saw a boxing company on the back of the box, so Gold’s must have hired them to help. | could feel that playing the game. They didn't go hog wild and try to do a million things in one game. It's primarily boxing, and that's good.

Fit Factor

4.5 out of 5

For more information on Keith Nelson's personal training services go to ttattxfitness.com

GAME INFORMER 25

THE GOOD, THE BAD, THE UG

When You Want Your News Categorized With A Sarcastic Editorial Spin

prices even further. ~ Activision CEO Bobby Kotick thinks that expensive peripheral bundles don't cost enough

Like a zombie who won't stay down, Valve's Left 4 Dead just keeps on comin’. The company announced that itis supporting the original game with an update entitled Crash Course, which contains new content for the game's multiplayer, co-op, and single-player modes, including a streamlined version of the game's Versus campaigns. Crash Course takes place after the No Mercy campaign and features new locations and dialogue recorded by the original cast. The update will be available sometime this month and is free for PC users or 560 MS points for 360 players. If you've got a problem with the fact that PC owners get it for free and 360 ones don't it's Microsoft's fault, not Valve $. We don’t need any more misguided anger than is already out there.

The story of Six Days in Fallujah may be over before it ever began. Developer Atomic has been unable

to secure new funding

after Konami pulled out as publisher earlier this year. The outlook for the game's. release does not look good.

BAD

A USC Annenberg School of Communications study found that characters in video games don't accurately mirror the people who play them. For instance, the study says that while Hispanic kids play more video games than white kids - citing an earlier study by the Kaiser Family Foundation - Hispanic characters make up less than three percent of game characters, “For identity formation, that's a problem," says social psychologist, assistant professor, and study leader Dmitri Willams, He also believes that this kind of misrepresentation may keep some groups from becoming developers themselves, thus perpetuating the cycle.

BAD

Its getting better all the time. Harmonix is releasing two classic Beatles albums as DLC: Sgt. Pepper's Lonely Hearts Club Band (November) and Rubber Soul (December). The pair will show up after the already promised Abbey Road, which comes out

in October.

A product recall has been issued for third-party peripherals company Griffin's Psyclone Essentials and React Wii recharge station. The remote's bat- tery packs may overheat, a situation that has caused minor burns in a pair of owners. Those can't be the only two people feeling burned by a Wii right now.

Name That Game Answer: Bonk's Adventure

26 GAME INFORMER

T'S.G00D TO BE KING Y

Molyneux says will come out holiday 2010. The game takes place 50 years into the future of Albion and puts you in the shoes of your offspring from Fable Il as he/she strives to capture the throne of Albion and deal with ruling the kingdom. The game's move into the future opens the doors for indus- trialization, complete with ships and more metal war machines. The land of Albion is split, and is looking for a king or queen to step up and unite the land. Of course, how you rule, how you get there, and what you're willing to do to stay there is up to you.

p eter Molyneux and the crew at developer Lionhead are already working on Fable III, which

GUESS WHO.

How Your Favorite Video Game Characters

PARLE [e*t]

Icons like Mario and Link may have sprang into existence after arranging a few pixels into recognizable shapes, but today's video game characters take months of discussion and rede- signs before their final look is settled on. Take a look at these early design sketches for some modern video game superstars. Can you tell which

icons they grew into?

UNLIMITED ENABLED

Check out our Unlimited section online this month to see how new characters are made with our creation of

a Big Daddy feature from BioShock 2.

GAME INFORMER 27

Kratos (God of Wan

We began the God of War creation process by developing the main character. Our game needed a hero. David Jaffe wanted an iconic character that would stand out in a crowded marketplace. This particular early version of Kratos was created by Charlie Wen and was a fantasy take on the classic Greek gladiator. Many of the early concepts centered on a fully armored Spartan warrior. These resem- bled what we had come to expect from a mythological Greek character. However, it soon became apparent that by covering the hero in armor, we were covering the raw emotion of the character. The less armor he wore, the more brutal he started to feel.

Ken Feldman Att Director, God of War III

28 GAME INFORMER

Marcus Fenix (Gears of Wan

From contemporary SWAT-style design, to looks influenced by the Vietnam era, to a futuristic samurai appearance, we took our time finding a style for the COG soldiers. As we moved along, we kept in mind that the war on Sera had been raging for decades, so these guys would be hardened and bat- tered from such an extended time in the trenches. We began focusing on Marcus Fenix after settling on an armor design

for the soldiers. We wanted an "intelligent badass" who had almost predatory fea- tures sloping forehead, pronounced jaw line, thick brow, etc. These guys had been in serious combat, and they would be bulky, bruised, weathered, and scarred. A decision was made to give Marcus a scar to give him a bit more of a "used" look and to add character to his face.

fa

Chris Perna Att Director, Gears of War 2

Eddie Riggs Brutal Legend)

At first we were trying to make him look like an ultimate grizzled old roadie, maybe a little older and been through a lot of stuff, so he looked a little bit like Lemmy from Motórhead, you know? Then we were like, “Well, | think we want to have him be a little bit more like Jack Black's character in School of Rock, where he is just this really enthusiastic fan of the music, really just loves rock and metal.” So subconsciously we started making him look more and more like Jack Black. And then when it came time to cast the voice, we were like, “Who should we get?” and like, “Well, it's kind of like a Jack Black-ey character, why don't you just get Jack Black?" And | went, “Nooo... We could never he would never talk to us. We must be silly”

Tim Schafer, Director, Britel Legend

(Prince of Per

In the original design of The Prince and Elika, The Prince looks dynamic, combat ori- ented, and his dress shows elements of lux- ury and culture as well as pure functionality. Elika is seductive, magical (note the glowing white hair) but still strong and independent. Unfortunately these designs did not test very well either internally or with focus groups. The Prince looked too much like a ninja and out of place in the fantasy Persian environ- ments we planned to use. Elika’s style and glow did not test well because they made her too ethereal and thus unapproachable for a human it would be impossible for the two to fall in love. Taking this feedback, we went back to the drawing board and came up with the designs for the characters we used in the final game.

Ben Mattes Producer, Prince of Persia

l|

ML PM

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° connect [feature

mere 20 years ago, little distinction was made between “games for kids” and “video games” as a whole. Video games were seen as a childish hobby, and as such, parents didn’t necessarily face the same concerns about content as they do today (never mind the fact that kids could kill Hitler in Bionic Commando or smash in heads with abandon in Splatterhouse). In the two decades since, the industry

has exploded, and developers create games that cater to audiences ranging from hardcore veteran

players to kids who are picking up a controller for the first time.

30 GAME INFORMER

Obviously, what might be considered appropri- ate to an adult isn't always going to line up with what's acceptable for a three-year-old child. While a number of organizations are happy to fire off press releases when the latest Grand Theft Auto hits store shelves, parents have fewer resources available to them when determining what games are OK for their kids, let alone which ones are actually fun. And there are other issues, too. Should parents place time limits on gaming? How early is too early for kids to start gaming?

As the parent of two young boys ages two- and-a-half and seven months most of these con- cerns are still hypothetical in my house. Our young- est son is still figuring out how to use his hands, so | don't need to worry about him wrenching a controller from me anytime soon. My older son enjoys banging on the Rock Band drums in practice mode (and then getting distressingly close to bang- ing on his younger brother's face) and coloring on his Leapster.

Even if he's not playing many games, he does

watch me play on occasion. We're very media conscious in our house, and we do our best to limit how much screen time our oldest gets. When 1 do play games around my son, I'm keenly aware of what kind of content a particular game con- tains or at least | used to think so. | work in an office filled with games and gamers, so ! shoul be an expert, right? Actually, it's been an eye- opening experience.

In the past few years, I've played a lot of games geared for the younger set. Part of it was to prepare myself for parenthood and to get a better idea of what kinds of games were out there. If | could play these games firsthand and determine for myself what was and wasn't appropriate for my family, | didn't see why | shouldn't do so (let's just pretend that my ballooning Gamerscore was a happy side effect of all of this “research”). After playing (and at times enduring) dozens of kids games, I've come to a few conclusions.

On the whole, kids deserve better

With a few exceptions, the majority of games designed for kids are merely adequate. "A lot of times when I run into developers, there's sort of this attitude of, ‘Well, it's bigger buttons, and shorter words, and I'll dumb it down a little bit,” says

Carla Engelbrecht Fisher, a children’s technology developer who's worked at PBS Kids Interactive and Sesame Workshop. "And if you do that, you're doing a huge disservice to kids. | think there's some of that going on, and there's this forgetting that we can't remember what it's like to be a kid”

Kids are certainly naive in many ways, but they're also quite savvy when it comes to tech- nology and games. Sure, they can find hours of entertainment with empty boxes. That doesn't mean that games designed for young people don't need to have the same QA standards applied as "regular" games. | don't know how many times I've fallen through floors or gotten stuck in geometry in kids' games. It also doesn't help that I'm typically simultaneously being assaulted with horribly short looped songs and obnoxious sound effects.

But it's not all bad

The biggest shock I've found is that the 3D platformer is alive and well it's just hiding under

a coat of licensed paint. You'll definitely want to try them out before spending any cash, but games based on Dreamworks and Pixar movies are gener- ally above average, even for experienced players (notable exception: Wall-E). Ratatouille has some tricky jumping sections, and Ice Age: Dawn of the Dinosaurs packs in a ton of variety. They might not be up to the high standards of a Mario or Ratchet & Clank title, but these games are breezy doses of fun.

Ratings are only so helpful

"Telling a parent to never let a child play a video game before you play it yourself is not realistic,” says Dr. David Walsh, founder of the National Institute on Media and the Family. “A lot of parents can't do it. They don't have the skills to do it. Nor do they have the time, because we're talking about video games that are hours and hours and hours long. That means that they really need to rely on solid information that can, in a snapshot, give a solid indication on what the game contains and whether or not it's appropriate for our kids”

A lot of talk is spent on what merits an M rating from the ESRB. How much dismemberment or sexual content can gamemakers squeeze in before getting cursed with an AO? An equally interesting part of the conversation is what the organization considers appropriate for younger players. The “Fantasy Violence” tag includes things like para- military units firing assault weapons in the E10+ game G-Force. Nancy Drew: The Haunting of Castle Malloy is rated E (with a “Mild Violence” descriptor), but it contains references to abusive relationships and alcohol use. Those examples don't point to the apocalypse, but they show how flexible ratings can be and why it can be hard for parents to know what's appropriate for their family without playing games firsthand.

In future columns, I'll be talking with experts in the field of child development, game design and regular parents. Gaming is a great hobby, but parents need to know what their kids are playing. Games for kids don't have to be awful. There are plenty of great games out there, and I'll be sharing my recommendations. Wi š Bl

Freeware hecomes WiiWare, Trine finally releases,

and Machinarium is like nothing you've seen

>>>

Each month, this column points to the very best in the downloadable scene, no matter the platform. Oftentimes in recent months, that has meant a focus on PSN and Live Arcade. That's not to say that

Wii or PC owners are out of luck - far from it, as this month's column illustrates. Dozens of great smaller PC games come and go every few months, and WiiWare gets its share of exclusive games as

well. Take a look at some of the best.

ad Cave Story released in 1989, it may have been crowned one of the greatest games ever made, and we would have had endless sequels by now. This exploration-based PC freeware action game originally released in 2004, and a graphically retouched version is now headed to WiiWare thanks to developer Nicalis. While Live Arcade's Shadow Complex offers a high-tech approach to the side-scrolling collect-a-thon explorer, Cave Story is decidedly old school. Though the visual presenta- tion appears primitive, the game has a unique beauty reminiscent of your favorite 8 and 16-bit classics. The novel storyline is far deeper than you'd imagine at first glance. It begins with an amnesiac boy in a forgotten cave, but cre- ates a huge mythology over its many hours of gameplay. Dozens of characters, a complex fiction, and multiple end- ings are only the beginning. The weapon and item upgrade system is vast, and the world is equally large, filled with secret passages and hidden power-ups. If you never expe- rienced the game on PC, Cave Story makes for a phenom- enal addition to your Wii library. Trine is headed to both Live Arcade and PSN in the coming months, but if you want to be among the first to check it out, your best bet is PC gaming service Steam. This gorgeous platformer brilliantly merges puzzle and action components. The game gives players three completely different heroes, but only one of them can be onscreen at once. The wizard can manipulate the environment, the

[2] N E s H o Tig s

Zuma's Revenge Zuma's color-matching, ball-shooting action is intact and as fun as ever. Revenge adds a few little additions, like boss battles and new puzzle models. It's currently a PC exclusive, but does anyone care to guess how long before we hear about a Live Arcade version?

thief can traverse it, and the knight can fight against it. Each character is almost like a specific Mega Man power-up each has a prescribed use, and it's up to the player to figure out when to use them. Did | mention how stunning this game looks? The visuals often had me pause to marvel at the detailed backdrops. Of course, a pretty picture is all for naught without some gameplay to back it up. The environ- mental puzzles often have multiple solutions, and usually leverage the game's intriguing physics system. Combat encounters are brief but fun, utilizing a simple dueling mechanic reminiscent of the original Prince of Persia titles. The constant change between action, puzzle solving, and navigation is a thrill, making Trine one of the best down- loadable titles of the year.

Machinarium is unlike any game l've played in several years. The PC exclusive won this year's Independent Games Festival prize for excellence in visual art. The reasoning behind that well-deserved accolade is on display from the moment you begin, with its evocative grunge technology backgrounds and strangely emotive automatons. Players adopt the role of a little robot put out to scrap as he makes his way back home after being thrown away. Emulating old- School adventure games, every screen is a puzzle, demand- ing you carefully observe the environment and put together a path to continuing forward, often by combining seemingly innocuous items. The game's singular nature comes from the endlessly clever nature of these puzzles, along with the

Invincible Tiger: The Legend of Han Tao PSN and Live Arcade play host to this fast and intense kung fu fighter that focuses on hand-to-hand combat. Stylish, humorous, and challenging, Invincible Tiger is a great action release for fans of classic martial arts flicks.

connect

ii Machinarium

humor and standout visual presentation. Game progres- sion is slow and challenging, but filled with “aha” moments to keep you going. A WiiWare and Live Arcade version are both rumored.

Contra Rebirth Little information has surfaced about this apparent WiiWare installment of classic Contra, but just the fact that it exists should be enough to have you strapping on your spread gun. It hits Japan soon, and Konami would be crazy to not bring it stateside in short order.

GAME INFORMER 31

2 WarMech (Final Fantasy) Crossing the bridge leading to Tiamat's chamber, you may encounter WarMech an ancient machine far more powerful than the boss you are only steps from confront- ing. Unfortunately, WarMech is beyond your party's ability to beat when you first meet it, so you inevitably die in the first round of combat. Without save points, this defeat means redoing the whole dungeon.

4 Zodiac ied (Final Fantasy XII) Don't get that treasure! If you want to obtain the Zodiac Spear in Final Fantasy XII, you need to leave four otherwise unremark- able treasure chests untouched. The chests are in set locations, separated by hours of gameplay, and open- ing any one of them ruins your chance of obtaining the game's ultimate weapon.

32 GAME INFORMER

Battletoads' Turbo Tunnel is the most infamous screw-over in gaming history. Instead of focusing on combat, this level puts your toads on hover bikes and has them plowing headfirst into a series of oncoming walls. The only way to avoid getting squashed is pure memorization, trial- and-error, and a level of saintly patience that few possess. This sequence alone prevented most gamers from ever discovering that Battletoads has more than three levels.

Challenge is part of the fun of gam- ing. However, sometimes games aren't just hard - they're complete- ly unfair. Unreasonable difficulty spikes, flagrant rule breaking, and unavoidable lost hours of progress doesn't make for good entertain- ment. These are the most infuri- ating examples of video games resorting to dirty tactics to make life hard for hapless gamers.

3 The "End" ies n Goblins)

As if Ghosts 'n Goblins weren't difficult enough, the game doesn't even throw you a bone when you defeat the final boss. Instead of getting a happy ending, you have to play through the whole game again...and it's even harder the second time around.

5 Katze (Bushido Blade)

What's the best way to win a swordfight? A shameful dis- regard for the rules! At the beginning of this battle, Katze whips out a revolver and blasts your sword-toting samurai in the face. You can beat him if you're quick, but a long-range weapon in a game about elegant swordplay is more than a little cheap.

6 Lou (Guitar Hero III) You might think that Guitar Hero is all hitting the right notes, but that's not the case in the guitar battle against Lou. Instead of rocking out, you need to horde random power-ups while praying that Lou gets all the duds; your skill plays almost no part at all. If the arbitrary sequence doesn't go in your favor, you lose. Just like a real concert, right?

7 Catch-Up Al (Madden)

Sometimes your opponent f just needs to swallow defeat. That's easier said than done in Madden, since computer-controlled teams pull miraculous plays out of nowhere

in order to keep the game close. In real life, a 21-point comeback in two minutes (resulting from three consecu- tive turnovers) isn't luck; it's divine intervention. Or an average Detroit Lions game.

8 Flash Kick (Street Fighter II) The perfect counter to

any aerial assault, Guile's flash kick usually involves charging for a few seconds by holding down on the joystick. As an Al opponent, these rules don't apply; Guile can flash kick whenever he wants. "The computer is cheating" is normally a lame excuse for losing, but it's valid in this case.

9 Single Save Slot (Gears of War)

You're close to beating Gears of War, but your buddy wants to play co-op, so you start up a new game. You get some warning about overwriting saved data, but you don't think it concerns you. Surprise! Gears of War doesn't have separate save slots for single-player and co-op modes, so you just lost all of your progress. Of course, any headway you made with your friend also gets erased when you try to restart the solo campaign

10 The Cat and the Rat (King's Quest V)

Passing the bakery in King's Quest V, you may see a brief scene of a cat chasing and catching a rat. Little do you know that you " just watched the game render itself unwinnable. Unless you throw something at the cat (in the few seconds you have to act), you will face an avoidable death hours later, when you're trapped in a cellar and bound by ropes a grateful rat could easily chew through. Time to restart!

GAME INFORMER 32

ideo games and the Stargate license have a rough history together. Cancellations (Stargate SG-1: The Alliance), indefinite delays (Stargate Worlds), and out- tight mockeries (Acclaim's 16-bit Stargate) are all this license has had to show in the video game space since 1994. If you recall having fond memories of a game called Stargate, you're likely remembering the Atari 2600 game of the same name that has no con- nection to the television series or films.

Despite the rocky track record, the series’ premise of mankind utilizing wormhole gates that connect to an infinite number of alien worlds remains an ideal playground for game developers. Even without a game to offer, MGM hopes gamers will flock to Stargate's third television series, Stargate Universe. Debuting on October 2 as a two-hour movie event on Syfy, Universe introduces viewers to Eli Wallace, a hardcore gamer who spends most of his waking life in a fictional MMORPG called Prometheus. One of the puzzles that Eli's Prometheus avatar stumbles upon is believed to be unbeatable, a joke of sorts implemented by the programming team.

As it turns out, this puzzle is tied to a mathematical proof implemented by Stargate Command. "None of the brilliant minds at Stargate Command could solve the problem," says series creator Brad Wright. "And so one of the clever folks there decided to embed the mathematical problem in an MMORPG.

Eli solves the math proof in order to solve a problem in the game. He thinks it's going to get him to the next level of his game, but what it really does is get the Air Force knocking at his door”

This set-up eventually leads to Eli being a gamer in space, a character who compares new worlds to those in Star Wars, and their resid- ing aliens to Halo. A big gamer himself, actor David Blue knows how to play him. "I love my video games," says Blue. "The more l've worked over the past few years has made it harder to find the time, but hell, two nights ago we had a Rock Band 2 get-together at my place, with myself, Brian [J. Smith] and Elyse [Levesque].”

Most shows bring in video game consultants to attain a realistic representation of the inter- active medium. With Stargate Universe, MGM doesn't need this assistance, as Blue has will- ingly taken on the duty.

"That's probably true in general," Blue says. “Anything about quantum physics | prob- ably know about; anything about the show the other actors usually call me to get me to explain to them; and then video games hell, just upstairs Brad was telling me something about a storyline, and | made a Star Wars refer- ence before | realized | need to be careful that they don't actually think that | am Eli”

MGM is also tapping a believable source for the Prometheus game used in the show.

In fact, the previously mentioned Stargate

Worlds game is the foundation for Prometheus. Wright elaborates, “We had been working with the people from Stargate Worlds [Cheyenne Mountain Entertainment]. And we asked them, > ‘Would you please create this scenario for us?’ And they did”

Whether Stargate Universe's gamer-savvy content can win over gamers remains to be seen, but it's great to see a show taking ` games seriously and casting an actor who lends credibility to the scripts. m m m

Stargate Universe... Uo Jomerl ye

How SuFU's new television series . targets the gamer demographic

m Actor David Blue isn't just pretending he's playing the MMO game, Prometheus. He's playing a game that developer Cheyenne Mountain Entertainment put together exclusively for the TV show

GAME INFORMER 33

connect

CAREER HIGHLIGHTS

34 GAME INFORMER

| connect interview |

DAVIDCAGE

CEO, QUANTIC DREAM

>> Quantic Dream is one of the industry's most unique development houses, earning a rabid

cult following for visionary games like Omikron: The Nomad Soul and the classic noir adventure Indigo Prophecy. With the dramatic PS3 title Heavy Rain, the company hopes to finally win a mass audience to go along with its critical accolades <<

Your games since Omikron haven't featured traditional gameplay. There's no running around, jumping, or shooting. How did your vision for a different kind of gaming evolve? Omikron was, in a certain way, a traditional game. There was some shooting, some fighting, a story, and some adventure. It was an attempt to make a mixture of everything in one experience. | thought that the most interesting parts in Omikron were not the parts where you were fighting or shooting. It was when you really got the feeling of being part of the world, the emotion of being someone else.

| thought, "Why don't we just focus on this and get rid of the boring old traditional shooting, jumping, and driving?" My son my son is nine years old he absolutely enjoys that, but he's nine and I'm 40 years old. | don't want to play that anymore. I'm not interested in shooting as many people as | can or driving as fast as | can. I've done that. I've played

a gun. Maybe in the next scene you'll be chased. In the next scene you will have a car chase. Maybe in the next scene, something else. All this with one interface. It means that | don't have to twist my story anymore to justify the same action sequence again and again.

Your games feature a lot of player choice. Somes games are starting to offer choice but there's generally the good path or the evil path. You guys introduce a lot more moral shades of gray.

I learned a lot from Indigo Prophecy, because | went through a very depressed phase around the end of the development where | was thinking

that nobody would understand what we were try- ing to achieve. | was really, really surprised by the feedback we received on Indigo. The reviews were extremely positive worldwide. What | learned from

front of disgusting guys, that's just one interesting moment. | was really surprised to read how uncom- fortable the people were. This is what you should expect from Heavy Rain. You feel things you may not have felt in front of a game before.

Are you concerned about any possible con- troversy?

Honestly, we try to create a major experience. This scene takes place in the story. There is a context for it and there is a reason for it. Yes, it's a strong moment and it's a very uncomfortable moment for the character. But if we managed to make you feel uncomfortable it is because at some point we make you believe you were Madison. We made you forget you were in a video game and that nothing bad could happen to you. You will play the game and discover that there is nothing gratuitous in this game. It's not gore for the sake of gore. It's not

A movie like Up made me feel something very strong...What games make you feel that?

games since games existed. Thank you, I've had enough. | don't watch the same movies or read the same books today when I'm 40 than when | was 15. That's a good thing, | hope. But they still give us the same games to play. What | wanted to create was experiences based on emotional involvement and creating journeys interactive journeys.

Did you look at these quicktime events as a solution to the idea of engaging the people without bogging it down in traditional gameplay?

When you want fighting sequences you develop a fighting engine or shooting engine, and then you put that in the story. But since you've developed the shooting engine, you need to have the shooting sequence every level. [Then], you have to twist the story so that you have a shooting scene every 10 minutes, to the point where it becomes ridiculous. How many enemies can you kill and tell a story at the same time? Where's the tension? Where's the pacing? It's just shooting, shooting, shooting, shoot- ing until everybody is dead so we can move to the same level and do the same thing again. What | wanted to do was to find a way to create contextual action. Which means yes, that you can fight with your bare hands, but in this next scene you will use

that is that people are clever. If you're sincere in what you do and you try to do it the best way, and you try to put your emotions into what you do, | think people feel it. I'm not interested in making characters that are black and white. | try to cre-

ate characters that are gray. The way we all are. Sometimes we are good, sometimes we are bad, because we have history. | just tried to create this background for these characters and put the players in their shoes in difficult situations where the choice is not easy to make.

In the E3 demo, there was a scene where the character Madison goes to the club to meet

a crime boss. It escalates to the point where she is forced to strip for him at gun point. It was very well done, but it genuinely made me feel uncomfortable.

Fantastic. You know what? That is exactly what we wanted. Exactly. It was really funny to read the reac- tions to this scene because people were kind of confused. They feel really uncomfortable because it's really a strange situation. First you control a girl and you're forced to strip in front of a guy, and the guy is really disgusting. You say, "I really don't want to get naked in front of this guy." It's a very different situation. The game is not about girls stripping in

sexual for the sake of being sexual. But it deals with serious themes and we try to do it in a serious way.

Some people in the industry say that games are starting to approach movies in terms

of storytelling and writing. Do you think that's true?

No. We are light years away from movies. | had a very interesting experience last weekend. | played a very good video game that is very popular at the moment. | won't name it, but it's very good. There's was nothing to criticize about it. It is one of the best video games out right now. Then | went to watch a movie and | watched Up from Pixar. When | left Up, for 20 or 30 minutes | was still in the movie, thinking about what I'd seen and feel- ing excited and sad for the old guy. | compared the experience watching this movie to playing the game | had just finished. When | thought of the game there was a vacuum. The game left nothing in me. It didn't change the way | feel or see things. Where a movie like Up made me feel something very strong...what games make you feel that? Where are the creators able to generate this kind of emotion? Where are they? They're nowhere just because video games at the moment is a very conservative industry.

E

ue

HEAVY RAIN'S

" MAST

David Cage poses in Quantic Dream's | Paris offices, where | his team is hard

at work creating

Heavy Rain. The | game caused a | stir at E3 with its | innovative (and possibly controver- sial) storytelling

GAME INFORMER 35

ation.

connect gear

36 GAME INFORMER

Crossing Over

FORGET THE STUFFY OFFICE - TAKE YOUR MMO TO THE COUCH WITH THE MAINGEAR AXESS

Maingear Axess HD Gamer

Partnered with the Phantom keyboard and

a 1080p HDTV, the Axess is a great way to bring PC gaming and the couch together. Maingear takes the hardest of hardcore gam- ing rigs and sticks it in your home theater stand. The black, slim-profiled case comple- ments any A/V setup, and thanks to the video and CPU horsepower provided by the Intel i7 processor and dual Nvidia GeForce 9800 GTs, you have enough juice to do everything from streaming HD videos to playing the lat- est games. Resource-heavy titles like Empire: Total War perform great, but perfection has its price; the high-end model pushes past the $2,000 barrier. The included media remote allows easy access to one of Microsoft's best products, Windows Media Center, an applica- tion built specifically for the living room. We were a little disappointed at the lack of HDTV tuners, however, as the Axess should double as a DVR with its huge 1TB hard drive. The necessary fans also are much louder than one would hope for considering the living room setting.

7.54 * www.mai

Samsung VN55B8000 LED TV

99 e w

Warhammer: Chaos in the Old World

From the team at Fantasy Flight Games, which brought us the World of Warcraft and Battlestar Galactica board games, comes this new strategy title based on the Warhammer universe. Players get to play as one of the four gods of Chaos as they try to corrupt and conquer sections of the world. At times, the game requires play- ers to work together to prevent the denizens of the Old World from banishing them to another dimension. Chaos requires cunning and could take months to master, but that just means you'll be enjoying it that much longer.

Raptr qn

Remember the old days when you had to call somebody to see what they were playing? Now you can spy on them from work using Raptr. This nifty IM client works with ser- vices like AOL, Facebook, PSN, and Xbox Live to let you chat with friends and set up online matches. The program also ranks your compatibility with other users, tracks the games you and your friends play, and recommends new titles for you to check out. We only wish the service was more com- patible with the Wii right now you have to manually type in the games you've played on those systems. Raptr's beta already has millions of users, and, better still, it's free.

FREE

apt

Sony VAIO P Series Notebook

Men worried about their image should be careful how they carry Sony's new P series VAIO; the system is so attractive and tiny that it could easily be mistaken for a woman's clutch

purse. However you hold it, this little device comes with some

sweet features, such as Bluetooth compatibility, built-in GPS,

and a stunning eight-inch widescreen LED display. We love how

easily it glides through the Internet, but its cramped keyboard and analog mouse nub slowed us down a bit. The system's 1.53-GHz Intel processor doesn't pack a ton of punch, so we

wonder why this overly expensive notebook's battery is running

on fumes after a couple hours.

Alienware OptX Monitor CD

Alienware's first attempt to release a company branded monitor is a home run. This 1080p PC monitor with 2ms response time has an incredibly sharp and vibrant picture. While surfing the web, playing games, watching movies, and looking at high-res photos, every image popped with clarity. The slick design features a stylish, adjustable stand, slim pro- file, and touch sensitive menu buttons. With two HDMI ports for your Xbox 360 and PlayStation 3, the OptX makes a great college dorm addition. While $299 is high for a 21.5-inch monitor without a built-in webcam or 3D support, the picture quality and stylish form factor are indisputable.

Everquest: The | Oth Anniversary Collector's Edition

Celebrate Everquest's first decade with this coffee table book that includes concept art for both games, outlines of the original sto- rylines, and interviews with its developers.

Fables Vol. | 2: The Dark Ages

What if every fairy tale character existed in the modem world? How would they live? What would they fight over? Vertigo explores this

idea in one of the most exciting continuing comic series on the market.

Second Skin

Check out the freaks who play online games; you might recognize a few friends. This thoughtful documentary covers many aspects of the online gaming community, and is filled with scads of interesting statistics.

$19.95 - ww 1 vww.li

Sense and Sensibility and Sea Monsters by Jane Austen and Ben H. Winters

From the publisher of Pride and Prejudice and Zombies comes another irreverent moderniza- tion. Adding giant lobsters and two-headed sea serpents to Austen's original text makes Sense and Sensibility surprisingly readable.

Unknown Soldier Vol. |: Haunted House

In Northern Uganda tourists are hacked to death with machetes, and 12-year-olds fight wars with AK-47s. When doctor Moses Lwanga finds himself caught in the middle, he's surprised to discover he has a soldier's skill for fighting back.

GAME INFORMER 37

2 a a < = ji < T

PRESIDENT

ENTERTAINMENT CONSUMERS ASSOCIATION

s cruciəlllu

,

..if

tent that you're aware of your rights ..

As an influencer in this industry .

impor

38 GAME INFORMER

f you're a reader of this publication and taking

the time to read a feature story, you're most

likely a core gamer. As an influencer in this

industry one that any game marketer would

tell you is worth the hundreds of billions of

dollars spent to sway your opinion it's cru- cially important that you're aware of your rights. You should understand who is trying to change them and why, and what you can do about influencing your own destiny. Here are some of the leading issues facing you as a game consumer.

DIGITAL RIGHTS

One of the most important changes our industry will see is a move from packaged goods product to digitally distributed goods. While you may be able to access content more quickly with digital product, the downside may be that you sacrifice ownership rights to that content. For $60, you've had a reasonable expectation that you'll own the game that you're buying. You can legally re-sell that game once you're done with it, and use that money on a new or used game. With digitally-distributed content the question of what you bought comes in to question. In fact, the new question becomes if you bought it at all!

It could be that instead of buying the game, you actually just licensed it. Over the next few years, the Federal Trade Commission (FTC) working in conjunc- tion with trade and consumer representatives will be examining the issue closely.

DMCA The Digital Millennium Copyright Act (DMCA) is

a federal law in the United States that empowers rights holders and government agencies to proceed against individuals and businesses that infringe upon their rights as though they were criminals. DMCA has since become a lightning rod for all things “digital rights” Consumer groups argue it has ceased being the democratizing tool it was initially intended to be, and instead become a heavy- handed weapon wielded by deep-pocketed trade organizations to arbitrarily force the U.S. Department of Homeland Security to have their Immigration &

ALL YOURSELF A

Customs Enforcement (ICE) agency pursue their piracy agendas.

NET NEUTRALITY & UNIVERSAL BROADBAND How we download, play, and interact online at pres- ent is something we all take for granted. However, this is not the path that service providers see going forward. From their perspective, they have invested a lot of money in the infrastructure of their net- works. They argue that they've made an investment and someone's gotta pay, so it may as well be

you or their competitors. Consumer groups have risen up vocally and ardently in the past few years, countering the statements made by service provid- ers with as-logical counterpoints such as: those corporations have made their return on investment already, that they're now looking to Internet-related services to cover the costs of their other less stel- lar or unprofitable business units. Net Neutrality is the key priority for both sides of the matter, and it's not a subject open to debate or compromise for either, since it's so black and white by nature. While the debate rages on, the related issue of universal broadband - that every resident should have the ability to have access to connect to the Internet at broadband speeds is more of a common-ground matter. ISPs are eager to get Congress to give them stimulus and other government funding to build out their infrastructure and increase their services to new urban and rural customers. So with both of theses issues, how you play and surf is where the rubber meets the road for gamers.

REGULATION & TAXATION OF GAMES

Probably the highest-profile advocacy issue on the list, the regulation of game content is the potential restriction of the sale or rental by the state or fed- eral government. In short, the bills that trade and consumer groups have been fighting and defeating time and again in state and circuit courts are efforts by legislators to hamper the First Amendment rights of makers, sellers, and/or consumers of interac- tive entertainment. Industry and consumer groups have an unbeaten track record, winning each and

S

every time that one of the anti-games or anti-gamer bills become law, on appeal. The groundwork is

so soundly against them that many gamers feel

as though this is a non-issue and that any efforts will be met with the same fate. That complacency is precisely what their opponents are hoping for, remaining true to their convictions and incessantly hammering away at their messaging. One new such path that they have found is to apply sin taxes to gaming. If they can't prove that games should be legislated and treated like alcohol, tobacco, and firearms, then maybe they can tax them similarly. Consumer and trade groups were quick to point out that no such sin taxes exist for music or movies, so why should games be singled out? The efforts to tax gaming have lessened recently, but not because they're backing off. It's because of where we are

in the legislative cycle...elections. If and when it's advantageous to propose them again, believe me, they'll be back.

BECOME INVOLVED

These are just a few of the leading issues facing gamers today and for the foreseeable future. If you're interested in more in-depth information on any of these or other advocacy issues, please visit the Entertainment Consumers Association at ww. theECA.com for more details and to find out how you can get involved. Because you've taken the time to read through this article and understand your rights, we're going to offer that membership to you for one year for free. It's a limited-time offer for readers of Game Informer magazine 18 and

up who are residents of the U.S. or Canada. Go to the website and use coupon code “GIMAG" to get your one-year free trial membership in the associa- tion, take advantage of our forums to talk about the above issues, and engage with other gamers. There are also a whole host of affinity benefits, including discounts on games-related purchases and rentals as well. 8 IN ü

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.

BO ny

cfober

For more information on these games and others go to www.gamt

NEW RELEASES

* Alpha Protocol - PS3, 360

* Demon's Souls - PSS

* Grand Theft Auto: Chinatown Wars ~ PSP

* HAWX -Wi

* NBA 2K10- P53, 360, Wi PS, PG PsP

* NBA Live 10 - PS3, 360, PC

* Operation Flashpoint: Dragon Rising ~PS3, 360

* Painkiller: Resurrection - PC

+ Ringing Bros. Bamum & Baily Grass - Wii, DS.

* Saw - PS3, 360

NEW RELEASES

+ Brütal Legend ~ PS3, 360

* Cars: Race-o-Rama PS3, 360, P52, PSP, DS

* Cop: The Recruit - DS

* Fallout 3: Game of the Year Edition 360, PS3, PC

* Imagine: Artist - DS

* Ju-On: The Grudge - Wii

* Learn Chess - DS

* Mario & Sonic at the Winter Olympic Games - DS

* Might & Magic: Clash of Heroes - DS

* Petz: Pony Beauty Pageant - DS

NEW RELEASES

* Astro Boy ~ Wii, PS2, PSP, DS

* Bakugan PS3, 360, PS2, PSP, DS

+ Ben 10: Alien Force Vilgax Attacks 360, Wii, PS2, PSP, DS

* Borderlands PS3, 360

* CSI Deadly Intent - 360, Wii, PC

* CSI Deadly Intent: The Hidden. Cases = DS

* Diner Dash: Ho on the Go - DS

* Dragon Ball: Revenge of King Piccolo - Wii

i S i Borderlands 10/20 FIFA 10 PS3, 360, Wii, PS2, DS m NEW RELEASES

* AllStar Cheer Squad 2 - Wi

* Are You Smarter Than a 5th Grader: Game Time - 360, Wi, DS

* The Backyardigans - DS

* Biggest Loser - Wii, DS

* Dance Dance Revolution Wii, PS2

* DJ Hero PS3, 360, Wii

* Dora the Explorer: Dora Saves the Crystal Kingdom ~ Wi

* Dora the Explorer: Dora Puppy - DS

Forza 3 10/27

07 So you thought Civil War was a big deal, and the events ol Secret Invasion changed everylhing

you knew about your favorite comics? Just wait until you see what Marvel has planned in this month's universe-changing series, The List. Expect involvement from. the X-Men, Avengers, Punisher, and the long-absent Daredevil This series changes everything!

"od

Dan Brown's new book is going. to tank. The reason for this won't have anything to do with church politics, the main character's personality being as dry as

Tom Hanks, or Dan Brown using the same template for all of his books, All cash spent in bookstores will be going to this year's book of the year, LEGO Star Wars: The Visual Dictionary. Most of the Star Wars vehicles. are shown in brick form, and this book also comes packaged with. an exclusive Luke minidigure.

* Silent Hill: Shattered Memories - Wii, PS2, PSP

* Spore Hero ~ Wii

* Squeeballs Party ~ Wi, DS

* Sushi Academy - DS

* Tony Hawk: Ride - PS3, 360

* Uncharted 2: Among Thieves

PS3

* Way of the Samurai 3 ~ PS3

+ Where the Wild Things Are - PS3, 360, Wi, DS

PSP DS

* Half Minute Hero

* Korg DS-10 Plus.

* Lips #1 Hits ~ 360

* Marvel Super Hero Squad - Wit PS2, PSP, DS

* Naruto: Shippuden Clash Ninja Revolution 5 - Wii

* Remington North Amencan Bird Hunter - Wii

* Secret Saturdays: Beasts of the Sth Sun - Wii, PS2, PSP, DS

calendar © connect Whee,

02

Can't get enough Halo? The ODST Rookie Figure should be on shelves now!

03

A touching period piece about forbidden love in Victorian England, Zombieland hits the: aters today. So grab your friends, lovers, and parents and prepare | to enjoy a subtle and restrained drama with the understated acting of Woody Harrelson. That guy really tugged at our heart: strings in Kingpin.

16 The first Wild Things was pretty good. The second one. .. well it didn't have Neve Campbell in it, 50 it wasn't as good. The third entry in the epic trilogy, Where the Wild Things Are, opens. today. The previews show tons of huge hairy monsters (one might be Cameron Diaz), so we're | betting the threesome scene will} be righteous! i

23 Roger Ebert thinks the success of G.I. Joe and Transformers indicates a dark age for the film industry. Today, his argument holds no weight as audiences are crushed beneath the cin: ematic splendor of Astro Boy, Saw VI, and Ong-Bak 2: The Beginning. Next thing you know, Ebert will tell us that Crank 2 shouldn't win Best Picture.

TERI

With each passing year, Michael Ceta's Hollywood age gets lower

* Drawn to Life: Next Chapter

Wi, DS

* Forza 3 - 360

* Grand Theft Auto IV: The of Gay Tony - Xbox Live

Ballad

* Grand Theft Auto IV: Episodes

From Liberty City - 360

* Hasbro Family Game Night

Wu, DS

+ Nerf N-Strike Elite - Wi DS * Ni Hao, Kal-Lan: New Years * Touchmaster 3 - DS Celebration - DS * Wedding Dash ~ DS * World of Zoo - Wi, PC, DS A

+ Ni Hao, Kai-Lan: Super Game Day - Wii, PS2

* Press Your Luck - Wu, DS, PC

* Ratchet & Clank: A Crack in Time ~ PS3

* Sim Animals: Africa - Wii, DS

In his new film, Youth in Revolt, he plays a 14-year-old. In a decade, he will be old enough for the Look Who's Talking sequel He's a real life Benjamin Button.

+ Space Invaders Extreme 2 -DS | except his movies don't suck * Tekken 6 PS3, 360

* Tinkerbell and the Lost Treasure

GAME INFORMER 39

IS brewing

“Next month Game Informer unleashes

a storm of EPIC Droportions with its new design ana website relaunch, and the Star of the show is SOMEONE you just.migh |

EL ) Disney

SL Se ee p c ee 9c Wi De OY mln Tn s u CS

"Peace at last. You overthrew the world's most evil criminal masterminds and their dominant empires. You have returned law and order to Pacific City. You gave the people hack their lives. Thank you.”

fev | CTTU

hese words of congratulation are your reward for finishing Crackdown. At first, the ending appears to be a happy one; by systematically eliminating three organized gangs, you thought you were making the streets safer but you were only clearing away the resistance. You paved the way for the sinister Agency to assume control of the city with an oppres- sive and authoritarian regime, squelching individual freedom in the name of protection. Obtaining power was the easy part holding on to it proved more difficult. A dangerous virus (which you inadvertently released) ravaged the population,

42 GAME INFORMER

at Umm

rendering large areas uncontrollable and uninhabit- able. The Agency abandoned these sectors one by one, all while using the media to reassure the public that everything was under control. People weren't buying it; the citizens started an underground revolt to fight the Agency and the growing infected masses. Now, the people of Pacific City struggle to survive during the day, and hide for their lives when night falls.

Your actions in Crackdown have resulted in a city fraught with conflict, blood-crazed freaks terrorizing the streets, and citizens living in constant fear and desperation. Well done, agent now it’s time to clean up your mess.

se cover story

XBOX 360

> STYLE 1-PLAYER ACTION (16-PLAYER ONLINE) > PUBLISHER MICROSOFT GAME STUDIOS

> DEVELOPER RUFFIAN GAMES

> RELEASE 2010

GAME INFORMER 43

i Maw Hon

The original Crackdown introduced gamers to a new kind of open world experience one where the phrase “go anywhere, do anything” had real meaning. As a super-powered agent in a city overrun by gangs, the main objective was to hunt down and eliminate three criminal kingpins. Instead of accepting a chain of story missions, players simply decided when and how they wanted to tackle the bosses; the three islands of Pacific City were all open from the start, with no arbitrary roadblocks restricting access to certain areas. Players navigated the city with incredible agility, bounding across the rooftops while using a high-tech arsenal to neutralize gang members below. With so many options for offense and mobility, the only limitation was your willingness to put your agent in harm's way.

Gamers received Crackdown's fresh take on the sandbox genre with widespread enthusiasm. The title sold.over 1.5 million copies, winning the hearts of critics and consumers with its mixture of freedom and mayhem. In the video game industry, that kind of success virtually guarantees a sequel. Anxious fans waited for the inevitable announcement, but over two years passed since the game's 2007 release with no more than vague rumors of a follow-up.

Microsoft finally confirmed the existence of Crackdown 2 at its E5 press conference this year, but with a surprising twist: Original developer Realtime Worlds would not be involved with the title. Instead, a

44 GAMEINFORMER A

brand new studio called Ruffian Games is handling development duties. This raises a puzzling question: How did an unproven studio inherit one of the biggest sleeper hits of the current console generation? Ruffian Games isn't as unconnected to the first Crackdown as it seems.

At one point, the team at Realtime Worlds was prepared and eager to begin work on Crackdown 2, but couldn't get a green light for the project from Microsoft. Time passed, and the developer began to focus its efforts elsewhere. When Microsoft finally decided to go forward with Crackdown 2, Realtime Worlds simply didn’t have the resources to devote to the project.

“The circumstances in which Realtime didn’t end up working on Crackdown was disappointing for everyone,” says Ruffian producer James Cope. “It'was a disappoint- ment because it was one of those situations where two businesses are trying together and it's just not working out” For some, the situation went beyond disappoint- ment; it was a reason to take action.

Billy Thomson, creative director at Ruffian Games, was not content to let the chance to work on Crackdown 2 go by. Thomson and key members of Xen Studios (who helped develop Crackdown) formed Ruffian Games with

the intention of securing the game that Realtime Worlds was forced to pass up.

"There was an opportunity to start a new company and start pitching new IPs to publishers. So | left Realtime Worlds to join Gaz [Liddon] and Gareth [Noyce]," Thomson says. “The goal was to get Crackdown 2. Failing that, we would probably go to other publishers. Thank- fully, we never had to go that far”

Ruffian Games opened in Dundee, Scotland the same town as Realtime Worlds. Once Ruffian secured the contract from Microsoft and began taking on new staff, many members of the original Crackdown team submitted applications, eager to continue work on the franchise. "The thing that happens when you make a game if it turns out well, as Crackdown did...there's loads of things we want to do to make the follow up, and the opportunity to take it on again was too much for people to not try and get involved,” Thomson observes.

With almost all of the key staff from the first Crackdown in place, Ruffian set about crafting the sequel it had been waiting years to create.

"Times Are Changing

Approaching Crackdown 2, the team's first order of business was isolating what worked and what didn't in the original. In the pursuit of making a bigger and better experience, the first thing that changes in most sequels is the setting; if you want to show the player new sights, it stands to reason that you're going to need a brand new location. That isn't the case with Crackdown 2 - agents return to the sprawling metropolis of Pacific City for another tour of duty.

For all of its towering skyscrapers and gang activity, Pacific City never had much personality. Rather than see that as a reason to abandon the setting, the team saw it as an opportunity to address one of gamers' main complaints from the first game: the lack of narra- tive framework.

^| did regret the fact in Crackdown 1 that there wasn't much of a narrative to go through," admits Cope. "There wasn't much compelling reason to do it beside blowing things up.”

Not every game needs to provide players with nuanced motives, but the return to Pacific City for Crackdown 2 gives additional context to the players' actions when

compared to the previous installment. “After all, a story lurks beneath the surface of any location that has changed drastically. The observatory is in ruins, a Volk monument has toppled over, and an ominous new

familiar surroundings and showcasing how the once- ` pristine areas have degenerated, every corner of Pacific City takes on new meaning.

Players believed their actions in Crackdown restored order to Pacific City, albeit in service to the goals of the Agency. However, the destruction of the Los Muertos, Volk, and Shai-Gen gangs marked the beginning of the city's descent into lawlessness and it all started with a seemingly routine raid on a bioengineering facility.

“One of the Shai-Gen missions actually had a research lab that hid all of these freaks inside it,” Thomson explains. "The idea is that when they escaped, they moved into Pacific City. Over the course of the next couple years, the freaks slowly started to populate the city and started taking over the sewers» Bit by bit, they were coming up to the city streets and killing civilians. The Agency tried to deal with it, then tried to cover it up. They were doing their best to keep track of all of this and they slowly started to lose control.”

At nightfall, the freaks flooded the streets, and during the day people used their meager resources to buy

Se cover story

Life in the City

In Crackdown 2, adding life to Pacific City means more than filling the streets with pedestrians. In order to illustrate how

` desperate and destitute the population has become, the team is adding a number of ambient events that emphasize the citizens’ everyday struggles. During the day, a man may be trying to sell tickets for his armored bus, promising safety to all aboard when the freaks come out, Later that night, you may come across that same bus overturned and swarming with freaks,

Even the way townspeople react when getting attacked tells you something about the world. You may run across old posters

from the days of the Agency's

with unhelpful advice like “See

a freak? Play dead!" While that obviously

seems like a bad idea, some citizens have

.. dearly taken it to heart. Certain pedestrians suddenly drop to the ground and lie len a freak comes running atthem,

them an easier target: It

ae: sad, but stupidity in Pacific City is a

n3

QUERER

1 ° ri

s

what they needed to survive. Citizens left to fend for `

to maintain order, so they tool hands. Forming a resistance group called the Cell, the civilians fought back against the Agency and the ‘freaks, creating a three- "Way | power struggle that turned `

`> the entire city into a war zone. In a calculated act of skyscraper cuts into the horizon. By returning playersto `

botage, the Cell managed to destroy the core of the

"Agency: the ¢ agent program.

. Without its super- powered enforcers to impose its

y will the Agency was driven back = by both the Cell and

the freaks from every neighborhood. Soon, all the organization controlled was the Agency Tower, while the Cell became the dominant human power, adapting vehicles and cobbling together strongholds across all three islands to help fight back the freak menace.

Though the Agency lost control of the city, it silently continued working toward its mysterious goals some- thing players learn more about in Crackdown 2. “We want the player to find out more about who the Agency is” says Cope. “And, of course, the welcome return of a very familiar voice”

As Crackdown 2 begins, the Agency is ready to make its move. The Cell needs to pay, and the freaks need to be taken down. The agent program is being brought back online for the first time in years...but the problems in Pacific City have grown to a greater magnitude now. It will take more than a couple of agents to bring them under control.

GAME INFORMER 45

Before and After

Even though years pass between the stories of Crackdown and Crackdown 2, gamers familiar with the first title will recognize several landmarks in the new Pacific City. Some old buildings have crumbled, and others have been constructed, but the road grid itself is the same (rewarding those who learned how to navigate the old streets). These comparison

screens illustrate some of the changes players can expect to see in familiar places around Pacific City.

Bi Crackdown

Bi Crackdown 2

A6 GAME INFORMER

Teaming Up

The first Crackdown introduced several innova- tions to the open-world genre, but the most significant was the inclusion of cooperative play. In single-player, Crackdown was already full of destruction and chaos; once you invited a second player to join your world, the game became a wildly entertaining flurry of explosive rockets

and hurled cars. Amid all the mayhem, the term “co-op” came to mean two different things: "I will help you,” and “I occasionally won't try to blow

9 Vehicles like trucks and buses have room for mounted turrets, which makes them excellent ‘options for getting around in co-op

^

wW

xa

The fun atmosphere cultivated by two-player co-op kept gamers coming back to Crackdown a fact that certainly did not escape the notice of Ruffian. Co-op is back for Crackdown 2, except it now allows up to four players to wreak havoc across the city.

Unlike the original, Crackdown 2 is designed with cooperative play as a primary focus rather than just a feature. You can still play through the campaign by yourself, but certain objectives are better handled as a group. For instance, we

played through a sequence at night where freaks were pouring out of a breach in the ground we saw at least 50 of them rampaging though what used to be the Volk's territory. At a low level, wiping out these creatures and closing the breach would be impossible alone. On the other hand, four agents working together might have a shot. “Crackdown was very much a one-player campaign, and you've got a mate that can join in," Cope says. "This time there's serious barriers where you're going to think, ‘I need help:

m= Supply points from the original Crackdown are gone. Agents can now call in for ammo and support anywhere in the city

Its about making that setup for a four-player campaign...it's more about having a serious threat against you and thinking, ‘| want my mates to be a part of this!"

"That's not to say that we're going to have blockers in the game that require you to have additional players," Thomson adds, "But there are going to be elements where it would be a lot easier to get through if there are a couple of your friends online that could help”

Just like the last game, players have five skills that level up as they are used: agility, strength, driving, firearms, and explosives. In Crackdown 2, each level in every skill grants players an ability or advantage they didn't have before, so players can form more varied strategies depending on their skills and those of their companions. If your agility is high enough, you can barrel down the street with a dash move, sending cars and people in your path flying. If one of your co-op partners has reached level 5 in driving, that agent gains access to the new Agency helicopter, which has some obvious perks. If taking the aerial approach isn't your thing, all four agents assaulting a Cell stronghold with maxed-out firearms skills is sure to produce spectacularly gratifying carnage.

Your strategy will also change depending on your opponents. Members of the Cell are most like what players faced in Crackdown 1; they may look a little ragged, but they know how to handle weapons, and their vehicles have all been modi- fied for maximum offense and protection. They are often found defending key installations in the city, so they will typically have the advantage in terms of position.

The freaks are an entirely different story.

These creatures will try to swarm you, charging

A Little Help

Some skeptics are hesitant to give Crackdown credit

for its own success, attributi Halo 3 multiplayer beta key included in the box. While the

its popularity to the free beta certainly gave the original game a sales boost, the

all mers had

Crackdown 2 team isn't bitter about the pairin

regardless of what drove the purchase, onc

Crackdown in their hands, they had a blast.

“We loved the fact that we got to have the Halo beta because we wanted to get the game out there, and piggybacking a franchise like that is great. But it also gave us a way to get the game out to more people," explains producer James Cope. “The best thing about it all is we hear lots of stories about people getting it for the beta and coming out and playing Crackdown, and having fun with it. To us, that's job done”

"| think it was a bit of genius to be perfectly honest," rector Billy Thomson adds. "If they want to do it i have it.”

creati

again, v

aggressively and trying to overpower you with sheer numbers. The good news is that the freaks are so densely packed in the streets that a few grenades can thin out the lower ranks quickly, leaving only the more advanced mutations for your agent to deal with. You'll be introduced to new evolutions of the freaks as you progress; the early forms are little more than zombies, but the end-game mutants can fill a full-fledged agent with fear.

We saw one hulking freak that picked up and attacked with objects around the environment, and when the agent jumped up to the rooftops to escape, the creature was leaping right up behind him. "The top level freaks are almost on par with the player-controlled agent,” Thomson says. “We almost want to give the feeling that you're playing against a level 5 agent. That's where things go really over the top”

The combination of players, their chosen skills, and their enemies are a few of the ways Crackdown 2 provides a greater degree of variety in how you tackle goals. But the goals themselves are also seeing a major overhaul. Instead of hunting down a series of gangsters, your agent faces a new set of challenges.

GAME INFORMER

In concept, systematically taking down three crime lords and their lieutenants sounded great. However, gamers in the original Crackdown found that charging into a complex, singling out the boss, and slowly plugging away at its health got a little old after a dozen times.

“The thing that annoyed me most [about Crackdown 1] was repetition and just pure s— of the boss battles,” Thomson says. “I loved the level design, | loved the progression through the levels, the multiplayer all of that was great all the way up to the point where you had to kill that boss. | think, possibly, that is the worst thing in Crackdown. ...that’s the bit that we've completely bent”

For better or worse, the freaks and the Cell are not as well organized as the crime lords, so Crackdown 2 won't just be a series of assassinations. Your primary goal is still reclaiming territory in the name of the Agency, but you'll accomplish it by completing a wider variety of objectives, like raiding underground freak tunnels or sabotaging Cell installations across the city.

Even without the gangs, the missions remain connected. You won't be weakening a group's vehicles or recruitment specifically, but your actions will have consequences. Ruffian isn't going into details on exactly how this will play out, but Cope emphasizes that “your influence in the world has effects across the rest of the City. We definitely retain the spirit of Pacific City being a living, breathing thing, and your influence on the city is great”

One mission has players taking control of a heavily guarded electrical plant powering a nearby Cell compound. This helps the Agency in the short-term, but it also impacts future objectives in the area. Without electricity, the Cell compound is vulnerable, especially without power to run their lights.

Ultraviolet light is lethal to the freaks hence the underground caves and nocturnal lifestyle so the

E The Cell is composed of ordinary citizens who just want to reclaim their city. You will take them out, taking their turf in the name of the Agency

circumstances of each mission changes depending on the time of day. If you try to storm a Cell refinery during the night, you're likely to encounter an onslaught of freaks that could complicate the operation. On the other hand, if you've taken out the power plant, waiting until nightfall could mean that the guards at the Cell compound might have their hands full with a full-on freak assault making it easier for you to get inside and administer Agency-brand justice.

Roaming around the city at night also has a different vibe. You won't just encounter scattered pockets of enemies; hordes of the freaks are everywhere. In the first Crackdown, each gang was confined to one of three islands, but the islands no longer provide a discrete separation between the difficulties of foes you encounter. Instead, each island has its own problem zones the sections of the city where the freaks first gained control and forced the Agency out. These areas have been completely lost to the freaks, and are dangerous to explore even for advanced agents. This means that you won't simply be clearing one island and then moving on to the next one.

“it's more about the visual progression of the level of decay, deterioration, and destruction,” Thomson explains. “The difficulty as far as fighting freaks and the Cell increases as you go through the epicenters. So it's not really island specific, it's more cut in sections across the entire city”

Areas still exist where low-level agents don't stand a chance of survival, particularly in the old Shai-Gen area where the outbreak began. In the parts of town where the freaks reign supreme, you're going to be glad the Agency has stayed on the cutting edge of weapons development.

Being strong and agile is good, but how you use the array of tools at your disposal ultimately decides who rules Pacific City. Agents still ride in style; all of the Agency vehicles from the first game are back, including the ones in the downloadable content (like the race car and dune buggy). Each vehicle has received a fresh design overhaul, and there are even new additions like the Agency helicopter, but the real changes in your agent's gear focus on the revamped arsenal.

“One of the things we're trying to do is get a decent weapons progression,” lead designer Steve lannetta tells us. "The first game failed in that you could go across to one of the later islands, get a more powerful weapon, and basically rocket- launcher your way to success.”

While some gamers enjoyed the fire-and-forget nature of combat, it didn't foster much variety. To correct that, Ruffian is building an array of weapons with different advantages and drawbacks while ensuring each gun is up to Agency standards in terms of looking awesome. “One of the problems we had in the first game was, when you reached level 5, you were this big beastly rock of a man and you were standing there holding an M16," lannetta laughs. “It just looked totally embarrassing”

One of the new weapons is a UV shotgun, which uses a burst of light to decimate freaks at close range. If you prefer to keep your distance, the

More variation in the weapons means players will need to consider which guns they bring along. It isn’t all about the homing rocket launcher anymore

Agency has developed a high-power sniper weapon that looks more like a rail gun than a rifle. The homing rocket launchers also return, but the coolest new toy we saw is currently being called a “mag” They are essentially sticky grenades that, instead of blowing up, form a magnetic bond with other mags, linking whatever objects to which they're stuck.

The potential for fun with these things is huge; if you stick a mag on the side of a building, and then throw the next at a car, you'll see the vehicle get pulled off the street, dangling from a magnetic rope. Even better, each mag automatically daisy-chains with the last one you threw, so your car hanging from a building could quickly become five cars, which can then be used as an improvised ladder

to climb up the building. Or, if you prefer a less utility-oriented approach, you can throw a mag on

a civilian, another on a gas canister, and then shoot the valve off to send them both rocketing away at top speed.

To make these new weapons and gadgets usable in the campaign, as well as competitive multiplayer, the targeting system in Crackdown 2 is seeing some adjustments. Players can no longer just flick the analog stick to automatically target specific areas. The new mechanic requires more precision.

"One of our concerns with the original targeting system was that it would be a massive exploit for PvP games, because you could just headshot, head- shot, headshot," Cope says. The team's solution meets halfway between a manual and an automatic system; by keeping your reticle in a general target area like around the head a circle gradually grows smaller around that spot until you've locked in your shot. If you move your aim out of the area, it gradually expands again. This allows players who aren't great with manual aiming to still pull off some stylish shots, but it also rewards players with skill. You aren't required to wait for the circle to shrink, so if you think you've got a headshot lined up on your own, you can go ahead and take it.

Contin

cover story

The agent's face is currently only visible at first level. This means players will probably all be given the same character rather than selecting

an agent at the outset

Most of the cars in Pacific City are the same ones from the first game. They have been modified with weapons and armors to survive the new hazards of city life

GAME INFORMER 49

You'll obtain skill orbs by using the relevant ability, Ruffiai adding other ways to get the orbs as well, so you woi spend as much time buffing your driving or

In addition to t ut four-player co-op, we also played Crackdown 2's competitive multiplayer. Eve pment, the mode is a ton of fun; up to 16 players can face off in a match, col bonuses, and g. s as they h ofto 's too bad that we didn't get °] h Says producer James

think there are very good parallels made to the number of people playing Halo 3 and Call o everything now, a t's something we really want to do as well. It's nice that have to really push that area up.”

The big differenc veen Crackdown all of Dt

stay in one pl r even on th requires players to take skillful avant x opportunity to score kills and rack up points

n round, but the game does a built-in

" didate candidates

50 GAME INFORMER

cover story

Melee combat is more than just kicking in Crackdown 2. Your. attacks will have more variation and feel more fluid now

« Continued from page 48

Standing Out

As disappointing as it is to lose the ability to effort- lessly shoot a car's gas tank from mid-air, we are much more excited about what Ruffian is adding to the overall Crackdown experience. Pacific City is more t| a collection of buildings, the citizens are more than collateral damage, and your foes are more than a spray of bullets from an adjacent roof. In addition to retaining the fluid and fun gameplay of the original, these details are what will set Crackdown 2 apart.

The distinguishing characteristics are more important than ever considering multiple titles like Infamous and Prototype now provide open worlds for players to flex their super-human abilities. Gamers have more choices in an arena that Crackdown once had largely to itself.

^| think it's good that the genre has gone off in a different direction," Thomson says. “You've got your GTAs and your Saints Rows, and across our side you've got things like Prototype, Crackdown, Infamous. | don't think competition is a bad thing. | think it's actually quite good. It means if everybody wants to go that route, they're going to have a hell of a time. Make sure your game is better than theirs.’

The team at Ruffian Games doesn't seem too worried about the competition not that it should be. Crack- down was an inventive and entertaining title that carved its own unique niche out of the open-world genre. With so much of the invested, talented staff responsible for making the original a hit, we don't doubt Ruffian will do what it takes to keep moving the experience forward with Crackdown 2. a

Ruffian plans to release the Keys to the City mode as DLC, which allows players to spawn items and play with the game's parameters in order to engineer outrageous situations

GAME INFORMER 51

° «° feature UNLIMITED ENABLED

PLAYSTATION 3 | XBOX 360 > STYLE 1-PLAYER ACTION

> PUBLISHER NAMCO BANDAI > DEVELOPER NINJA THEORY

> RELEASE 2010

L 3 Ë d | ° ah, P ^ x 0 ne hundred and fifty years into the future, there are machines until she came along. She inserted herself into no wars. Not because we stopped fighting there are your life and disrupted everything. Now she wants you to no longer enough people left to fight wars. With humanity be her protector. She wants you to travel beside her and nearly extinct, once-great cities teeming with people now safeguard her on a long journey back to her uillage. You lay empty and overrun by nature. Giant mechanical airships are going to do as she asks. Not because you want to. Not troll across the countryside, snatching up the remaining because you like her. But because if you don’t, the small inhabitants and carting them out west. You lived a lonely headband strapped to your skin will shatter your skull. You life, always on the run, always one step ahead of the must obey. You are enslaved.

GAME INFORMER 53

E i

here is a belief among psychologists called the

7%-38%-55% Rule. This principle breaks down how human beings understand information during an emotional exchange. Simply put, the theory postulates that when somebody is speaking only seven percent of their emotions are displayed in the words they say, while roughly 38 percent of their emotional intent can be derived from the tone of a their voice, and a surpris- ing 55 percent comes from physical cues such as body language and facial expressions. What we say isn't what we're saying; it's how we're saying it that states our true meaning.

Storytellers understand the importance of an expres- sion, because 55 percent is a lot of information to lose. If the rule is applied to gaming, it means that video game stories have never maximized their emotional impact. Voice actors do their best to bring pathos to a role, but there is only so much sentiment one can give a card-

54 GAME INFORMER

B Monkey's animations change slowly over the course of the game. While he starts the game by manhandling Trip whenever he helps her maneuver through | the levels, as their relationship grows his tosses become gentler

Se He Lr ECT

E

g]

sey We board cutout. Until the current console generation, video games just didn't have the technical muscle to allow their characters a full range of human expression. The ability to animate a digital face has grown by leaps and bounds in recent years, introducing emotionally vibrant stories for the first time.

One developer leading the charge to bring more humanity into its digital creations is Ninja Theory. The studio's 2007 release, Heavenly Sword, remains a bril- liant showcase for humanlike physicality in the digital realm. The impressive cutscenes and stylish combat wowed many critics, and even today, its characters’ facial animations hold up as some of the best in the business. Since the release of Heavenly Sword, Ninja Theory has been hard at work on its next IP, Enslaved. But more important to the studio than just making another highly polished action title is telling the meaningful story that happens between the action.

m With Enslaved, Ninja Theory extends its facial animation system to its characters’ bodies. Players should notice detailed muscle movement on Monkey as he clambers over the environment

ndy Serkis is no stranger to working in the digital A space. The actor - famous for bringing Gollum to life in the Lord of the Rings films and performing the motion capture for King Kong in the Peter Jackson remake worked closely with Ninja Theory on Heavenly Sword. Not only did Serkis voice the antagonist, King Bohan, he was instrumental in the casting process and directed all of the game's cutscenes. For Enslaved, Ninja Theory asked Serkis to return to the director's chair, where he helped cast the entire ensemble, fleshed out much of the story, and even gave voice to the title's pro- tagonist, Monkey.

“Looking back at Heavenly Sword, it feels like we were taking the first steps towards bringing emotionally engaging characters through a traditional game design keyhole,” Serkis tells us. “This time our sights were set beyond creating dramatically compelling cutscenes and focused on the higher goal of trying to redefine how storytelling might work in games.’

The character Monkey - which Serkis has also done all the motion capture for lives in a far different world than the one we recognize. Almost two centuries into the future, humanity has suffered through the third and fourth World Wars. Economic disasters ruined once powerful nations. Famine and disease ravaged urban landscapes. All this turmoil has resulted in a massive population crash. Where cities filled with mil- lions of people were once common, in Monkey's time only roughly 100,000 people live spread across North

America. The humans who do still exist are too isolated from one another to share a common culture.

Monkey is a man of the wilderness. Like the self- sustaining fur traders from the 19th century, he prefers to stay away from the few pockets of humanity that dot the countryside. "Monkey is a guy who's spent all his life learning to survive on his own, destroying robots with his bare hands. He's not the kind of guy you want to get in a fight with,” says Tameem Antoniades, the - co-founder, co-director, and design lead at Ninja Theory.

Whoever raised Monkey trained him to stay away from

clusters of people because they were the ones most

likely to get attacked by the roving slave ships ancient remnants of a long-ceased conflict.

- Monkey can't hide forever, though, and the game starts just after he's imprisoned inside one of these giant ships. This is where he meets a young girl named Trip. “Trip's really the opposite of Monkey," Antoniades says. “Where Monkey is brutish and alpha, she's very edu- cated, and she's all about the community. She's good with machinery; her community is great at scavenging equipment and hacking the technology"

Trip helps Monkey escape from the slave ship by hack- ing into its controls and causing the vessel to crash. In this opening level, players control Monkey as the two

on films like The Namesake, returns to work on Enslaved

perform their escape. "The escape sequence is a tutorial where you learn the basics of combat and movement," Antoniades explains. "But it won't look like a tutorial at all. As you're escaping the slave ship everything is basi- cally short circuiting and breaking apart. You're flying over the sea and then you can see New York City under- neath. The whole time you're just trying to get to safety. It's really intense" As the ship crashes through some of the massive skyscrapers, Monkey blacks out.

He wakes up in the middle of Grand Central Station as Trip cowers in the corner. She used the time Monkey was unconscious to reprogram a slave collar, which she placed on his forehead. She has noticed how resource- ful Monkey is, but she knows he won't willingly help her return to her village, so she forces him into compliance on threat of death. "You've got this character that effec- tively has control over you, but who totally depends on you to rescue her,” Antoniades says. This tension creates an interesting dynamic that leaves the two in an uneasy alliance. Monkey doesn't like having another person around, and he isn’t happy about being used. It's insinu- ated that as soon as Monkey helps Trip get back to her village and she takes off his headband, he's going to rip her head off.

iney, who worked

gem

m "The journey in the game isn't just a physical journey about trying to get Trip home. It's also about how the characters change," says chief designer Tameem Antoniades. "Monkey goes from this brutish loner to someone that sees value in other people's lives, and Trip goes from her narrow, community minded views and starts 4 to see more of Monkey's point of view"

se feature

THE meaL. MONKEL

Enslaved's narrative recalls the famous Chinese children's novel Journey

to the West by Chinese poet Wu cA Cheng'en. Written in the 16th century, r Journey to the West is considered one

of the four great Chinese novels. It

tells the tale of a rebellious Monkey

god whom Buddha brings under

control after having a priest place a

magic headband over the god's brow.

This headband causes Monkey great

pain whenever the priest speaks a few

magic words. Enslaved is only loosely

based on this Chinese epic, but

Chinese history buffs might recognize

the homage paid to the famous fable.

GAME INFORMER 55

fu Players collect orbs from enemies, which can be used to upgrade Monkey's weapons. The more clever players are at

camera Class

Ninja Theory asked a professional cinematographer to come into the office and give the whole staff a few lessons on professional camera work. “With Heavenly Sword, we were really proud of the cutscenes we created, and people still point to them as well done cinematics,” says co-founder Mike Ball. “But this expert reviewed

a few of them and said, ‘you'd never do that in film,’ and ‘this thing's bad." After he explained the rules to us, we started to understand how to set up our scenes better.” Simple techniques like adding a wide lens effect to a camera while someone is running across a collapsing bridge or quickly shifting the camera angle during combat add an extra layer of tension to the action in the game.

GAME INFORMER

j dismantling opponents, the more orbs they'll receive

DN

"TF o tell a story on the level Ninja Theory wanted, it T needed to bring in someone who not only under- stands video games, but knows how to tell a compel- ling narrative. Serkis was instrumental in fleshing out many of the games characters, but for the full script, Ninja Theory needed a professional writer. The team approached screenwriter Alex Garland (28 Days Later, Sunshine) and asked him if he'd be interested in work- ing on Enslaved. A huge gamer, Garland agreed, and sat down to pen every line of dialogue. "Every week Alex would come to the office and we'd sit down with the design team and we'd work through the level layouts," Antoniades says. "The gameplay and story are inter- linked. They are one. Stories aren't just in cutscenes, they go throughout the level.’

This blending of story and gameplay is demonstrated as Monkey and Trip explore New York's skeletal streets. As Garland helped envision, the two have no concept of what the past was like, and they often misinterpret the things they see in the world around them.

As the two leave Grand Central Station, Trip notices all the windows among the cliffs they're walking beside and wonders aloud, "what is this place?" After puzzling over it for a second she realizes that they are in what was once a city. "There must have been thousands of people here,” she exclaims.

Monkey responds curtly, in a gruff voice, "No, more”

Trip pauses a second then asks, wide-eyed, "Tens of thousands?"

^Maybe," Monkey shrugs.

These characters have no clue that they are walking through streets that once housed millions. Through their dialogue, which is scattered through all parts of the game, players get a glimpse into just how far from con- temporary society humanity has fallen.

"The game is driven by the relationship between these two characters," Antoniades says. "Heavenly Sword was

obviously very story driven, but we wanted to take that to the next level where as a player you've got this deep, connected relationship with this NPC character that has her own mind, her own thoughts, her own personality"

"T" hough Monkey and Trip may not get along, if they

Ë want to survive they must work together. Trip can help Monkey solve environmental puzzles by squeez- ing through passages too narrow for him, or hacking computers. Monkey can toss Trip across gaps and help her reach otherwise inaccessible areas. Although Ninja Theory has no plans to include a co-op feature, Monkey can issue rudimentary commands to Trip. For example, he can tell her to distract a turret gun so that he can quickly run up behind the nuisance and dismantle it.

While a portion of the game involves climbing over obstacles and exploring multiple paths through environ- ments, few of those routes are free from danger. The world is still littered with weapons from ancient conflicts. The studio compares these weapons to landmines they've been waiting years for someone to walk by and trip them awake. However, unlike landmines, these weapons are human-sized robots programmed to kill. "There are different generations of robots," Antoniades explains. "There are the older robots, which are more like the ones you would expect in a movie with pistons and things like that, then there are the more evolved second and third generation robots. They have synthetic muscles and coolant in their bloodstreams. They're much more

agile, much more dangerous, more like hunters.” To get past these kinds of threats, Monkey must rely on Trip.

Trip has a special camera she keeps in her hair like a barrette that's really a mechanical dragonfly. This camera can fly around the environment and feed information directly into Monkey's headband. It's useful for helping the two navigate their surroundings, and it also detects weaknesses in enemies. Even robots from similar produc- tion lines will have different imperfections after decades of wear and tear. If Monkey knows all of these defects he can use them to his advantage in combat.

Monkey's primary weapon is a large staff. Similar to Heavenly Sword, players have one low attack button and a stronger charge attack with which to build up combos. Aseries of evades and grapple takedowns help Monkey maneuver through the battlefield. In addition, Monkey's staff can fire off a few long-range projectiles, which will stun enemies or slow them down, giving Monkey time to close the gap.

Still, Ninja Theory hopes Enslaved's action will feel more strategic than Heavenly Sword's. This is where the enemy defects come into play. One enemy might have a weakness in its machine gun mountings. After depleting its health to a certain point, Monkey can rip off the gun and use it against the other robots he's fighting.

Ii Monkey and Trip can find audio files and other journals scattered throughout the environment that help flesh out the world's history

Another robot might have a power supply problem, which Monkey could overload during the scuffle, turn- ing the machine into a time bomb. Monkey can then kick the machine into a larger group of enemies causing splash damage. The order in which players dismantle their foes changes how each encounter plays out. "There are several different levels of combat," Antoniades says. "There is the basic action the button-based level of combat = and then there is tactical decision making. ‘Who should | go for first?’ You always have to think about ‘how can I beat these guys in a more clever way?" Ninja Theory is planning dozens of these kinds of enemy takedowns, so players should have plenty of opportuni- ties to experiment and see how using different weak- nesses in conjunction affect their combat strategy.

s Monkey and Trip plot a path out of a dilapidated ATN New York, the sights they see will become less recognizable for players. There is a place just outside of the city called the Titan Graveyard. “This is where the last big battle between mechs was fought," Antoniades says. "Everything from first generation mechs to giant mechs almost the size of aircraft carriers. It feels like an elephant graveyard. There is still residual power in some of these machines, and you might see some of them twitching or

se feature

moving around.’ The atmosphere takes on a horrific feel as Monkey and Trip travel through this haunted place. They notice something following them, scuttling under the debris. They are about to face foes and see things they've never dealt with before.

Looking at the work Ninja Theory has put into crafting this world, it's clear that the team cares about offering a compelling narrative. It has been lucky enough to recruit talent like Andy Serkis, Alex Garland, and Hollywood composer Nitin Sawhney to share that vision and help tell an emotionally charged tale.

“We're not trying to say that we're making a Hollywood blockbuster, because we're not. We're making a video game,” Antoniades says. “We're taking the production of all aspects of video games very seriously; bringing in the best people we can find and working closely with them to make sure that every area of the game is as high pro- duction as we can possibly make it^ B g 1

is ENABLED PLAYSTATION 3 | XBOX 360 | PC

A Glimpse Into The Future Of Gaming

Assassin’s Creed

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

THE NEW-STORY

f you're like us, you've been counting down the days until Assassin's Creed II releases to find out if wandering through Renaissance Italy will be as exciting as promised. This month, we posed some questions to Corey May, the scriptwriter from both the original game and the soon-to-be- teleased sequel. He filled us in on some excit- ing new detai "Assassin's Creed is Desmond Miles’ story," May explains. “As such, the events in the present start right where the first game left off although this time you'll be visiting a very different historical time period. You will indeed find more sequences in the pres- ent faster-paced and more action-packed than in the first game. We'll also be provid- ing a lot of answers to questions raised in AC 1, though we'll be posing plenty of new ones along the way. The duality between the two characters past and present remains ever critical to our story” Reading between the lines, we can only conclude that we'll finally get to see what lies beyond the Animus room, and also see Desmond do

more than pickpocket an old scientist.

One of those lingering questions May alludes to is the connection between the first game's protagonist, Altair, and Ezio, our new hero. Gamers will have to wait until the game's release to reveal the answer to that mystery. “I don't want to give too much away at this point since we touch on the topic a bit in our game and it's an area we'll hopefully explore further in the future," May explains. "Obviously at some point, one of Ezio's ancestors made his (or her) way over to Italy. I'll say this much: it wasn't Altair"

May also filled us in on the team's general approach to storytelling, which has shifted toward less rigidity in the narrative structure. "It all became very predictable after a while. Things evolve more organically now as you move from one mission to the next. What's going to happen, as well as where, how, and why all of it's a lot less predictable this time around.” This creates a faster pace, shorter cinematic sequences, and dramatic scenes where the player has a much greater control of the action.

^| think you'll also find the characters (Ezio included) have a bit more life this time around as well,” May continues. "Assassin's Creed was all about epic landscapes and dramatic speeches now it's all a little more intimate the banter between characters, humor, quirks little things like that"

Ubisoft Montreal has put a tremendous focus on delivering variety throughout the game experience one of the major critiques they faced from the first installment. To hear May describe it, there are now any number of different tasks and special events to tackle at any given time. Many gamers got a chance to see Leonardo da Vinci's flying machine level at E3 this year, but that's only one of many exotic gameplay moments the team has planned. We saw a brand new sequence involving a desperate carriage chase across the Italian countryside, and May also told us about swimming and gondola missions that should further flesh out your time diving through ancestral memories.

May shared more information about the newly added economic system as well.

"Income will come in many different ways," he says. "You can gain money by completing some missions or finding treasures scattered in the city. The crowd is also a good resource: you can now pickpocket anyone in the crowd. The assassin will also have the ability to strip and loot soldiers of their wealth once they have been battered and weakened"

So, what can Ezio do with all this acquired affluence? New throwing daggers, smoke bombs, and other resources are all available for purchase. In addition, an armor upgrade system will let Ezio improve different ele- ments of his wardrobe, from shoulder pieces to torso protection or better boots, all of which can be re-colored with the help of one of the local tailors. In addition, local thieves, courtesans, and mercenaries can be hired out to confound or defeat Ezio's enemies.

When asked what he thinks will surprise players the most in Assassin's Creed Il, May concluded that the sheer size of the game is astounding. "There's so much to see and do even if you never step off the main nar- rative path. And if you do... " B I 88

Players will have a : Ezio will participate in the historical far greater variety of Y » ‘conflict between the Pazzi and Medici missions to tackle and is family, intertwit Wife assassina- | gameplay to experience tion plots with th: Ofthe game .

Most weapons can be taken from enemies and used against them a

qun

je

The presence of two hidden blades is sure to come in handy

GAME INFORMER 59

XBOX 360

Grand Theft Auto IV:

The Ballad of Gay Tony

> STYLE 1-PLAYER ACTION (16-PLAYER ONLINE) > PUBLISHER ROCKSTAR > DEVELOPER ROCKSTAR NORTH > RELEASE OCTOBER 27

DEFYING EXPECTATION

rom the hot coffee sex scandal to alleged virtual

hate crimes against Haitians, Grand Theft Auto is no

stranger to controversy. With the next entry in the

series bearing the name The Ballad of Gay Tony, some might expect the Stonewall Riots to head east toward Rockstar's Noho office. While Rockstar's satirical views of society are strongly conveyed, nothing we've seen in our hands-on demo with The Ballad of Gay Tony should drum up controversy. If anything, Rockstar deserves kudos for present- ing a gay character in a non-stereotypical way.

Our hands-on demo with the game consisted of three missions that focus on the new playable protagonist, Luis Fernando Lopez, a Dominican-American born and raised in Liberty City's Algonquin borough who serves as Gay Tony's bodyguard and business partner. Unlike GTA IV protagonists Niko Bellic and Johnny Klebitz, Luis is on the other side of the velvet rope he runs with the upper class. This hierarchy shift affects every aspect of the game. Luis undoubtedly finds him- self taking out the trash in the same way Niko and Johnny do, but the demands of the people around him are of a much higher billing.

When he's not keeping Tony's creditors at bay, Luis works with Yusef Amir, a real estate mogul who isn't afraid to flash

G0 "CRMIETNFORMER

his money and is up front about his desire for more. He liter- ally wants to own all of Liberty City. This crazy idea includes snatching one of Liberty City's trains. In this mission, Luis finds himself riding on the roof of Liberty's red line, shooting grenades and new explosive shotgun rounds at helicopters. If Luis times his ability to cling to the train's roof precisely, play- ers are treated to a cinematic slow motion sequence of Luis ducking a chopper. This mission concludes in style, with Luis detaching a train car, and a transport helicopter swooping in to steal a precious piece of Liberty City.

Each mission ends with a new ranking system that intri- cately details your performance, such as damage taken, shots fired, and time taken to complete the mission. Like Chinatown Wars, players can freely replay missions with the hope of getting 100 percent. Certain performances are rewarded with bonuses that appear in Luis' safe house.

Along with an assortment of new cars that reflect Luis’ standing in the world (think Bentley), Rockstar North has implemented new TV shows, songs, DJ chatter, websites, and a slew of new weapons ranging from sticky C4 to an enhanced sniper rifle. More exciting yet, this game also marks the return of San Andreas' parachute.

We used this handy item as much as any of Luis' firearms.

g a a ‘Since Luis rolls with Liberty

; he can freel ity 7

enter

One mission concludes with Luis knocking a target out

of a skyscraper window, then fleeing the scene by base- jumping from this window and landing on the flatbed of

the getaway truck. Over a dozen base-jumping challenges are littered across Liberty for players to put their skills to the test. Additionally, if you perform well in these challenges, a parachute appears in your safe house, meaning you can use it at any time.

Airplanes are still not a part of this GTA experience, but tank-class vehicles of destruction make a comeback. This APC doesn't have tank treads, but it packs just as much of a wallop as previous series incarnations and should be an inte- gral part of Luis’ campaign, as well as multiplayer carnage. All of the new vehicles and weapons are available for competi- tive matches.

We've only seen a small fraction of what The Ballad of Gay Tony offers, but it's clear that Rockstar is going to great lengths to make this experience dramatically different than anything you've seen in the series before. Come back next month for the verdict on this expansion, or head to gamein- former.com on the game's October 27 release date for a full review. BI B #@

rre evens

previews

One of Luis’ E z missions introduces a » g $ ‘The tank returns! new attack chopper ° - Let your wife know!

I I Uem

Take that, J-Lo's yacht!

Yusef Amir wants to own Liberty City

Over a dozen base-jumping challenges are included in the heart of the city

Base-jumping is as exhila- rating as it is challenging. Do you have the skills to landon |. a moving vehicle? i

GAME INFORMER 61

pute ap

hy

PLAYSTATION 3

- ModNation Racers

> STYLE 1-PLAYER ACTION (12-PLAYER ONLINE) > PUBLISHER SONY COMPUTER ENTERTAINMENT

> DEVELOPER UNITED FRONT GAMES > RELEASE 2010

~ ITS A MOD, MOD NATION

3 m

odNation Racers might feature

cute, chubby little characters

and user-generated content, but

don't you dare mention the “U word around the game's designer. “A lot of people have asked us, ‘Why don't you have Sackboy?"" says William Ho, of United Front Games. “We're like, ‘Well, we don't have just one mascot, we have a lot of them”

Go ahead and make LittleBigPlanet comparisons Ho's heard it before. "We didn’t really know what was going on with LittleBigPlanet when we started with this game,” he says, adding that his team and Media Molecule have been in communica- tion since LittleBigPlanet shipped. While the two games are wildly dissimilar, they both share the Play, Create, Share ethos (or “Race, Mod, Share," in ModNation's case). But while LittleBigPlanet lets users create their own platforming games, ModNation Racers is all about creating your own char- acter and customized kart to tear around high-octane tracks.

You start out with a blank Mod character, which can be tweaked with a shocking amount of decals, costume elements, and decorative parts. Want to make a completely

(0 x aane

62 GAME INFORMER

yd

unauthorized C3PO clone? By adjusting a few sliders, the Mod takes on shiny, metallic yellow properties. After adding a few appro- priate facial stickers and other elements, we had a version of the droid that would make George Lucas’ lawyers salivate. Our attempt at making a reptilian Santa (don't ask) was a bit rougher, but still recognizable. Even with concessions like having a fez stand in for Mr. Klaus' trademark hat, our Ssssanta was ready to roll.

Karts are equally pliable, giving you the choice to ride in a traditionallooking dune buggy to something a bit more esoteric, such as a locomotive with wheels made out of cheese. The tweaks you make to both car and driver are purely cosmetic. ModNation Racers might have a solid physics engine under the hood, but slapping a dilithium crys- tal-powered motor on your kart will just make it look cool no warp speed for you.

Ho says his team was wary of people find- ing the optimal setup, effectively nullifying the incentive to make cool-looking stuff. In a game that allows you to deck your driver out in a raw-meat helmet and mismatched eyes, experimentation and creativity are critical.

Once you hit the track, you're treated to

Bodies:

bd

a familiar but finely tuned arcade-style kart racer. Ho says that incorporating phys- ics into the game makes the handling feel more satisfying, and he's right. When your kart drifts through a hairpin turn, there's a sense that you're working with (and against) momentum. Bashing into rival karts feels solid, too, like each of the vehicles has a substantial amount of weight to them. The physics also allow for some interesting weapons. ModNation Racers has the usual missile and mine attacks, but it also delivers some unconventional tools such as one that manipulates gravity on the fly. Even missiles behave properly; we fire one off in midair and watch it bounce and skitter as it grazes the track's surface.

In spite of the crazy character and kart cus- tomization, the real star of ModNation Racers is the track editor. This intuitive tool lets you go from a blank slate to a drivable course in less than a minute. Previous demos have focused on grassy hills and modern buildings, but United Front also shows us a completely different desert theme. Ho's team consciously didn't get too specific with these presets, so one track designer can create a mesa-inspired course fit for Wile E. Coyote,

while another could slap together a place that would make a Persian prince proud.

After placing a starting line, you zoom through your soon-to-be track in real time, adjusting elevation and turns on the fly. Once you close the loop, the game does a quick pass, putting ground under the road where it needs to be. Then you can paint in details like trees or buildings, bank your turns, and place weapon drops. If you're feeling lazy, you can have the game auto-populate your creation, and the course fleshes out in sur- prisingly short order. You can take a test drive at any point, too, letting you instantly check things out. When you're done, you can share and race your creations with the ModNation Racers community.

ModNation Racers is drawing attention for its urban vinyl-inspired look, but it's much more than just a pretty face. The creation tools look deep enough to remain fresh, and the track editor in particular hits a fantastic bal- ance of being accessible while still providing enough options for hardcore builders. Unless United Front inexplicably takes things in a strange direction, ModNation Racers looks like it could breathe some much needed life into the stagnant kart genre. š 8 8

ka:

¿s previews

-

You can theme your driver to match your kart, but you don't have to

O Done X j Add/Remove O Due) X AddiRemove

The limits to how much stuff you can put in a created track seem generous

GAME INFORMER 63

a;

64 GAMEINFORMER

PLAYSTATION 3 | XBOX 360 | PC

Mafia ll

> STYLE 1-PLAYER ACTION > PUBLISHER 2K GAMES > DEVELOPER 2K CZECH > RELEASE 2010

BUILDING AN EMPIRE

ritics showered accolades upon Mafia

for its intricately detailed missions, but

the sparse open world failed to captivate

gamers in the same way as other sand- box games like Grand Theft Auto and Saints Ro For the sequel, 2K Games and its Eastern Europe- based developer 2K Czech (formerly Illusion | Softworks) are focused on crafting a more engagi, ing world. The 1940s era metropolis Empire Bay eschews the barren city streets of its predecessor A in favor of a more active populace, dynamic police patrols, and several side missions that branch from the overarching narrative of Vito's rise from petty criminal to made man. Like AMC's hit drama Mad Men, Mafia II transports you back to another era, with authentic cars, clothing, and music that change with the years as the story progresses into the 1950s. M 8

Running From the Fuzz

Any two-bit thug can pull a heist or commit a crime in broad daylight. The tricky part is evading the inevitable police pursuit. In Mafia Il, 2K Czech tapped a unique resource when designing the police intelligence common sense.

Unlike other open world games that require you to evade police Pac-Man style or take down the squad cars on your tail, Mafia Il employs a philosophy that adheres much closer to reality. If the cops don't see you commit the crime and there are no witnesses, the men in blue are less likely to begin a citywide manhunt. If they do begin pursuit after a bigger crime, it's much easier to lose them by skillfully evading the cars and diving into a darkened alley before they have the chance to turn the corner on you.

“Mafia II is set in the 1940s and ‘50s, so we want the police to be period-authentic,” says 2K Games producer Alex Cox. “Police back then didn’t have the same tools as modern cops. So, if you dive unseen down a back alley you'll quickly lose the heat... unless the cops noted your license plate, of course”

Just because you've evaded the cherries in your rearview mirror doesn’t mean everything is back to normal. Police will dispatch a warning to all nearby cars detailing your make, model, and car color. The only way to lose the heat on that car is to ditch it for another or get one of your associates to change the plates or repaint your vehicle. Cops also take note of Vito's outfit if he commits a crime on the streets, which necessitates a change of clothes so you don't match the description being sent across the wire.

Se previews

_ Put Up Your Dukes While Vito gets in his share of gunfights, he's also not averse to throwing the occasional punch.

“The melee combat is very much inspired by street fighting,” says 2K Games producer Alex Cox. “The guys we are dealing with are street thugs, not kung-fu masters.’

Rather than develop a complicated combat system with myriad combinations, 2K chose to focus on the visceral experience. The con- trol layout sticks to the basic two attack buttons and a dodge button, but 2K created a pool of over 200 individual animations to choose from during battles to keep the combat interesting. Players can string together combinations with the two buttons, or enlist the help of the environment. Characters throw each other into tables, lean on objects while falling, and grab dynamic objects to use as weapons for ultra- violent finishing moves.

"It's pretty awesome to drag an enemy out of his car then beat him unconscious against the front grill,” says Cox. “Actions like this have a great mobster feel to them”

E Vito takes the “if you just steal in broad daylight and act normal no one will ever notice” theory to an absurd extreme

8 Social events in the 1940s were so much more relaxed than they are these days

Expanding the Narrative Ç Vito's journey from small-time thug to Mafioso features twists and turns on par with classic mobster flicks, but developer 2K Czech knows a strong narrative isn't enough to carry an open world game. In between missions, Vito will come across 4 optional side quests. Secondary missions branch from the ; >. main storyline to reveal more information about key charac- ters and lead you to less-frequented corners of the city. “The best way of thinking about how the subquests work is like an extended cut of a movie bonus enjoyment for people that want to delve deeper, but it won't spoil the main game if you choose not to do them,” says 2K Games pro- ducer Alex Cox. : ° pn To give an example, 2K shares a scene that starts with a lady of ill repute putting her clothes on in Vito's apartment after . an assumed romp in the sack. Vito and the girl both leave the . apartment, but as she drives off he witnesses her car get rear- ended. The situation quickly escalates, and the angry driver starts getting rough with her. It's up to you to step in and save .. the lady of the night or neglect the situation altogether. : Vito can also do favors for mobsters, which reward him with extra money to spend on new cars, clothes, and weapons.

GAME INFORMER 65

M m Don't worry, Bahamut is probably ‘easy in this game

Final Fantasy: Crystal Chronicles The Crystal Bearers

> STYLE 1-PLAYER ACTION/ADVENTURE > PUBLISHER SQUARE ENIX > DEVELOPER SQUARE ENIX > RELEASE 2010

REINVENTING A S

PIN-OFF

ny Final Fantasy fan will tell you that the best games in the franchise are the ones with names that contain

only the words “Final

Fantasy" followed by a roman

numeral. Some of the spin-offs are worth checking out, but none meet the high bar of quality set by the main

series. That could change with

The Crystal Bearers.

Forsaking the multiplayer emphasis of previous Crystal Chronicles games, as well as most of the trappings of the

role-playing genre, The Crystal focused storytelling of a traditi

Bearers attempts to fuse the ional Final Fantasy with the

intensity of an action game. Set 1,000 years after the first

Crystal Chronicles, The Crystal a world that has changed an

Bearers presents players with matured. The entire Yuke race

has been wiped out by the Li

ties, who have ushered in an

age of science and technology. The arcane powers once so prevalent have been outlawed, and magic can only be used by a select few. The game's protagonist, Layle, is one of these rare individuals; a crystal in his cheek gives him the ability to use telekinesis.

Layle's telekinetic power is at the heart of the gameplay.

66 GAME INFORMER

Instead of casting spells and whacking monsters with a sword, players battle with the Wii remote by using objects in the environment. You can also grab enemies directly to attack them, or use them against other nearby foes. Layle also taps this ability in non-combat situations to solve puzzles and stir up mischief.

Other crystal bearers possess different powers. Early on, Layle has a run-in with the primary villain, a Yuke named Amidatellion. Presumably the last of his slaughtered race, Amidatellion’s crystal gives him the ability to bend space; as Layle attacks him, the objects simply phase out and reappear behind the Yuke. Of course, Amidatellion wins this first battle, but as players progress through the single-player narrative, Layle will find new allies and powers to help his chances for the next encounter.

Since its initial launch on GameCube, Crystal Chronicles has been a difficult series to take seriously. With more sophisticated themes, a more mature art style, and a story full of mysteries, Crystal Bearers might turn that perception around. Bi m El

Grab and throw enemies using the Wii's motion controls

priest

$s previews

Layle can use teleki-

ABER

for money

Old Lilty Woman //^

Chocobowned?

The world is still colorful, but the character designs are less deformed than previous Crystal Chronicles games

Combat can take many forms, like this shooting sequence

GAME INFORMER. 67

A Boy and His Blob

> STYLE 1-PLAYER ACTION/PUZZLE > PUBLISHER MAJESCO > DEVELOPER WAY FORWARD > RELEASE OCTOBER 13

A BLOB FOR ALL SEASONS

ooking back at A Boy and his Blob on NES, many gamers fondly remember turning the blob into strange objects, like a rocket or a jack, in order to overcome obstacles. Overshadowed by those cool moments, the manifold frustrations of the game faded from memory as the years passed. Thankfully, developer Way Forwards upcoming re-imagining of this classic concept is more about recreating what people loved

68 GAME INFORMER

about the original rather than duplicating the specific mechanics. You won't find limited quantities of jelly beans and random leaps of faith through endless caverns; the new A Boy and his Blob focuses heavily on solving puzzles in clever ways. We played through the game's starting area in order to give you a full report on your blob's first seven forms and how they come in handy. š ii 8

PRRRCHUTE

RRMPOLINE

PLAYSTATION 3 | XBOX 360 | Wii | PLAYSTATION 2

DJ Hero

> STYLE 1 OR 2-PLAYER MUSIC (2-PLAYER ONLINE) > PUBLISHER ACTIVISION/RED OCTANE > DEVELOPER FREESTYLE GAMES > RELEASE OCTOBER 27

THE EARLY HOURS

J Hero is a big game. Activision expects to ship 93 mixes crafted from 100 different songs, split between dozens of artists and DJs. Knowing how much there is to explore, we took Activision's new turntable controller for a spin and wasted no time in investigating the first several hours of playtime with this unique new variation on the music game formula.

The turntable itself looks and feels great.

A cool covered nook near the top hides the d-pad and other game controls. The platter spins freely and feels good as you scratch. The crossfader is the part of the controller that likely sees the most abuse as you flip back and forth between tracks. It feels solid, and has a helpful little click near the center that helps to not swing too far one way or another. Even so, the hardest initial task to master is keeping that crossfader centered during the majority of the time that it is not on one track or another. The controller also works well and sits comfortably on a raised table or your lap.

Your choice of difficulty determines a lot about your experience with the game. For instance, the medium difficulty level has little crossfading, mostly focusing on basic beat matching using the buttons on the platter. Jump up to hard, and crossfading shows up constantly, with spinning also becoming commonplace. On expert, most spins have a designated direction attached. If our office music game fans are any indication, most dedicated Guitar Hero players can hop in on medium or even hard pretty quickly. Given the challenging new play mechanic, Freestyle has wisely implemented a no fail approach to play, so feel free to tackle a higher chal- lenge level if you enjoy the intensity. Just be aware that only strong performances unlock new venues and mixes in your career.

Simply put, the music is a blast. DJ Hero is filled with some fantastic work from DJs all around the world, so the game offers a chance to hear hours of new music from some of the best in hip hop and electronica. The audio tracks showcase a lot of variety, but the various mixes also do an admirable job of helping you learn the major differ- ences between DJ scratching styles.

We spun the record for a long while by ourselves, but the two-player mode is equally fun. Both players tackle the same track, but each can choose his or her own difficulty. Alternately, the limited guitar/turntable mode sets aside certain songs that you can play with the two separate instruments.

While Guitar Hero 5 and The Beatles: Rock Band spend this fall battling it out in familiar territory, DJ Hero has the potential to be the far more innovative and complex music title. The $120 entry point may end up being a questionable decision for Activision, but what we've seen of the game so far is top notch. Bi ill

DJ AM - Bel

DJ Grandmaster Flash -

D] Jazzy Jeff - DJ Shadow - Davi DJ Yoda -

DI Z-Trip -

GAME INFORMER 69

Se previews

m Little guy hasn't learned fear yet. That'll change

70 GAME INFORMER

PLAYSTATION 3

EyePet

> STYLE 1-PLAYER SIMULATION

> PUBLISHER SONY COMPUTER ENTERTAINMENT > DEVELOPER SONY COMPUTER ENTERTAINMENT > RELEASE NOVEMBER 17

A TASTE OF MOTION CONTROL

he appeal of EyePet was apparent in the first announcement trailer. Using a PlayStation Eye camera pointed at a table, you can watch yourself onscreen playing with a virtual furry pet that skitters around on the surface. In our hands-on time with the game it looks promising, if a little rough around the edges. Interacting with the pet produces a similar enjoyable feeling of playing with a real cat or dog once you get the camera tuned just tight. This should dazzle your non-gaming friends just from a technology standpoint. But how does it work as a game?

It begins like LittleBigPlanet, with instructions coming from a British guy in a white lab coat. He gives you an egg and instructs you to grab the “magic card" that comes packed in with the game. By holding this card like a screen in front of the egg, you get an x-ray view of the pet inside. Then you set the card down on the table beside the egg so it becomes a warmer that you pump to get the egg to crack. Next you must roll the egg back and forth with your hands until eventually a little furry pet pops out. You then name it and start playing with your furry new friend, who chases your hand around. Over the next half hour we fed it with a baby bottle, bounced it around on a tiny trampoline, gave it a bath, styled its fur and outfits, and used it as a bowling ball to knock over some pins. Holding the EyePet card makes it seem like you're actually grasping and manipulating in-game objects like the trampoline or hair dryer. It feels like an early step in the motion control demo Sony showed at its E3 press conference.

These various activities count as challenges in which you can earn gold, silver, or bronze awards. These translate into credits that can be spent on various unlockables like outfits and activities. Built around a daily training regimen, you can complete a max of four challenges a day and then come back the next day for more. All activities are spread over 15 days, and you can scan your pet for tips on what activities it needs to do to develop in certain areas.

Online features include a downloadable content store where users can buy toys, clothing, styling effects, and more. The social networking tool allows players to post, browse, and rate people's profiles and videos from inside the game. EyePet comes bundled with the PlayStation Eye Camera for $59.99 or game-only for $39.99. ü IIl Il

PLAYSTATION 3 | XBOX 360

Final Fantasy XIII |

> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER SQUARE ENIX > DEVELOPER SQUARE ENIX RELEASE 2010 === š ES

GETTING TO KNOW YOUR HEROES =s

G^ GAS NL "ep n s See d

ith Final Fantasy XIII only months away from its Japanese release, the gaming world will soon be full of facts regarding the long-anticipated title. While gamers wait patiently for the deluge of details, these profiles can help you familiarize yourself with the key characters and where they stand when the story begins. This is just a small slice of the undoubtedly larger cast, but it's some- thing to hold you over until the game's North American release next spring. s INI II

Name: Hope Estheim Name: Lightning Name: Snow

Weapon: Boomerangs Weapon: Bladed Gun Weapon: Fists

Background: The government was deporting Hope and his mother when Lightning and Sazh stopped their train, Unfortunately, his mother was killed in the fight that followed. Hope blames Snow for getting her involved, and wants revenge.

Background: Lightning is a former soldier who now fights against the government she used to defend. She is a powerful warrior, using her speed and acro- batic prowess to her advantage. She seems aloof when dealing with others, and makes calculated decisions.

Background: Snow heads an anti-government resistance called Team Nora. He is a charismatic leader, and strongly believes in the cause for which he fights. Several other members of Team Nora have been friends with Snow since they were kids.

Random Fact: We predict that Hope joins the ranks of Quina and Cait Sith in the infamous League of Never-Used Characters.

Random Fact: The developers referred to Snow as “Mr. 33cm" before his name was revealed (it's a reference to his shoe size).

Random Fact: When she sum- mons the eidolon Odin, she is able to ride his giant horse while attacking.

Name: Vanille Weapon: Lashed Rod

Background: Vanille is a friendly and energetic young woman, and is on the same train as Hope and his mother when they are res- cued. She helps take care of Hope after the death of his mother,

and the two of them develop a close bond.

Name: Sazh

Weapon: Dual Pistols

Background: Sazh is a friend of Lightning's from her military days, accompanying her on the game's opening train-rescue mission Sazh’s reactions to events around him are often exaggerated, mak- ing him the party's most likely source of comic relief.

Random Fact: Her weapon appears to be a cross between a bow and a whip, sending several lashes flying toward enemies.

Random Fact: A baby chocobo lives in his hair.

GAME INFORMER. 71

PLAYSTATION 3 | XBOX 360

Resonance of Fate

> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER SEGA > DEVELOPER TRI-ACE > RELEASE SPRING

CHANGE OF SCENERY

n the gaming landscape, swords-and-sorcery fantasy

settings are just as plentiful as dour space marines and

evil empires. Instead of putting players in another famil-

iar situation, Tri-Ace is going in a different direction with its next project, Resonance of Fate. This RPG from the devel- oper behind Valkyrie Profile and Star Ocean tells the tale of a technologically advanced city and its denizens, with a distinc- tive artistic vision that combines steampunk technology with a stylized anachronistic fashion and architecture.

The game takes place in a towering city built around an ancient machine that regulates the life and death of all resi- dents. After living in the city for generations, no one remem- bers the machine's true function they believe it simply protects them from the harsh world beyond the city walls. When sectors of the machine start failing, players take control of a small group of mercenaries to restore functionality and unravel the mystery.

“The traditional sword-and-magic world setting has been used too much, and | don't feel inspired by it any more,” admits director Takayuki Suguro. “I wanted to do something different. Also, | had a new battle system that proved pretty hard to realize with swords and magic”

Combat attempts to blur the line between turn-based and real-time battles. Time elapses whenever a character attacks or moves on the field, but stops when no action is taken,

giis.

You won't see'any vegetation due to the highly industriafized setting

giving players the chance to strategize while retaining an ele- ment of danger. Fans of Valkyrie Profile 2 are already familiar with this concept, but it is definitely receiving an overhaul for Resonance of Fate. "This is a completely new system," Suguro says. "At the same time, we made some efforts to make this appear familiar to older fans”

One major difference is the focus on gun combat. Almost all of your attacks are performed at range, with the option to charge shots for increased damage though the type of damage you do depends on the gun you have equipped. Automatic weapons have lots of ammo, but only do tem- porary damage. However, if you follow up with a direct damage weapon (like a pistol), the temporary damage becomes permanent. This system encourages players to coordinate their characters’ attacks, and even allows you to perform special combination moves later in the game.

Resonance of Fate’s compelling setting and unique combat could provide an enjoyable change of pace from tra- ditional fantasy fare. Tri-Ace has had a little trouble getting its footing this generation (with titles like Star Ocean: The Last Hope and Infinite Undiscovery), so we hope these depar- tures from conventi along with new publishing partner Sega are enough to get things back on track. i Ill IN

All guns in the world are

š j ` antiques, since the materials and š methods for creating them*have

been lost over time

BNSC SHAS.

72 GAME INFORMER T 2 xum

XBOX 360

Magnacarta 2

> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER NAMCO BANDAI > DEVELOPER SOFTMAX > RELEASE OCTOBER

NOT A SEQUEL TO THE 13TH CENTURY LEGAL DOCUMENT

agnacarta 2 opens without breaking any expecta-

tions, but evolves into a deeper and more com-

plex role-playing experience with each passing

hour. In the beginning, few things help the game stand out from the dozens of RPGs that arrive on shores from over the Pacific every year. The early hours are domi- nated by familiar fetch quests and a simplistic battle system reminiscent of traditional MMOs. It's only after that tedious introduction that players will encounter the real meat of the game experience the complex and enjoyable group battle mechanics.

When navigating a single character through the world, monsters are visible on the field, and you engage them with a simple mix of standard and special attacks, while being careful not to exhaust the character and overheat. Once multiple characters join the party, Softmax makes a fun dynamic out of the constant switching between party leaders. Complete the process correctly, and you chain your attacks together between characters for damage boosts and other advantages. Since each character has a unique suite of powers and abilities, the juggling act of character switch- ing engages you immediately.

The gameplay variability is further enhanced through a number of customizable features for the characters. Every character has two types of weapons, such as a hammer and axe, which they can use in battle. Each weapon style

has its own set of upgradeable skills. In addition, every weapon can receive special enhancements to further craft your fighter's abilities. The game world is also filled with free-floating magic called Kan. The level of Kan for a partic-

ular element, like fire or water, is different in every area, so , choosing the right character and abilities for each situation ^

pays dividends in challenging fights. Taken together, the game gives you a lot of optimization details, without over- whelming you with a feature set that must be mastered to allow progression.

Magnacarta 2's story involves a sprawling fantasy world in the midst of a devastating civil war. Familiar tropes, like the amnesiac main character and the dutiful but sweet princess, could be done without. Clichéd characters and familiar plotlines abound, and the script is sometimes embarrassing, but at least the world is well realized. That world is all the more interesting thanks to a fully voiced script throughout. In addition, Korean artist Hyung-Tae Kim has contributed art to the game, lending an attractive (and frequently buxom) manga style to the proceedings.

Our playtime with an early build showed a lot of promise, though the early hours weren't as exciting as we might have hoped. We're eager to learn whether the later sec- tions are as involving as the many customizable systems suggest they are. Bl # 8

#—U—U Z) Ii Many of the DoSses are huge, and require intefasting

Oger strategies to overcome

m Chaining attacks across different characters is a central component of the battle system, and it forces you to'leam the abilities of all your party members

8 No, we're not stupid for spelling Magnacarta as one word - that was Namco Bandai's call

Bos 22 PAD

Orn dara Suevia

° lites mi Tw Ou Sag UTiFiÀR $rva-i- GAME INFORMER 73

fter making us swear to the video game

gods that we wouldn't spill the beans on

the details of this game before the big

WWE SummerSlam announcement, THQ agreed to show off its latest entry in the popular SmackDown vs. RAW franchise. Right after the game loads up, a training facility appears onscreen where players practice moves on a customizable Al oppo- nent. A checklist pops up every time you perform a specific move so you know for sure if you've per- formed a move correctly.

After playing around for a bit, we move on to the improved Create a Superstar mode. Players can now create custom tattoos and body paint without being tied to templates. Combined with online sharing, this opens the door for the artistically chal- lenged to benefit from the character creation skills of others. On-disc accessories also help you create the weirdest dude you can think of using props like a chicken head, samurai helmet, and black execu- tioner mask. After you design your in-ring attire, you can choose a ring entrance outfit and a seperate look for cinematics. You can even choose a custom static pose for the versus screen. Real wrestling stars

can finally be tweaked as well, albiet only in clothing color, but we'll take what we can get. Next it's time to create a custom finisher, and e z Y TO PUB HER THO s

this time around diving moves are available. You

can choose a taunt before you jump from the turn- S FPEAYER FIGHTING >PUB

buckle and then select a variety of acrobatic aerial > DEVELOPER YUKE'S YOKOHAMA > RELEA

flips and twists before slamming down with a knee,

elbow, full body splash, or a baal stomp. You can SHARING THE CARNAGE even adjust the arc of the jump and the speed of

the aerial manuevers to see if you can squeeze

a few more in. Once you've got everything ready

to go, you can bring this character into the Road s . .&, W "Now, honey, | know we've often talked to Wrestlemania and start the climb to fame. With j about getting shirts with our savings, but simple contextual button presses, you can make look how cool these tiiis turned ouf iy decisions throughout your career to determine who your friends and enemies are. Say a guy is getting a serious beatdown out in the parking lot you can choose whether to join in or to fight off the attack- ers, and the implications will carry along for the rest of your career.

To truly have control over what happens in your career, the new story designer allows players to recreate their favorite storylines from wrestling's past or make something completely new. You'll make a schedule ranging from a week to an entire The WWE staging of the musical Chess met with mixed reactions TV season and determine which wrestlers will be involved, where the camera is, what emotion runs across a characters face you can even write out all of the dialogue with a USB keyboard. Match con- dition options are all at your fingertips as well. Our favorite example in the demo was the option to run over someone with a car.

Almost any created content in the game, includ- ing these custom stories, can be uploaded online for others to download, rate, and comment on.

Now instead of having to duplicate the attributes

of a well done character you saw online, you can £ T

just download him. We can't wait to see if a fan ; Little Bobby raised his hands, can craft a story that's possibly more absurd than | for he was, in fact, sure

a real wrestling plot. 8 m m i t SE n = pw aaa

V Uu

ADJUST. THE SCENE'S LENGTH, ADD TEXT, SOUND AND MORE š Sa y p x e 2 y "zm x s Ena ON. SOME ANIMATIONS RESTRICT CHARACTERS BASED

“Why do 1! always forget? It's car wax for the outside, gasoline for the inside...”

Girls’ night out went horribly wrong after it was suggested in passing that blondes might ADJUST THE SCENE'S LENGTH, ADD TEXT, SOUND AND MORE 74 GAME INFORM not, in every case, have more fun XSEUEUT CANCEL

vis

E Bloodlines features the same verti- P2 cality the franchise is known for: Ë

UNLIMITED ENABLED

Bloodlines

> STYLE 1-PLAYER ACTION/ADVENTURE > PUBLISHER UBISOFT

Assassin's Creed:

> DEVELOPER GRIPTONITE STUDIO/UBISOFT MONTREAL > RELEASE NOVEMBER 17

THE RETURN OF AN OLD FRIEND

he success of Assassin's Creed not only

ensured future sequels, it introduced

players to one of today's most interest-

ing new video game characters, the Middle Eastern assassin Altair. When news struck that Altair's descendent Ezio is taking over in Assassin's Creed 2, fans were understandably dis- appointed, begging for more game time with the memorable character.

Ubisoft producer Frederic Lefrancois agrees. "Actually, Altair is probably the most popular character ever created by Ubisoft," he tells us. "It would have been sad to end his adventures after the first game" The result of this shared sentiment is a brand new Altair-fueled adven- ture for the PSP, Assassin's Creed: Bloodlines.

The transition from console to handheld is an adventure in its own right, fraught with danger; one design misstep could spell disaster (i.e. the DS flop Assassin's Creed: Altair’s Chronicles). But Lefrancois believes that despite the challenges of working on the PSP, the team has succeeded in crafting an experience authentic to the fledgling franchise, assuring us that Bloodlines offers play- ers the same freedom and “climb anywhere" gameplay Assassin's Creed featured. While he couldn't directly compare the size of Bloodlines’

cities to its predecessor, Bloodlines features two full open-world cities Limasol and Kyrenia each sporting a minimum of four districts. Both cities are on the island of Cyprus just west of Syria, one of the settings of Assassin's Creed. Cyprus was also once controlled by the Republic of Venice where part of Assassin’s Creed 2 takes place. It's one example of how Bloodlines ties the two games together, but the story isn't the only facet receiving additions.

According to Lefrancois, all of Altair's signature moves are once again available to gamers (as well as some new ones), and the game sports new challenges and mission types something the original Assassin's Creed could've used.

As you can see, the first screenshots look prom- ising, and Bloodlines is poised to give people exactly what they want: the continuation of Altair's story. This includes more face time with Maria, the female Templar Altair spared in the first game (we're guessing that's going to be awkward), as well as additional information that will flesh out his past. Lefrancois also promises, "You'll learn more about Altair's legacy through the writing of his codex" We're not sure what Altair’s codex is, but we can't wait to find out. ë B t

m A greater variety of missions supports gaming on the go

E Also new to the game? Flying witches, apparently

Bi Altair has some new moves up his sleeve in addition to his

trusty hidden blade, of course j vgl

$$ previews

Hopefully Codemasters isn't pulling our legs with these screenshots the smoke in the build

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we saw running didn't look nearly this good

PLAYSTATION 3 | XBOX 360 | PC

a Ë It's incredibly rare to engage enemies at less than 30 or 40 yards

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Operation Flashpoint: Dragon Rising

> STYLE 1-PLAYER ACTION (32-PLAYER ONLINE) > PUBLISHER CODEMASTERS

> DEVELOPER CODEMASTERS > RELEASE OCTOBER 6

NO QUARTER

he original Operation Flashpoint retains a cult following despite an archaic presentation and a slew of technical issues that have been slowly worked through since its 2001 release. That title's appeal is rooted in its hardcore military simulation; it's not quite one-shot-one-kill, but it’s close. Codemasters’ long-delayed sequel is finally nearing release, and one could apply all of those points to it just as well archaic graphics and all.

Dragon Rising takes place on a set of fictional oil-rich islands that the U.S. and China are warring over. The scale is impres- sive; over 200 square kilometers of terrain await players. Codemasters intends the game to be the first sandbox-style title in the military simulation genre, and the set- ting certainly supports that. From what we saw, however, the practical applications of this huge area are limited. You get yelled at for going off-mission in the single-player campaign, and we can't imagine how 32 players will find each other if the entire landmass is open for play.

Given the title's unbending realism, engagement ranges are much longer than gamers are used to. The gameplay we saw revolves around trying to find enemies before they find you, and sniping them from hundreds of yards away. The end result is that you'll spend a lot of time trying to determine if a tiny brown block is an enemy's helmet or just another brick in the

wall. Once combat breaks out, tactics like bounding, flanking, and suppressing fire come into play. In single-player, you can access commands for your Al companions through the d-pad, though none of the shortcuts or contextual single-button orders that console gamers are used to from Rainbow Six or Ghost Recon are available.

As uncompromising as the game can be, its toolbox is broad. A slew of vehicles and weapons, the ability to call in off-map support, and varied mission objectives all contribute to Codemasters’ goal of creating the definitive military sim. Full four-player co-op through the campaign is a great feature. Both multiplayer modes strongly emphasize teamwork, putting players into squads and encouraging them to cover each others’ butts.

It's hard to find a kind word for the game's presentation. Except for the long draw distance and thick foliage, the Xbox 360 build we saw in action could be a last- gen game. Smoke looks flat and unrealistic. Models are low-poly and stiffly animated. Everything simply looks dated. The early concept art and target renders released for this title are misleading, to say the least.

The franchise's original developer already released a PC-only spiritual successor to its niche faithful, Arma Il. Codemasters hopes to draw more players in with this multiplat- form release, and it'll be interesting to see if the console crowd embraces Operation Flashpoint's strict ruleset. IBI wi 8

Ii We know what you're thinking: where does this guy buy shirts?

Resident Evil: The Darkside Chronicles

> STYLE 1OR 2-PLAYER ACTION > PUBLISHER CAPCOM > DEVELOPER CAPCOM > RELEASE NOVEMBER

AIM FOR THE HEAD

orror fans, prepare to take your

Dramamine. Resident Evil: The

Darkside Chronicles, the sequel

to 2007's Umbrella Chronicles, introduces a Hollywood-inspired shaky cam to the series’ traditional on-rails action. While the unstable footing makes nailing the perfect headshot more of a challenge, our time with the game convinced us that it also ramps up the intensity when half a dozen zombies rush at you. We sat down to talk with Resident Evil producer, Masachika Kawata about the genesis of the new camera system.

"The use of the camera is such an important element in horror," Kawata says. "But, of course, in all the Resident Evil games up until now we had to concentrate on always showing the character in the main shot. Putting the game on rails allows us more freedom to really concentrate on bringing out those horror elements"

While developing the first Umbrella Chronicles the team didn't have a lot of time to play with camera effects, so players ended up gliding through halls as evenly as if the floors had been coated in butter. “We didn't think that was very good,” Kawata admits. “So when we set out to develop Darkside Chronicles, we decided to intro- duce this much more shaking camera that really helps you get involved and get into that horror atmosphere”

Like the original Chronicles, players revisit locations from previous entries in the RE

B Crap, a Steve Burnside. Quick! Aim for its head!

franchise, such as the streets of Raccoon City from Resident Evil 2 and the hidden Umbrella laboratory from Code Veronica. “We wanted to go back and look at those parts that the fans really loved,” Katwata adds. “But | think that by itself would

not be terribly interesting, to be honest with you. So we intend to have original scenarios and some original characters

in the game as well” Even when players are using established characters like Leon Kennedy and Claire Redfield, the story focuses on the darker impulses of those famous heroes.

Those who get scared of being alone shouldn't worry; Darkside Chronicle's two-player co-op experience has been given a few upgrades as well. During our travels through the streets of Raccoon City, a scripted event caused our partner to become overwhelmed by zombies.

We had to quickly shoot off the infected corpses before our friend was turned into one himself. “We've definitely increased the feeling of horror in the game," Kawata says. “It's much more terrifying than it was before”

Umbrella Chronicles was a great way to kill time with a buddy, and with Darkside's branching paths, multiple difficulty levels, and selection of new customizable weap- ons, we're ready to sign up for another trip through the series’ haunted halls. 8 8

$* previews

Tornado Outbreak

> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER KONAMI

> DEVELOPER LOOSE CANNON STUDIOS > RELEASE SEPTEMBER 22

PREVAILING WIND

£

an you imagine how much

destruction a tornado would cause

if it gained speed as it tore through

a city? Such chaos wouldn't be called a force of nature; it would be super- natural. This is the premise of the Katamari Damacy-inspired title from a group of ex-Sucker Punch employees called Loose Cannon Studios.

Originally titled Zephyr: Rise of the Elementals, Tornado Outbreak is the story of a group of cosmic beings that spend most of their time roaming the stars. One day, a cosmic wind warrior named Zephyr runs across a being called Omegaton. This transient alien from another universe is dying because his six life-sustaining orbs have been stolen and scattered across Earth's continents. Zephyr agrees to retrieve these missing gems, but there is a catch: Our hearty yellow sun is actually deadly

to Zephyr, so in order to survive his world- spanning scavenger hunt, the little alien has to stay inside a tornado-like shield.

Zephyr begins each of the game's 11 missions as a tiny dust devil, picking up pieces of trash and shrubs to build up steam. As objects are added to his swirling mass, he'll eventually build himself into a full-on F5 weather anomaly capable of tearing apart farmhouses and throwing cows across the state. Enemies called elementals are scattered across the levels, and are capable of inflicting damage on the Zephyr. By sucking up these creatures and chaining together destruction, Zephyr gains speed boosts that will help him complete special time and point-based challenges. However, if he fails to collect enough elementals, he'll feel the wind start to go out of his sails. BI 8 i

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Nor on

Bi “Uh, she was like that when I got here?”

id

Sq í

m Battles leave characters

drenched in blood, which lingers over into cutscenes

B Nobody told us we'd have to fight dragons! Wait, what's this game called?

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M CS š A CETT

PLAYSTATION 3 | XBOX 380-.PC ` 4.

Dragon Age: Origins

> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER ELECTRONIC ARTS > DEVELOPER BIOWARE > RELEASE NOVEMBER 3 (PC, XBOX 360), LATE NOVEMBER (PS3)

OFF TO A GOOD START

m This fallen enemy will have the last laugh, when his blood causes the warrior's armor

Your time in the first hours of Dragon Age depends entirely on the character you choose. Here's what happened in our first few hours of play.

Magic attacks are particularly strong in Dragon Age - not to mention gorgeous

X

ioWare has been good to RPG fans

over the years, with games like Mass

Effect and Jade Empire. But for pla:

ers that prefer elves and orcs to aliens and kung fu, it's been a long wait for a more traditional, D&D-style adventure. With Dragon Age's release just a few months away, the wait is almost over. After some more hands-on time with the PC version, it seems all of BioWare's hard work is ready to pay off.

The most impressive aspect of Dragon Age thus far is BioWare's continually refined story- telling abilities. Usually, the more narrative free- dom a game offers players, the more diluted that story becomes, with generic cutscenes and a series of isolated plot points. Dragon Age seems like a prime candidate for such a problem, with its six different introductions to the game via the Origin stories and the con- tinued effects that your race and class choices have on your interactions with NPCs not to mention the innumerable decisions you make throughout the game. But in our time with Dragon Age, something strange happened; BioWare somehow kept the plot potent, the characters unique, and cutscenes cinematic all to a level usually reserved for highly linear games. We've yet to see everything Dragon Age has to offer, but ultimately the game's big- gest success might be the balance between telling you a story and letting you meaningfully

affect that story with the choices you make.

Which is not to say that the gameplay disap- points; although combat seems deceptively simple at first, the complexity multiplies as you unlock new talents (moves) and acquire items. Battle Tactics add another layer to the strategy, allowing you to select basic behavior patterns for party members or script your own individual actions. This helps take advantage of spell combos, and allows for you to tweak your approach for specific skirmishes.

Trust us, it all comes in handy; some of the enemies you face are as cunning as they are dastardly, employing traps, ambushes, and powerful spells. The game successfully endows a real sense of survival. The first few missions we played outside of the main camp not only left our party (and gaming ego) mortally wounded, but imparted a sense of urgency to get back to safety so they could rest and recover and to give us a break from the tense and tactically heavy battles. While the combat can feel overwhelming at times, health and stamina quickly regenerate after battles, and a forgiving autosave staves off any feeling of frustration. So far Dragon Age has just been damn fun. Check out our timeline on the right, and prepare yourself; the adven- ture starts November 3rd. Bi ë il

We make our character, a warrior with the human nobleman origin. It isn't an easy choice; each race has a unique place in Dragon Age that affects your experience long after your Origin story plays out. Some tweaks to the standard set of facial features left us with decently distinguished character, rather than the abominations customization sliders usually result in. After wading through the plethora of skills and talents available, we take our first steps in the world of Dragon Age around our father's castle.

We acquire our first party member, a Mabari hound who was terrorizing our long-time nanny in the pantry. We name the dog Barf, and fight our first fight against what else a pack of giant rats. When mom asks how it went, we can't help but select, "Nan's head exploded and my hound ate the kitchen

; staff" Fans of the jerk dialogue option won't ` be disappointed with Dragon Age.

All hell breaks loose as enemies storm the castle. The cinematics and voice acting are top notch, but the voiceless main character is distracting. Combat requires thoughtful consideration; we set Barf's behavior to “Aggressive,” and teach him to attack ene- mies knocked down with our “Shield Bash” move. The combination works well. Our

' Origin story is complete time for revenge!

Duncan - a Grey Warden we met earlier introduces us to his apprentice, Alistair,

and King Cailan. All of the characters seem complex; it's hard to tell who's good or bad, and how much is affected by our character. We're given a mission in preparation for

* our induction into the Grey Wardens, which

requires a journey into the Korcari Wilds.

We face our first formidable foe. A Hurlock

Å Emissary leads us into a group of bear

traps outside his camp, and we are slaugh- tered in the ensuing ambush. A change in approach - using our bows to pin down and pick off foes from a distance ultimately leads to victory. Fallen warriors are revived after battles, but suffer persistent injuries that penalize stats. By the end of the mission one member is deafened, one has a cracked skull, and another has head trauma.

We meet Morrigan holy cleavage! After becoming a member of the Grey Wardens, we battle more Dark Spawn. We have to hange Barf's "Aggressive" behavior; he was harging into battle like Leeroy Jenkins, and ot the party killed more than once. We efeat my first Genlock Emissary, an enemy killed in magic. Alistair finishes him with a pecial death blow, slicing his head clean off.

GAME INFORMER 79

PLAYSTATION 3 | XBOX 360 | Wii

Where the Wild Things Are

UNLIMITED ENABLED Wii | PLAYSTATION 2 | PSP | NINTENDO DS

Astro Boy

Finger lasers, arm cannons, red rocket boots, a special drill attack, and a set of machine guns that pop out of his ass with such an impressive built-in arsenal, how could Astro Boy not star in video games? High Voltage Software (The Conduit) is working on the Japanese icon's newest video game adaptation based on this fall's CG film. The game features drop-in/drop-out co-op, allowing two players to join forces and stop the nefarious President Stone's robot army from taking over Metro City. Inspired by Sega's 2004 GBA release, this version of Astro Boy features a mix of 2D shooter levels and side-scrolling beat ‘em ups sections, and is set to release in . conjunction with the movie this October. Check out our interview with film director David Bowers in this month's Unlimited section. E 80 GAMEINFORMER

Given the sacrosanctity of Maurice Sendak's 1963 children's book Where the Wild i Things Are, it's probably best that the game doesn't tread across the same narrative ground. As an extension of this fall's live action film, the game puts players in control of Max after he has been crowned King of All Wild Things. Max must tame the wild monsters and save them from the mysterious, seemingly hostile island they call

home. Most of the game plays like an action platformer as Max explores and solves j

environmental puzzles. The brief segment we played had us throwing pollen at bees and making one of the Wild Things sneeze so we could use his molted feathers to glide across large chasms. The game looks a bit generic, but Where the Wild Things Are is a story about discovering the unexpected, so we're hoping to be surprised when the game releases just before the film on October 14.

j

|^ PLAYSTATION 3 | XBOX 360 Iron Man 2

is hoping to make his ful. Not only has it handl

š Sais which will make me air a simpler task and give Sega a chance to showcase larger, building-sized enemies. A further focus on destructible environments should also help Iroi Man make more of a bang than a plop this ti around. (Check out our full interview with the | Uncanny X-Men and The Invincible Iron Man Matt Fraction, in this month's Unlimited) m

a puoi

° 1,077.22 Ky

1249

TIME IN CASE YOU HAVE-NT

PLAYSTATION 3 | XBOX 360 | Wii | NINTENDO DS

In what seems like the 76th Guitar Hero release this year, Activision and Neversoft are bringing it family style this November with the first E10+ rated game in the music series. A weird-looking representation of Taylor Swift appears in the game, along with songs from Lily Allen, The Jackson 5, and The All-American Rejects that players can enjoy on guitar, drums, and vocals. The DS edition remains incompatible with the new DSi, but adds silly drum attachments and a vocal mode that will make you look like a whack job on the subway.

Wii

Super Monkey Ball Step & Roll

AiAi, MeeMee, GonGon, and Baby are coming back in early 2010. Sega's monkey- in-a-ball franchise has experimented with new control schemes since its early days almost a decade ago, which had players tweaking a banana shaped joystick. Over the years, the tilting has met the DS's touch screen, the Wii remote, and most recently the iPhone's tilt sensor. It was only a matter of time before Sega got around to using the Wii Balance Board as the primary form of control. Expect new puzzles and party games, though the latter could be tough since Wiis can only sync one

board at a time.

GAME INFORMER 8I

š R E Vi É WS We Play The Crap So You Don't Have To

de

£

Of

GAME\NFORMER Ye

= 1

3 MONTH

Our crack (or crackhead, we can never decide which) review team rates games in a number of cat- egories to help you sort out the great from the stuff you'll hate. Most games are reviewed by

two staff members, and you will find both their opinions on each review, To make things a little easier we have put together some definitions of what the numbers mean, what we look for in a game, and also a cheat sheet so the newbies can understand our advanced video game jargon. It is important to note that the Game of the Month is determined only by the main review score, not an average of the two opinions.

82 GAME INFORMER

NHL 10

With unrivaled stickhandling and skating mechanics, EA Canada's next-gen NHL series has always had style. In NHL 10, the developers add grit to make this the most complete hockey game ever made. With board play, first-person fighting, and grinding third lines that focus on checking superstars into submission, NHL 10 captures the true essence of the sport. Add the EASHL online hockey league and a dramatically improved franchise mode, and you have the firmly entrenched favorite for sports game of the year.

i = %⁄ SON

THE SCORING SYSTEM

== e

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 itis so dull that the game falls short as a whole,

Painful. if there is anything that's redeeming in a game of this caliber, its 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.

=i NJ CO | & Q| O = Oo duo

Horrifying. Worse then a movie written by Michael Bay and directed by Kevin Smith.

> 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?

> Playal 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 a 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.

Aren't Created Eq This is where GI breaks down multi-plat- form games. So whenever you see thi logo, there is important multi-system infor- mation regarding that product.

Content suitable for persons 17 ages and older.

Content suitable for persons ages 3 and older.

Content suitable for persons ages gad 6 and older.

Content suitable only for adults,

|| Content suitable. for persons ages

Product is. awaiting final p] rating

Content suitable

for persons ages 13 and older.

Mario & Luigi: Bowser’s Inside Story

Mario & Luigi are a prolific duo, and in recent years have proved to be just as comfortable in the action/RPG genre as they are in their native platforming. The latest in their long-running series, Bowser's Inside Story takes the usual formula and swallows it whole right into Bowser's gut. From there, the game proceeds on two levels Bowser on top, and our heroes inside his body to new heights of ingenuity and comedy.

Dirt 2

NHL 1 NHL 2K10

Section 8

Guitar Hero 5..

Scribblenauts..

REVIEWS INDEX

Dead Space: Extraction

Heroes Over Europ:

Kingdom Hearts 358/2 Days

Mario & Luigi: Bowser's Inside Story.

Metroid Prime Trilogy Muramasa: The Demon Blade.

Need for Speed: Shift

Professor Layton and the Diabolical Box.

Shin Megami Tensei: Persona

Soulcalibur: Broken Destiny.

For our newer readers, here is a glossary of terms and acronyms that commonly appear in the magazine. Video game veterans should move along (these aren't the droids you are looking for).

1080i A resolution specification used for HDTV. 1080i stands for resolution of 1920x1080 pixels. The "I" means that the video is being interlaced

1080p - Currently the best resolution for gaming on an HDTV. In widescreen, 1080p generates an 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 (‘i" = interlaced), to create a noticeably sharper image. The 480p image offers higher

artifacts in a 640x480 pixel resolution setting

720p - A resolution specification used for HDTV. 720p stands for resolution of 1280x720 pixels. The *p' means that the video is in progressive format

4X - 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

AI ~ Artificial 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

È CG Computer Generated, Usually refers to

i bloom ~ An effect that simulates the soft, blurred

glow of bright light reflecting off of surfaces

5 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

cutscenes that don't use in-game graphics

t DLC - Downloadable content. Usually takes the form £

of inexpensive or free add-ons to existing games

picture resolution and eliminates virtually all motion : 3 ~ Electronic Entertainment Expo. A gaming

convention held every year since 1995. Itis one of : the largest events in the gaming industry F

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," orhow 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 life. 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 other players ‘over long distances

IP - Intellectual Property. A single game or franchise encompassing the ideas and characters contained within

isometric - Three-quarters top down view, lke Warcraft 3 or Baldur's Gate: Dark Alliance

jaggies - Graphical lines that look jagged when they should be straight

LAN - Local Area Network. Connecting computers ‘or consoles together within a small space to allow. ‘communication between them. Provides fast, simultaneous gameplay

Metroidvania - A stupid portmanteau that Andy McNamara hates.

MMO - Massively Multiplayer Online. Usually applied to role-playing titles, we use this term for games with persistent, multi-user online worlds like 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

1 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 for games like Final Fantasy and The Elder Scrolls

RIS - Real-Time Strategy. A subgenre of strategy games including titles like StarCraft and Command & Conquer

shooter A term we use for games like Ikaruga and Gradius

sports ~ A term we use for games like Madden NFL and Top Spin

strategy - A term we use for games like Disgaea and Fire Emblem

ird-party - Something made for a console by a

company other than the console manufacturer

GAME INFORMER 83

°° reviews

PLAYSTATION 3 | XBOX 360

Need for Speed: Shift

> STYLE 1-PLAYER RACING (8-PLAYER ONLINE) > PUBLISHER EA GAMES > DEVELOPER SLIGHTLY MAD STUDIOS > RELEASE SEPTEMBER 15 > ESRB E

REALISM ONLY TAKES YOU SO FAR

s gamers, a certain portion of our brain responds positively when we hear a game is going to be more realistic particularly in racing games, where this can signal gains in the physics models, replication of the real-life tracks, and the car specs. But going down this road has as many liabilities as it does benefits. Up until now, aiming for more realism in your driving game has led to games that are challenging because of their simulation of what happens when velocity, tire grip, and physics collide. Nothing is wrong with sim-based racers, but Need for Speed: Shift ends up plying the same trade as the Forzas and Gran Turismos before it, and not necessarily to dramatically better results. Shift's Driver Profile is one area where the game plots its own course. You are given points during races for either driving aggressively or skillfully. The former includes blocking opponents from passing or sliding through corners, while the latter is for hitting the correct racing line or mastering a corner. You earn points in either category, and it's not like you're forced in one direction or another. As such, your Driver Profile serves as little more than a glorified progress indicator that comes with its own medals. l'm all for the bells and whistles as inconsequen-

84 GAME INFORMER

Duels are special races where you go one-on-one with another racer in a best of three format. In each heat you have to beat the other guy to the finish line or get out to a five-second lead to win. Both of you alternate starting in the lead, and you'll start even if a third heat is necessary. Online, the duel races have a five-tier structure where you work your way up against random opponents

tial as they might be but | don't think that the Driver Profile adds much, even in the intangibles category. Furthermore, | wish the game didn't splash Driver Profile graphics all over my screen when

I'm trying to race, especially since the HUD itself is

poorly done. | consistently had trouble reading the map, and an even harder time finding out which place | was in.

Shift's career structure and driving thankfully serve as better anchors than the Driver Profile. New race types and locations open up freely thanks to the game's star system (which opens new racing tiers as you collect more stars), and the five career tiers give you plenty of options from which to choose. Shift's driver duels (particularly online) are the only high- light among the race types, but we can all be thank- ful that the racing itself is strong enough to carry the game. The cars' power, strengths, and weaknesses are apparent, and Shift offers plenty of challenge. The game's very forgiving damage system belies the driving realism, but who am | kidding? | like to cross the finish line above all else.

This game goes from zero-to-60 fast enougl but that only brings it upon the question of “now what?" that much more quickly. | don't want to say that being a sim-racer is a dead end, but it's hard to know where the Shift branch of Need for Speed can go from here.—KATO

(7 EE YA t

[oro

BOTTOM LINE

> Concept: The Need for Speed series goes more sim, and ends up going down the same one- way street

> Graphics: When you crash

the screen goes hazy and grey for a few seconds to simulate.

your disorientation

> Sound: Nothing you h heard from every racing game going up and down the street

> Playability: | really didn't like the HUD, from the rac

the Driver Profile updat

splash up on the screen

> Entertainment: This game gets you 'ed up pretty easy, but you won't redline

> Replay Value: Moderately High

Second Opinion 8.5

The Need for Speed fran- chise has had its wheels. stuck in the mud as of late. With Shift, EA abandons the arcade racing of the series in favor of a solid racing sim in the vein of Forza that offers alot of content, from fast Cars to great track variety. The core driving experience is a drastic change from previ- ous titles, moving the series away from easy arcade play to a gritty challenge, While the presentation is clean and modem, the simplistic career structure basically mimics Gran Turismo. However, the Driver Profile progression uses a clever, real-time expe- rience system that shows everything the player does as it's happening. While these changes to the franchise may not be extraordinary, they result in a great racing experience.—NICK

for the many.

the INSIGHT. a new hybrid from Honda. Introducing a hybrid for everyone. With features most of us simply don't expect on a car this affordable. Including projector-beam headlights, six airbags, MP3 jack, folding rear seats and an innovative Eco Assist" system for even better gas mileage: And those are just a few of the standard features that make this the hybrid designed and priced for us all. The new Insight. e from Honda. for everyone.

ight.honda.com 1-800-33-Hondc

°° reviews

PLAYSTATION 3 | XBOX 360 ! PC

Wolfenstein

> STYLE 1-PLAYER ACTION (12-PLAYER ONLINE) Š PUBLISHER ACTIVISION > DEVELOPER ID SOFTWARE/RAVEN > RELEASE'AUGUST 18 > ESRB M

FADING GLORY

o one can knock Wolfenstein's pedigree.

The first supernatural shooter, Wolfenstein

3D from id Software, is the unquestioned

foundation for the modern first-person shooter. In the years that have passed, however, myriad World War Il games have dulled our taste for Nazi slaughters, and haunting thrillers like FEAR. have raised the bar for atmospheric shooters. The latest title from the storied series features many nods to its predecessors, but ultimately clings to conven- tion to a fault.

After successfully dismantling the SS Paranormal Division's Ubersoldaten program in Return to Castle Wolfenstein, special agent B.J. Blazkowicz accepts another mission deep in Nazi territory when intelligence reveals that the SS is harnessing a dark energy called Black Sun to create an army of mutated men with supernatural powers. Upon arriving in the fictional German city of Isenstadt, Blazkowicz joins an underground resistance group called the Kriesau Circle and begins disrupting the latest far-fetched occult-based Nazi scheme to turn the tide of the war.

Isenstadt serves as Blazkowicz's base of opera- tions, where he can consult with resistance fight- ers to receive new missions, purchase weapon upgrades on the black market, and search aban-

86 GAME INFORMER

doned buildings for intelligence or gold. While the hub serves these practical purposes, the limited Nazi skirmishes in these regions come off as nothing more than minor hindrances between missions, and the barren city streets feel like a wasted opportunity to create an oppressive mood and lend the world some much needed atmosphere. Maybe if there was more activity within the city | could buy the fact that the Nazis can't find the rebels even though the resistance emblems on the safehouse doors are larger than the signs for local businesses.

B.J. frequently leaves the city limits to infiltrate the Nazi ranks at nearby mines, farms, and castles. On the battlefield, Wolfenstein vets will find comfort in the array of WWII and supernatural weapons, including bolt-action rifles, machine guns, tesla cannons, and weapons that harness the Black Sun energy. The occult medallion in B.J's possession also enables him to access The Veil, an alternate dimension that exists between Earth and the Black Sun. Here he can survey the battlefield with a pseudo night vision, deflect bullets with a shield, and pierce through light cover and energy shields with ammunition.

Depsite B.J's array of engaging weaponry, the gunfights fall flat thanks to the limiting corridor-based environments and meat grinder Al. The Nazi soldiers

feature the decision-making of chess pawns, either poking from cover in predictable fashion or running right into your crosshairs to take the place of a fallen comrade. Even the the stronger Nazi enemies fall prey to poor Al; one supernatural soldier wield-

ing Black Sun powers ran into a nearby fire and killed himself.

In contrast to the single-player campaign, Wolfenstein's multiplayer demonstrates a degree of evolution with persistent ranks, unlockable weapon upgrades, and well-tuned maps. Unfortunately, the 12-player cap keeps firefights firmly entrenched in mediocrity, since many of the objective-based battles end quickly due to the limited number of soldiers stationed in strategic positions.

Speaking of strategy, Wolfenstein is in dire need of a new one. Grinding through waves of predictable enemies in corridors is no way to pay homage to the franchise's unquestioned legacy in the genre.— BERTZ

"mw 7.29

? Concept: Disrupt another Nazi plan to harness occult powers

> Graphics: Environments filed with paranormal activity make the absence of a haunting mood all the more noticeable

? Sound: German soldiers kindly tell you when they are moving and reloading to help you kill them

> Playability: Standard corridor shootouts and boss fights feel dated in comparison to modern FPS games

> Entertainment: Solid controls let you tally high Nazi kill counts

> Replay Value: Moderate

Second Opinion

At its heart, Wolfenstein is a dassic corridor shooter with a few candy weapons and goofy powers mixed in, That's about as far as it goes. Everything else, from level design to enemy Al and story, is as vanilla as can be. Wolf's few half-hearted attempts to break out of its mold fall short, The city of Isenstadt, which consists of three connected hub zones where players must get past increasing Nazi patrols to jump into actual missions, is little more than irritating tedium delaying your prog- ; through the story. The Veil, which Activision sold as the game's defining fea- ture, pretty much just turns the world green and lets you move alittle faster. The game's upgrade system con- sists of nothing more than hidden collectibles, which is flow-breaking, lazy design ina fast-paced action game like this, Players should be rewarded for performing well within the game's context (see: Devil May Cry's rank- ing system), not how OCD they are about searching every square inch of a map. In the end, Wolfenstein takes few chances and ends up being a well-worn, if comfort- able, blanket for FPS fans like me —ADAM

“HE STORMED OUR POSITION AND SLAUGHTERED MY ENTIRE PLATOON. HE LET ME LIVE TO TELL THE STORY.”

PROTOCOL

THE ESPIONAGE RPG

PLAYSTATION 3 | XBOX 360

Dirt 2

> STYLE 1-PLAYER RACING (8-PLAYER LOCAL OR ONLINE)

> PUBLISHER CODEMASTERS > DEVELOPER CODEMASTERS > RELEASE SEPTEMBER 9 > ESRB T

irt 2 is supposed to be an offroad specialty

facing title. Maybe that conjures images

in your mind of ATVs or sand buggies, but

don't be fooled this is a racing game for everybody, not some niche title. Dirt 2 retains its focus on rally, rally-cross, baja, and cross-country racing, but much-needed changes in the career structure and online portions give the game enough juice to jump up to the big leagues.

This sequel puts a much greater emphasis on the car buying experience, which is a marked improve- ment from the first title. | felt a stronger connection to and enjoyment in the rides | bought. Even though their performance isn't upgradeable and doesn't offer the kind of hands-on customization of a Forza, the game throws a steady stream of liveries and dashboard trinkets for you to personalize your cars. |

m Dirt 2 is simply gorgeous. | prefer

the cockpit mode - and not just to see the cool water splash effects on your windshield. The dashboard and rearview mirror trinkets can be swapped out for each of your rides

88 GAME INFORMER

DIRT 2 COVERS THE WORLD OF RACING

wasn't as much into this as the fact that as you progress you buy conver- Sion kits that enable the cars in your garage to follow you up the game's career tiers. This creates a lasting pride in the cars that you've used and abused over their miles of dedicated service.

"ww 8.5

> Concept: Dirt 2 fleshes out the first title, making it a more full-fledged experience

> Graphics: This is undeniably one damn fine looking game

> Sound: The soundtrack is pretty good, and | like how you can choose the voice of your co-pilot from either a female American or a Scotsman. Voiceovers from Travis Pastrana and Ken Block also add flavor

> Playability: Hardcore drivers might not like that you can't tweak your rides under the

hood. Then again, many of them feel similar anyway

> Entertainment: The first Dirt nailed the racing, and now it's got the extra oomph in other areas to match

a kl

> Replay Value: High

WW The career qui features a race day atmosphere and your own camper, which fills up with trinkets from your

travels around the globe

Dirt 2's online portion has expanded to include full-on multiplayer races (as well as traditional staggered start rally races). Whatever mode you're in, the game tracks your stats and presents them to you while you're moving around your career camper/hub. The game even takes your

offline activities like how long you've been air- borne and seamlessly folds them into weekly online leaderboard tournaments.

Your garage and achievements help make Dirt 2's career mode more personable, and its open structure is another of its strengths, offering even more choices than the first Dirt. Locations around the world open up fairly frequently, and there are always races open in multiple disciplines for you to try. My one complaint is that you end up re-racing locations like Battersea's rally cross track a few too many times.

Dirt 2's amenities aren't the only thing it has going for it. Codemasters’ bread and butter racing comes through loud and clear. The speed and hair- raising moments of rally racing or the more technical rally cross tracks require different racing mindsets, and the more offroad truck races (no semis this time, though) are another matter altogether. The game contains the sophistication of a sim-racer while still packing enough pick-up-and-play fun for anyone watching from the couch. | don't imagine, however, that there are going to be a lot of people content to simply sit and watch Dirt 2 without get- ting their hands on it —KATO

“HE WENT INSIDE UNDETECTED, RESCUED ME, AND THEN HE WAS GONE.”

PROTOCOL

THE ESPIONAGE RPG

m The Party Play Mode is extremely flexible

“Skip Song New Song

PLAYSTATION 3 | XBOX 360

Guitar Hero 5

> STYLE 1 TO 4-PLAYER MUSIC (8-PLAYER ONLINE) > PUBLISHER ACTIVISION > DEVELOPER NEVERSOFT > RELEASE SEPTEMBER 1 > ESRB T

THE LONG HARD ROAD

ou can't knock Neversoft for resting on its laurels. In what seems like the umpteenth GH title released this year, the company delivers yet more solid work. Guitar Hero 5 is clearly aimed at correcting some gripes shared by long-term fans of the series.

Lots of legacy issues concerning the user interface have been fixed. There are now multiple tracklist sorting options. Signing in and out of multi- player games in career mode is much easier. Most impressive is the new no-fail Party Play mode, which allows you to jump into a song from the title screen with the press of a button. From there, friends can jump in and out of multiplayer at will and can even change instruments on the fly. This emphasis on accessibility is mirrored in the Quickplay mode, which unlocks all 85 of the game's songs from the get-go. In addition, all Guitar Hero: World Tour downloadable songs and (for a nominal fee) nearly all of the on-disc songs can be imported into GH 5, and will even work with the game's new features. | think | speak for all Guitar Hero fans when I say,

| P^ Bi Just like you always wanted, you can

now play with Avatars! Oh wait, you didn't want that?

90 GAME INFORMER

“It's about damn time?

On the gameplay side, there's a host of new "Rockfest" multiplayer modes that, frankly, | found a lot more interesting in theory than in practice. They all have various ways of award- ing scores and placement, but at the end of the day it all comes down to hitting the notes correctly. More com- pelling were the Bonus Challenges, which are included in every song in Career mode, with three levels of suc- cess (Gold, Platinum, and Diamond). Some of these might include wham- mying for a certain number of sec- onds, or scoring a certain number of points in Star Power. For experienced players, it adds another layer of com- petition to the game, and allows you to unlock a variety of in-game extras. You'll also find enhancements to the online and GHTunes studio mode.

Even with this long list of new features, it's Guitar Hero through and through, and at this point | doubt we're ever going to see anything radi- cally new from the series. For most fans, this game comes down to the tracklist, which is one of the strongest to date. From Dylan to Children of

Bodom, it's extremely diverse and for the most part well selected. The dumb plotlines of past games are cut out entirely, leaving only sponsorship challenges and in-game celebrity

cameos to suffice as a loose narrative.

However, forcing Johnny Cash to cavort around onstage with the now playable Live Avatars is just humiliating. (By the way, perhaps it would have been better to leave Kurt Cobain out of the game entirely if you were going to be so tacky as to allow players to have him jumping up and down like an idiot to a Blink 182 song as a playable character. Seriously gross.)

Guitar Hero 5 is a well-done sequel with high quality production values and a good feature set. If something seems, well, missing, | guess that's just the natural passage of time. The music genre has been extremely successful, but I'm not sure the crazy days of 2007 are ever coming back. Come to think of it, at that last party | went to, no one even suggested playing Guitar Hero or Rock Band.——MATT

> Concept: The eight millionth Guitar Hero title released in

the last two years shows some notable improvement

> Graphics: The animations and character models take a significant step forward; if only the art direction would mature with the series

> Sound: At 85 songs, it's a huge soundtrack, and it feels more diverse and better curated than World Tour. Still, no one should have let Zakk Wylde with- in 50 yards of Public Enemy's classic “Bring the Noise”

> Playability: As always, Neversoft makes some solid improvement to the interface and gameplay

> Entertainment: Guitar Hero keeps improving, but at this Point its biggest enemy is its own glut of releases

> Replay Value: High

Second Opinion 8.5

The Guitar Hero monolith marches on, undaunted by the huge number of releases in its genre over the last

two years. Admittedly, most of those are other Guitar Hero games, which have done a fine job of diluting my enthusiasm for the next big release. What once was a major event when a new installment came out has become background noise in an endless stream of new guitar games. Neversoft goes to great pains to pull players out of the over-stimulated doldrums with Guitar Hero 5. Numerous tweaks to

the front-end menus and progression system deliver new perspectives on the familiar formula. My favorite addition is the bonus objec- tives for each song, which demand that players focus on a special goal beyond song completion. Many of the other new features are built around added acces- sibility - easier drop in and drop out instruments, a streamlined music creator, and more party play options. I'd like to see some work in future installments on more balanced mixing of the audio tracks; the instruments being played really drown out the other tracks at times, but l'm willing to acknowledge this as personal preference. With a varied song list, generally easier difficulty, and streamlined interface, the game tries hard to be everything to everybody.

Its a vain attempt, but |

can't fault Neversoft for

the ambitious scope of its efforts. —MILLER

MULTI QUICKIE

PLAYSTATION 3 | XBOX 360

NHL 2K10

> STYLE 1 TO 4-PLAYER SPORTS (12-PLAYER ONLINE) > PUBLISHER 2K SPORTS

> DEVELOPER VISUAL CONCEPTS

> RELEASE SEPTEMBER 15 > ESRB E10+

egy With unresponsive skating and stickhandling skills, 5.5 NHL 2K10 is a troubled ~ hockey prospect. After taking the ice with a polished game like EA's NHL 10, going to Visual Concepts’ latest hockey game feels like switching the channel between a pro hackey game and a high school hockey tournament. The new skating system falls flat on the ice, with cumbersome, rigid movement that lacks agility and stubbornly relies on speed burst and backpedal buttons. These feel like antiquated holdovers from previous eras, considering real hockey players skate all out on every shift and switch effortlessly between skating forwards and backwards. Coupled with wooden animations, limited pro stick controls, a bare bones franchise mode, and inferior online team play compared to the EASHL, NHL 2K10 sails too many shots over the crossbar. With so many red flags, we recommend passing this prospect over —BERTZ

PLAYSTATION 3 | XBOX 360 | PC Heroes Over Europe

> STYLE 1-PLAYER ACTION (16-PLAYER ONLINE) > PUBLISHER UBISOFT

> DEVELOPER TRANSMISSION GAMES > RELEASE SEPTEMBER 22 > ESRB T

kina) This is a strangely lack- luster effort from Ubisoft, 6. 5 given that its recent flight " games have shown such promise. Heroes Over Europe feels incomplete, with little variety in the action and levels, and controls that need more refinement. In-flight maneuvers feel slightly off, whether you're trying to hone in on a Luftwaffe plane that remains just out of sight, or attempting to steer your RAF fighter through a tight tum. The ace kill mechanic, which encourages one-or two-hit takedowns on enemy planes, is the most original thing in the game. But even that is frustrating, since it doesn't work while you are shooting normally, or while enemies are shooting at you. And why is every level in the first half of the campaign moving back and forth between the same two environments, but then the second half of the game offers far more interesting objectives and locations? Strange missteps abound in Heroes Over Europe, but glimmers of fun WWII arcade flight shooting shine through from time to time.—-MILLER

‘Armor Mad 2

Armor Mod 3

EDS 7 i) Professional E GG Attack y Ç $ DECIDE HOW THE U m š f MMAND SKILLS LIKE CLOSE-COMBAT BASED ON eB a EE Y TECHNIQUES, LETHAL WEAPONS MASTERY,

& THE USE OF INGENIOUS SPY GADGETS.

PROTOCOL

Bis š . : ALPHAPROTOCOL.COM

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a Games for Windows %) XBOX 360 ORE

MATURE 17+ Biood Drug Reference

mM Yess * oso SEGN

enterteaineent

PrayStotlon.Natwork www.sega.com

© SEGA. All Rights

served. SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo and ALPHA PROTOCOL are either registered trademarks or trademarks of SEGA Corporation. Developed by Obsidian Entertainment, Inc. Obsidian and the Obsidian Ent

ainment logo are trademarks or registered trademarks of Obsidian Entertainment, Inc. All Rights Reserved. ‘PlayStation’ and the "PS" Family logo are registered trademarks and 'PS3' is a trademark of Sony Computer Entertainment Inc. The PlayStation

Network Logo is a servi of Sony Computer Entertainment Inc. Microsoft, Windows, the Windows Vista Start button, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and ‘Games for Windows’ and the Windows Vista Start button logo are used under license from Microsoft

reviews

PLAYSTATION 3 | XBOX 360

Wet

> STYLE 1-PLAYER ACTION > PUBLISHER BETHESDA SOFTWORKS > DEVELOPER. ARTIFICIAL MIND AND MOVEMENT > RELEASE SEPTEMBER 15 > ESRB M

GET RIDICULOUS

et wears its inspira- tions on its sleeve. Quentin Tarantino's B-movie tributes Kill Bill and Grindhouse both figure heavily into Wet's visual aesthetic right down to the scratchy film filter that turns your 1080p into a slightly malfunctioning projector (an effect which | had to turn off after about five minutes because it was making me ill). From games, it swipes Max Payne's slow-motion diving, God of War's cinematic quick time events, Prince of Persia's platforming, and The Club's gonzo, multiplier-heavy arcade shooting. As befitting its gameplay and presentation, Wet's plot is a mishmash of hyperactive action clichés. You've got a hot, badass hero named Rubi, whose sense of style favors leather and dual pistols. From the explosive opening, you guide her through a series of ever more ludicrous plot points involving plane crashes, a variety of evil foreigners, a

92 GAME INFORMER

mysterious suitcase, someone named "Rat Boy,” and by my count two separate charac- ters that "control the designer drug trade in Hong Kong" It also features some notable voice talent in Eliza Dushku and Malcolm McDowell, which you'll appreciate when they deliver lines like "Say goodbye, f—tard” But you know what? The whole mess sort of works for me. It's boneheaded to its spandex-clad little soul, but like a good late night cable flick, the creators seem to be in on the joke. | love how there's no attempt to provide any sense of reality. The developers don't even bother with a reload function on your main pistols and there's no cool-down timer on your bullet time abili- ties, translating into battles that are somewhere between Jet Li and a gymnastics meet on amphetamines. It's not pol- ished enough to hang with the games that inspired it the action gets messy to the point of frustration far too often, and the level designs are rudimentary to say the least but if you're looking for a weekend sugar-rush you could do much worse. —MATT

C The-Rage levels resemble Killer 7 visually

> Concept: A badass chick trav- els the world killing dudes in a variety of acrobatic ways. Double crosses and camage ensue

> Graphics: The animations and character models are great, especially in the scripted quick time event sequences. Still, for a game that aims for balletic grace, the animations are clunky

> Sound: For once, a game that picks a musical aesthetic and sticks with it: Wet's soundtrack is filled with Cramps-inspired psy- chobilly artists like Corpse Show Creeps. Actors Eliza Dushku and Malcolm Mcdowell lend their voices to the project

> Playability: There's not a

new idea in this game, but it

does the basics of bullet time pretty well

> Entertainment: There's something about a game that knows how silly it is. Like the B-movies that inspired it, Wet is Tough around the edges but has a sense of sleazy fun

> Replay Value: Moderately Low

Second Opinion

In Wet's best moments, it is a thrill ride of absurd action and stylish violence, steeped in the cinematic traditions of Tarantino and Rodriguez. At its worst, it's a frustrat- ing dive through endless slow-motion sequences and random gunplay. The real- ity, which lies somewhere in between, is a game that is heavy on panache and light on substance. There's a cer- tain insane bravado about basing the entirety of the. game's action in slowdown sequences; the gimmick begins to wear little thin over time. Nonetheless, the battles come at you non- stop, and the development team has done an excel- Jent job of providing breaks from the norm with frantic car chases, bloody red-out sequences, and occasional diversions into simple plat- forming challenges. | found myself liking Wet despite myself. It's a game that has embraced its craziness, and demands you come along for the curse-spewing, blood- soaked ride—MILLER

XBOX 360 | PC

x Section 8

> STYLE 1-PLAYER ACTION (32-PLAYER ONLINE) > PUBLISHER SOUTHPEAK GAMES

> DEVELOPER TIMEGATE STUDIOS > RELEASE SEPTEMBER 1 > ESRB T

Deployables like powered armor

and turrets can be earned mid-round

STORE-BRAND SHOOTING

obody wants to eat caviar every meal; sometimes a plain old hamburger will do. When you have a hamburger that reappears after you eat it and never goes bad, though, why would you ever buy a new one? Thats the problem with bland video games in overpopulated genres. Section 8 only minimally distinguishes itself from many space marine FPS titles already available.

The differences between Section 8 and the games it apes are mostly superficial. Like the Unreal Toumaments of the world, it's best if we pretend that Section 8's ter- rible single-player component doesn't exist. Online, two 16-player teams race to collect 1,000 points by controlling objectives and killing enemies, just like in any number of other titles. Here, though, players plod at a snails pace as they chip away at each others' massive health pools. By engaging their powerful jet- packs, players can jump in and out of trouble which has the side effect of making matches between experienced combat-

ants a matter of wearing down their jetpack charge as much as their armor.

The one cool innovation in Section 8 is its randomized missions. As an example, an objective like a convoy will occasionally spawn. One team gets tasked with protecting it, the other with destroying it. Whichever side wins this skirmish gets a healthy point boost, and often an in-game bonus like a new outpost or a super-powered tank. These one-off side missions are a great addition, throwing much- needed wrenches into Section 8's well-worn gameplay.

Ultimately, these missions are not enough to give this title the boost it needs to make a name for itself in a crowded genre. The nice backend clan support is wasted since the game just isn't much fun to play. The shooting lacks the high-intensity lethality of Counter-Strike, the lightning- paced speed of Tribes, and the great cooperative mechanics of Battlefield. You won't spit this hamburger out, but you probably won't tell your friends about it, either —ADAM

The maps have as little personality as the rest of the game

BOTTO

6.5

> Concept: Mix Tribes and Battlefield in an online shooter with slow movement speeds, impressive jetpacks, and mas- sively inflated health pools

LINE

> Graphics: You'd have to really try to come up with a more generic space marine look

> Sound: The soothing female announcer could be pulled from any sci-fi show or game

> Playability: Hooray for cus- tomizable controls! Get used to jumping around more than you have since Quake 3

> Entertainment: Sure, if you absolutely must have another team-based multiplayer sci-fi shooter, this is certainly that

> Replay Value: Moderate

Second Opinion

Go play Section 8 at a mall kiosk, because the best

part of this game will take you about five seconds to experience. When you first drop into battle, you fall thousands of feet from an orbital drop ship and slam headfirst into the pavement. Its a cool effect, and if you aim well you can do some damage to the chumps fool- ishly standing under you, The second your feet touch the ground, however, Section

8 becomes a generic team- based shooter. The game's. weapons feel largely deriva- tive, its maps are sprawling ‘open areas with few exciting set pieces, and your trooper moves about as fast as a traf- fic jam. Hardcore shooter fans could waste a few hours here, but this isn't going to steal anyone away from the genre's heavy hitters —BEN

Í Y

we ATA.

Ed t E A TH

PLAYSTATION 3 | XBOX 360

NHL 10

> STYLE 1 TO 6-PLAYER SPORTS (PS3), 1 TO 4-PLAYER (XBOX 360) (12-PLAYER ONLINE)

> PUBLISHER EA SPORTS > DEVELOPER EA CANADA > RELEASE SEPTEMBER 15 > ESRB E10+

GOING TOP SHELF

ame one of the Stanley Cup playoffs.

The Minnesota Wild is visiting the

Shark Tank, and the San Jose crowd

is downright hostile. While the fans bang against the glass and wave their towels in confident support of their favored team, the puck drops and the Sharks scramble to keep up with my first line. After three minutes under an aggressive forecheck, a tired Sharks skater gets frustrated, slashing my star rookie defenseman, who collapses in pain on the ice. This will not stand. | grab the assailant and pound him into oblivion via the new first- person fighting engine, much to the chagrin of his teammates. From here it gets ugly. After three periods, six goals, three more fights, and two injuries, no one is a winner but the fans. With the crowd on its feet giving the Sharks the energy to pull out the overtime victory, | steal game one with a shorthanded goal. The crowd falls silent, but I'm standing up pump- ing my fist for winning the war of attrition. Welcome to NHL 10.

While one-timers and screaming slap shots from the point make the highlight reels on SportsCenter, true rink rats know that hockey games are won in the corners. NHL 10's dedication to the little things starts with the new board play, which allows players to pin opponents against the boards so teammates can dig the puck out. This addition makes aggressive forechecking a viable strategy for the first time in the series, allowing you to dump the puck behind the goal line and move the possession battle from the neutral zone deep into the opposing team's end. Other subtle, yet effective, gameplay changes include more loose pucks in front of the net, unpredictable bounces off the boards, and a greater emphasis on defensive positioning, all of which result in a gameplay style that realistically mimics the NHL. The only strategy NHL 10 mishandles is the breakouts, which suffer from too many skaters standing still.

Last year, the Be A Pro and EASHL modes debuted to critical acclaim. Both return with minor alterations, the most popular sure to be monthly seasons in the online hockey league. EA instead placed the majority of its effort into rebuilding NHUs franchise mode, now dubbed Be A GM mode. The center- piece of the improvements is an RPG-style system that awards you experience points for meeting the expectations of the ownership, whether that be scouting eastern European defenders, signing a free agent, or clearing cap space with a trade. Accumulated points can be used to improve your scouting, medi- cal staff, and coaching staff. While this system adds a needed layer of achievement to the experience, many of the requested moves seem arbitrary. Why would | clear cap space when I'm $9 million under already?

The trade interface is vastly improved, with a versatile hub that allows you to place players on a trade block, keep track of trade rumors, and adjust sliders to indicate which draft picks, positions, and player ages you are interested in dishing and receiving. Consequently, trades are more prominent throughout your season, as your phone rings with offers from the NHL Draft right up to the frenzy of activity at the trade deadline. Free agency, on the other hand, is a mess. Teams often dump first round draft picks before they ever sign contracts, too many skilled players are left unsigned, and you cannot edit your lines during the offseason to see where your roster holes still exist.

While the franchise mode has its faults, it's still vastly improved over last years offering. Coupled with the other outstanding modes and the most polished gameplay in the sports genre, NHL 10 is still more than worth the price of admission. —BERTZ

9.25

> Concept: Add board play

and other hockey subtleties to improve the best sports game on the planet

> Graphics: New crowd anima- tions bring playoff intensity to tight games

> Sound: The stellar commen- tating from Gary Thorne and Bill Clement bring back memories of ESPN's National Hockey Night

> Playability: New play styles offer everything from arcade- style play to hardcore realism

> Entertainment: With Be A Pro, Be A GM, and the EASHL mode, NHL 10 offers myriad ways to feed your puck passion

> Replay Value: High

Second O|

The video game that. changed the game of hockey is changing again. The new pinning system is sweet because it allows you to forecheck effectively with- out throwing the game's offense/defense balance out of whack. The new Be A GM mode is welcome, and its pacing is quicker than Be A Pro mode, even if it asks you to make trades you don't want to just for the GM points. Other new addi- tions like getting attribute boosts for equipment (like Tiger Woods) and some lingering Al problems (CPU players pass way too much) aren't as cool as the new manual passing, but this game has taken another step forward—KATO

ke “Going”

THE ENERGIZER® also available POWER & PLAY™

CHARGING SYSTEMS. A Ñ

Each of your three swords has a special attack, though many are totally usele:

Muramasa: The Demon Blade

> STYLE 1-PLAYER ACTION > PUBLISHER IGNITION ENTERTAINMENT > DEVELOPER VANILLAWARE > RELEASE SEPTEMBER 8 > ESRB T

AT LEAST IT’S PRETTY

lot of hope rests with Muramasa. A samurai- infused 2D action game from the makers of the exceptional Odin Sphere, Muramasa is a visual masterpiece with the potential to appeal directly to the Wii's hardcore base. But simply wanting to like Muramasa isn't enough; it also needs to hold up its end of the bargain as a piece of enter- tainment a feat it manages only sporadically.

No one can deny that the game is beautiful. The vibrant backgrounds, hulking bosses, and flashy combat make Muramasa a treat to behold. | definitely took a little extra damage because | was staring at the gorgeous art instead of paying attention to my enemies. A little more context behind the characters

and their breathtaking surround- ings would have been nice, but narrative clearly isn't a priority. Instead of getting a story, you'll traverse the Japanese countryside, encountering tandom ambushes by various ninjas and mythical beasts.

Combat is where Muramasa's sharpened blade truly shines. Movement is quick, controls are responsive, and the intense action puts your reflexes to the test. Mid-air clashes over the rooftops and effort- less dashes through enemies give combat an exhilarating kinetic vibe. Unfortunately, most encounters don't last more than a minute or two, forc- ing you to sheathe your blade just when you're warming up.

As much as | enjoyed the battles, the system doesn't get deeper or

LOOKING FOR A CHALLENGE? Muramasa has two difficulty mo Muso (e; id Shura (hard), which you can switch between at any time from the pause screen. Each one of playing the s you to tear through

a is much While Muso

out any frustra- nue that will rn and app

tion, Shura is the only a

force you to | ciate your

m You.can view a small

in of the ction

ortátge

map over thi

94 GAMEINFORMER

evolve. The moves you perform during the tutorial are the same ones you'll use against the final boss, save for your sword-specific special moves. You never get the sensation of becoming more power- ful as you progress; the swords you forge grow stronger, but so do the enemies, so nothing really changes. In a particularly lame decision, the two playable characters even control identically.

Apart from the disappointing ramp-up, Muramasa's other major issue is backtracking. Certain swords essentially act as colored keycards, breaking down previously impenetrable barriers often in areas you've long since beaten. This means you need to take an uneventful run back, fighting weak enemies along the way. The process serves no purpose other than artificially extending the game and snuffing out your enthusiasm in transit.

Even in the face of some structural missteps, Muramasa is a visually stunning game that is enter- taining in the heat of battle though that heat eventually cools down due to short and shallow encounters. Without better pacing and a lot more depth, Muramasa isn't fit to run with the top-tier action titles —JOE

> Concept: The creators of Odin Sphere mix 2D sword swinging with Japanese folklore

> Graphics: Simply gorgeous. The backgrounds and character designs are perfect examples of artistic direction done right

> Sound: All of the voicework is in Japanese, which works well considering the setting

> Playability: Two difficulties and straightforward controls make it an easy game to pick up, but a hard one to master

> Entertainment: Lots of fun when you're fighting, which you aren't doing enough of the time

> Replay Value: Moderate

E The bosses you fight depend on which chagécter you Select

Second Opinion

Muramasa is a supermodel. holding a cardboard sword - a gorgeous game that

treats combat like a flimsy prop. Rarely are visuals a game's main attraction, but Muramasa's colorful back- drops and hypnotic flowing animations are its only atten- tion stealers. The remainder of this experience is bogged down with energy-sapping gameplay design. Roughly half of this quest is dedicated to backtracking across the same areas to reach previously locked-off areas. This design leads to a lot of back and forth with little in terms of varia- tion or pay off. This long and pointless journey (the story is about as interesting as a cred- its scroll) also fails to deliver excitement in its combat, which seriously is treated like a "the player wil likely grow bored right about now" prop. The battles are uninterest- ing, and while offering sword upgrades and a fairly deep move set, they dont offer the precision needed to make you feel like you are fully in control. | can't stress enough how amazing this game looks, but this virtual art gallery comes with a price lackluster gameplay.—REINER

Metroid Prime Trilogy

> STYLE 1 TO 4-PLAYER ACTION > PUBLISHER NINTENDO > DEVELOPER RETRO STUDIOS

> RELEASE AL

PRIME TIME

uper Metroid is time- less. Even by today's standards, the game manages to suck me in and keep my hands on the controller until the credits roll. Gameplay principles laid out in that 2D masterpiece are still making an impact on modern games like Shadow Complex. | wonder if one day we'll look back at Metroid Prime with similar wonder. Seven years after its initial release, | still find myself overwhelmed by Metroid Prime's diverse land- scapes. | still thrill over solving Prime's puzzles and eagerly hunt for the secrets tucked into every corner. Everything about Prime's world, from its envel- oping ambiance to its perfectly paced upgrades scattered like breadcrumbs through an alien labyrinth, scream that this world is worth revisiting. If you haven't explored Tallon IV yet, what are you waiting for?

This package comes bundled with two sequels that iterate well on Prime's blueprint. The hardcore will love Echoes" old-school difficulty and chal- lenging level layouts, which have you bouncing between light and dark worlds to solve

UST 25 > ESRB T

puzzles. Echoes was also famous for introducing mul- tiplayer to the Metroid series, but this is little more than

a novelty today, and hardly worth revisiting.

One of my favorite aspects about the third entry, Corruption, is how it utilizes Samus' gunship as an inter- active prop. Not only does it blow obstructions out of the environment, it lets you fly to different worlds in the System. However, Corruption's greatest contribution to the series is its Wii-specific control Scheme. The first two titles received a lot of complaints about how they gave play- ers only one analog stick with which to move and look around. Corruption fixes this by letting players aim with the Wii Remote in a much more natural way that few Wii shooters have been able to emulate. The addition of this control system for the first two titles makes me wish | could go back in time and experience them for the first time all over again. Those who haven't already are lucky indeed.— BEN

BOTTOM LINE

> Concept: Exploration, action, puzzles - the Prime games

have it all. Now they're all in one package

> Graphics: The art design for all three Prime titles is top notch, and the visuals hold up even after all these years

> Sound: The Prime games have great soundtracks and some haunting, immersive audio effects

> Playability: One of the smoothest, most accessible shooters on the Wii is back, and it lends a helping hand to its two GameCube brothers by updating their control schemes

> Entertainment: Three games for the price of one; there is a lot of value on this disc, even

if you've played one or two of these games before

> Replay Value: Moderately High

Second Opinion

The original Metroid Prime

is one of the best games of the previous generation, and its sequels are competent

at the very least. This collec- tion would be a great deal

if it added anything at all

to the original titles, but its sole innovation is grafting Corruption's Wii interface onto the two earlier games. Aiming and panning your view with the remote is inferior in every way to the traditional scheme from the GameCube titles. Since there is no way to play with a clas- sic or GameCube controller, you're stuck playing good last-gen games with a gimpy waggle interface. The Metroid Prime series is still strong, but even new players who never picked up the originals would be better served tra

them down in bargain bins than struggling through this subpar collection —ADAM

Dead Space: Extraction

°° reviews

> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER ELECTRONIC ARTS > DEVELOPER VISCERAL GAMES > RELEASE

SEPTEMBER 28 > ESRB M

x

he horror of being hunted in the vacuum of space never quite takes grip in Dead Space: Extraction, a Wii-exclusive prequel to the exceptional Xbox 360 and PlayStation 3 space drama. Whether that's due to the perspective switch from third- to first-person, the lack of dynamic lightning, or weaker scripted scares can be debated. One thing is certain: I didn't jump once while playing this game. Without a suspenseful atmosphere, there isn't much to fear, or, conversely, to draw you in.

Dead Space: Extraction runs on rails, pulling the player forward at a scripted pace. Developer Visceral Games did a commendable job of making this experience feel more organic. Shaky cameras constantly distort your field of view, and you can hear your character's labored breathing. As intended, the bobbing camera combined with dancing shadows plays tricks on your eyes, and can lead to a few shots being fired at nothing.

This dynamic viewpoint clashes with the targeting reticle, a gigantic, beach ball-like display that takes up far too much of the screen, hiding the excessive brutality and highest quota of dismem- berment per enemy body in any game. If you're playing the game co-op, with two vibrantly colored cursors on

FRIGHT-LIGHT SHOOTOUT

screen, you're not going to see much unless an enemy gets on top of you. This is another area where the game doesn't retain the charm of its predecessor. Not having to worry about the position- ing of your character makes for easier battles. Since the dev team held true to its fic- tion and hasn't altered the enemies to attack in different ways, their sloth-like assaults are easy to repel.

Storytelling is the only area where Extraction shines, even more so than the original game. The plot implies that other things may be afoot in this universe than players may have thought, and the way this information is doled out through multiple play- able characters is executed beautifully, especially when you don't know if your char- acter at the time will survive. Several of the story sequences conclude in horrific ways (more than just the chance of a good guy dying), and also connect nicely with the founding tale.

The action doesn't do much for the series, or even the genre for that matter. The pacing is much slower than your typical House of the Dead, and the firefights never feel like a stressful ordeal. Dead Space fans should check it out for the fiction. All other interested parties should look else- where for a suspenseful shooter.— REINER

BOTTOM LINE 7

> Concept: A rail shooter

that lacks the genre's

intensity and the franchise's suspense. The story is the only notable component

> Graphics: Amazing anima- tions and environmental effects. The lighting isn’t as dynamic as | had hoped,

and the obnoxious targeting reticle blocks far too much of the action

> Sound: Excellent voice work, and great attention has been paid to tying sound effects to each environment

> Playability: The weapons offer plenty of variety, but the action never heats up to a point where you feel you have to conserve ammo or use a specific firearm for a specific battle

> Entertainment: Even in this uneventful game, the series’ fiction stays strong

> Replay Value: Moderately Low

Second Opinion 8.75

A refreshing surprise amongst a sea of unsatisfying Wii adaptations, Dead Space: Extraction’s unfaltering inten- sity and intriguing storyline makes the game worthy of the Dead Space moniker. New monsters, weapons, and characters expand upon the groundwork laid by

the original thriller, and the realistic execution and pace of gameplay makes it easy

to forget that you are on

rails. Responsive controls, stellar voice acting, impres- sive visuals, and notewor- thy unlockables make the game's gravitational pull

that much stronger. Minor flaws keep Extraction from making par with its prede- cessor, most notably the large reticles that obscure the bulk of approaching Necromorphs making cut- ting off their limbs more of a gross estimate than a precise task. As with many rail shoot- ers, gameplay is formulaic at times, particularly in the case of boss battles, But Extraction is every bit as creepy as its predecessor perhaps more so since the game's rails

pull you around that corner. Dead Space: Extraction isn't a simple substitute for those who missed the first iteration. It's a must-play for fans of the franchise and newcomers alike —MEAGAN

GAME INFORMER 95

ááá 08 1222225)

NINTENDO DS

Scribblenauts

> STYLE 1-PLAYER ACTION/PUZZLE > PUBLISHER WARNER BROS. INTERACTIVE ENTERTAINMENT > DEVELOPER 5TH CELL

> RELEASE SEPTEMBER 15 > ESRB E10+

AN ADDICTIVE TWIST ON USER-CREATED CONTENT

cribblenauts is more than a game; it's a bril- liantly devised test of one's imagination. The artists, programmers, and designers from up and coming developer 5th Cell intentionally neglected to implement solutions for the game's 200-plus puzzle challenges. The hope is that play- ers can flex their creative muscles in just the right ways to generate their own resolutions. In a way, the player becomes a designer, a twist that makes for one of the year's most original, satisfying, and irresist- ible experiences. So how does the player fabricate solutions? The

DOME) PICS)

E3 Gc ES EJ ESI

96 GAME INFORMER

protagonist, who looks like every high school's nerdy AN club outcast, has the magical gift of being able to write a word on a notepad and have the physical representation of that word appear in his world. This is essentially the text equivalent to Harold's purple crayon or Mickey Mouse's wizard hat. If you write "boat," a nautical vessel will be inserted into the game world, capable of transporting your character across water. If you write “snowstorm,” a blizzard will blanket the playfield. Real world functionality and physics are tied to all of the objects. You can use them for their intended purposes, and also in unex- pected ways. To catch a butterfly, | could have fabri- cated a butterfly net. | instead lowered the butterfly into grab distance by placing an anchor on top of it.

| spent countless hours inserting objects into the world to see how they could be used. If you create a vampire, it will come after your character. However, you can counter its assault by creating a vampire hunter. In total there are over 10,000 different objects to play around with, many being recognized with multiple words. From this endless sandbox experience, it wouldn't matter if there were a game here or not. Just messing around to see how the items you insert into the world interact with others is an impressive feat of programming.

By no means does this shortchange the actual game. All of the challenges stimulate your creativ- ity in different ways, and many are unlike anything you've seen in a game before. How do you stop a cruise ship from running into an iceberg? How do you reunite a duckling with its family while avoid- ing the appetite of a hungry cat? How do you steal a museum's most prized possession? Envisioning solutions is both hard and rewarding, but solving the riddles by using as few objects as possible (which the game pushes you to do through golf-like scoring system) is where my creative juices were joyously sapped. | spent hours on individual challenges, look-

on PROM ICR 27

ing for newfangled solutions to raise my score. The

mind-churning search for solutions is also enjoyable

for groups of friends huddled around one screen. When Scribblenauts is working the way it should, it is an undeniable blast. But unfortunately, this

game's skies are not always sunny. The touch-based

character controls are touchy to the point that one miniscule tap on the screen can lead to a stage

being restarted or a carefully planned strategy falling

apart. Moreover, some of the objects | summoned

into the world didn't function the way | thought they would. NPCs also get in the way, blocking your abil-

ity to pick up an object. These irksome moments pop up more than I care to see. But in the end, I learned to work around them. It's a bit of a crutch,

but if you learn to play it through trial and error, you

can manipulate the system to work in your favor. Like LitteBigPlanet before it, Scribblenauts invites players to express their creativity in ways | never imagined. It's one of my top games this year, and a DS game that has near limitless appeal —REINER

BOTTOM LINE 8

> Concept: Pull items out of thin air, and use them to solve over 220 mind-bending riddle and puzzle scenarios

> Graphics: As colorful as

a children's book, with each object distinctively detailed. As beautiful as itis, animation is not this game's strong suit. Most characters move awkwardly, and the effects tied to specific objects (rocket launchers, tornados, etc) lack pizzazz

> Sound: The music is upbeat and snappy, yet repetitive in its hooks. For long sessions, change up the tracks periodically

> Playability: The touch screen controls are overly sensitive, and item positioning and character movements are both affected. On the other hand, the challenge strategies are nearly endless

> Entertainment: One of those games that you can mess around with for hours on end

> Replay Value: High

Second Opinion 7.75

If you care about the art of game design, you have

to root for a game like Scribblenauts. At its best, it blows traditional puzzle solv- ing wide open, giving you a seemingly endless number of items, all instantly available as soon as you type the word into your DS. Lasers, dragons, helicopters almost anything you can imagine is there. So, its with regret that | conclude Scribblenauts doesn't live

up to its potential. The game ultimately suggests far more than it delivers. Yes, you can access innumerable items, but too often they aren't very useful. Many times when | came up with what | thought was an ingenious solution, it didn’t actually work, forcing me time and again back to

a small roster of items and strategies that proved effec- tive. In addition, some of the basic mechanics, particularly the character movement and grabbing items, are broken at times. It's a memorable, inventive title; | just wish it were more fun.—MATT

WHAT MATTERED THE MOST WAS REMEMBERED THE LEAST

“Denep Y SQUARE ENIX

9/29/09

www.kingdomhearts.com

Play alone or with up to 4 friends in the Appearances from familiar Disney characters, such series-first multiplayer mode! as King Mickey, Aladdin, Tinker Bell, and more!

SQUARE ENIX.

is a trademark of Nintendo. ©2004 Nintendo.

attacks use the touch oombas to light them on fi js. e top-down perspective

| m All of Bowser's mi screen, like tappin

Welcome! I’ve found some really awesome gear down here! œ

8 Mario and Luigi are in 2D early on, but they can eventually explore using the series’ traditional

NINTENDO DS

Mario & Luigi: Bowser’s Inside Story

> STYLE 1-PLAYER ACTION/RPG > PUBLISHER NINTENDO > DEVELOPER ALPHA DREAM > RELEASE SEPTEMBER 14 > ESRB E

SIMPLE AND EFFECTIVE

enjoy complex role-playing games. | like allocating multiple types of points, poring over skill trees, and managing a bal- anced party. Mario & Luigi: Bowser's Inside Story doesn't have any of that. The Mario & Luigi series has always favored humor and accessibility; with the genre's traditional complicating factors stripped away, Bowser's Inside Story is an ideal RPG for people who don't normally play RPGs. I'm not dismissing the habits of the non-hardcore crowd especially since complexity doesn't necessarily equal quality. In this case, simple controls within inventive scenarios result in one of the most polished and consistently entertaining titles on the DS. Mario and Luigi's adventure through (and subsequent escape from) Bowser's insides takes what people love about the series and adds an array of cool new twists. Switching between the plumbers’ 2D platforming and Bowser's isometric explo- ration injects variety at all the right times. Just when you feel like Mario and Luigi have tromped around in the koopa king's stomach for long enough, you suddenly

8 Yep, that's Bowser fighting his castle

find yourself controlling an awesome Godzilla-sized Bowser, or timing your button presses as the brothers use tendons like trampolines. Even the implementation of touch screen and microphone controls is done well; they aren't pervasive, but they feel fun and natural when they surface especially when performing Bowser's minion moves.

While the pacing is successful on a larger scale, regular battles have a tendency to wear thin. In any given zone, there are only a handful of possible encounters, and it gets old dodging the same attacks and using the same strategies repeat- edly. While this is a problem in many role-playing games, it is particularly noticeable here. It gets even worse as the enemies become more difficult, because the fights are longer and require more precise timing.

A few flaws on the battlefield aren't enough to stem the flow of laughs generated by the game's excep- tional writing. The return of Fawful as the main villain ensures plenty of hilari- ously nonsensical one-liners, but the impatient and aggressive Bowser steals the show. He has no depth beyond a constant desire to incinerate, punch, and stomp everything, but Bowser's Inside Story isn't a tale full of nuances. It is, however, a title with lots of variety, plenty of great dialogue, and rock-solid mechanics that any gamer can under- stand and enjoy.—JOE

BOTTOM

LINE

> Concept: Ever see Innerspace? Its like that, except with Mario and Luigi

> Graphics: Everything is ren- dered in the bright, colorful, and familiar Nintendo style

> Sound: Mario and Luigi's fake Italian cracks me up

> Playability: The timing on dodges and counterattacks can be difficult to nail consistently, but that’s the main aspect of the game's challenge

> Entertainment: Clever writing and fun gameplay twists carry the action, despite repetitive enemy encounters

> Replay Value: Moderate

` Second Opinion 8.75

I've always loved this series’ comedic brand of action/role- playing, and Bowser's Inside Story is the finest entry yet. The game's inspired main ` gimmick shrinking Mario

& Luigi to pea size and let- ting them loose in Bowsers guts makes for a game that literally operates on two dif- ferent levels at once. Alpha Dream also innovates ina number of small but signifi- cant ways, utilizing the touch screen and microphone to add new depth to the familiar gameplay. It’s quite impres- sive; the developers keep throwing in new tricks long past the point you feel like you've seen it all in. Topping it off is the excellent script. It's been a long time since a game made me laugh out loud this often (at least on purpose) —MATT

‘COMMANDS

NINTENDO DS

Kingdom Hearts 358/2 Days

> STYLE 1-PLAYER ACTION/RPG (UP TO 4-PLAYER LOCAL) > PUBLISHER SQUARE ENIX > DEVELOPER SQUARE ENIX/HA.N.D. > RELEASE SEPTEMBER 29 > ESRB E10+

DAYS OF SUMMER

fter years of inactivity, the Kingdom Hearts series returns. This time, anxious players get to experience Roxas’ story of his days in Organization XIII leading up to his awakening in the intro sequence to Kingdom Hearts Il. Certain hallmarks of the series return, like fun combat, good production values, and an intriguing story. But what used to be a key advantage, the connection with Disney, has proven extremely limiting to Square Enix. Every single world in 358/2 Days has already appeared in Kingdom Hearts, and the Disney char- acters don't serve much of a purpose in the game. Do we really need to be introduced to Genie again or investigate why Beast keeps a woman in his castle?

Wisely, the developers have focused most of the story on their own characters in Organization XIII. The tale of Roxas, Axel, and Xion is a touching one, and should be experienced by any fan of the series, though it could have been told much more concisely. You'll spend way too much time chatting and eating sea salt ice cream. When it ramps up towards the end, however, it helps make up for these dull moments.

The melee combat and upgrade system work very well. As you complete the game's bite-sized missions you'll consistently earn useful goodies that can be applied to

100 GAME INFORMER

the innovative Tetris-like grid system. Placing things on your ever expanding panel unlocks new keyblades, combos, leveling multipliers, defensive maneuvers, magic, and more. Bashing the heck out of the wide variety of enemies satis- fies in a classic way and the lock-on system does a good job of keeping foes in view. For some reason, the lock-on goes out the door when it comes to magic. You'll get steamed as a precious fire or ice spell drifts pathetically past its intended target, and then you'll just stop using magic altogether. The short mission structure is tailored for handheld play. Indeed, there are plenty of fun missions and challenging boss battles, but things get repetitive fast. You can replay missions to collect all the items, replay them with special challenge conditions, or replay them in mission mode with or without friends. Fortunately, you can skip many extraneous mis- sions and still be powered up enough to beat the game. And that four-player co-op? It's local, you can only replay mis- sions you've already beaten, and you can't trade any items. Single player is up to snuff, but multiplayer is a clear missed opportunity.—BRYAN

BOTTOM LINE

> Concept: Kingdom Hearts on the DS. What took so long?

> Graphics: Excellent produc- tion values both in rendered cutscenes and in-game graphics

> Sound: Recycled music slightly offset by nicely voiced cinematics

> Playability: Camera controls make the journey from the PlayStation analog stick to DS shoulder buttons without too much trouble

> Entertainment: Despite repetitive missions and a drawn out story, the tent pole moments still pack a punch

> Replay Value: Moderate

Second Opi 8

Most companies only get

to use the art it created for

a game once. Square has recycled nearly every envi- ronment in 358/2 from Kingdom Hearts Il. What's more surprising than this. bold move is the fact that | didn't really mind it. Not only is it impressive to see these PS2 levels running on the DS, the reused environments are appropriately framed.

to a story about Roxas first year with Organization XIII. Gameplay-wise 358/2 also feels a lot like KH Il, and while | could have done with- out the one-hour tutorial, the action is fun. Even the new Panel leveling system adds

a unique puzzle quality to upgrading your character. Kingdom Hearts fans won't want to miss this portable romp through the Magic Kingdom. —BEN

NINTENDO DS

Professor Layton and the Diabolical Box

> STYLE 1-PLAYER ADVENTURE/PUZZLE > PUBLISHER NINTENDO > DEVELOPER LEVEL-5

> RELEASE AUGUST 24 > ESRB E10+

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

LIKE A GENTLEMAN

iabolical Box sticks

with the first game's

formula almost exactly.

While it may not be a fresh concept, more story and puzzles are all the Layton series needs to appease fans.

The plot follows Luke and Layton as they investigate the death of Layton's mentor, sup- posedly caused by opening the legendarily dangerous Elysian Box. Clues guide them to hitch a ride on the Molentary Express and travel from town to town. This structure allows for much more environment variety than the single city backdrop of the first game, though the on-train sec- tions become tedious once you've gone back and forth a few times.

Puzzles are tied more dosely to the world this time, as you'll swap train cars to clear the tracks ahead or solve a puzzle on a door to get through the lock. Most of the puzzles are still random chal- lenges from a townsperson, however.

You trace

the paths of tangled wires, try to imagine [75 2D drawings

Your hamster is attracted to this adorable little house when it’s

within three spaces of him, but he always ignores it and heads toward anearby apple if the choice exists.

in 3D space, and jump a knight around a chessboard. | didn't come across any challenge as obtuse as the chocolate bar

in the first game, but having a knowledge of Level-5's previ- ous bag of tricks helps in solv- ing this new batch.

Most of the new content is found in the collectibles and minigames. You collect toys to exercise a fat hamster so he can find hidden hint coins. Grabbing camera pieces will eventually unlock a picture matching game, and your tea set will get a workout trying to make the perfect blend for the townspeople you come across. These entertaining tasks do a great job of keeping you on the lookout for extras while hoofing it through town and pumping sources.

| enjoyed the storytelling in Diabolical Box, as well as the new characters like Sammy, the rock ‘n roll train conductor. But some of the big reveals are particu- larly groan worthy, and two story clichés are unfor- tunately repeated in this sequel that | hope aren't carried over to the third entry.— BRYAN

range antique is infamous for killing anyone who opens it

BOTTOM LINE

> Concept: You solve puzzles

E while the Professor solves.

the mysteries

> Graphics: Far more animated (and fully voiced) scenes are sprinkled throughout

> Sound: The signature accor- dion returns

> Playability: Players should have the ability to erase only parts of their hand scrawled memos instead of losing the whole thing

> Entertainment: All the charm and challenge of the first game Surprisingly absent cameo:

Lisa Kudrow

> Replay Value: Moderate

Second Opinion 8

love Professor Layton's quiet, slow-paced approach to puzzling, and the Diabolical Box brings more of what made the first install- ment so engaging. This newest adventure changes the setting and adds some new characters to the mix, but the focus on short, unique brainteasers is identical to last time, The best of the new puzzles involve careful critical thinking. However, like last time, several puzzles rely too heavily on giving convoluted written directions, and forcing you to quiz out what the game is even look- ing for in an answer, By and large, l'm impressed by the breadth and uniqueness of each of the challenges, and the hint system and ability to return to unsolved segments keeps frustration at bay. ' Like the professor himself, the charming game stands apart from the crowd; but

its deliberate pacing isn't for everyone —MILLER

Shin Megami Tensei: í Persona |

The battle system uses a grid to determine the range of your attacks

mil) bl

HP.

BY

HP

spP'DUEAAA-A-— sp `8:

A SECOND CHANCE

n the PSone era, Persona was an obscure spin-off series. Now, after picking up a fresh contin- gent of followers with its last two PS2 entries, it is one of the RPG genre's big names. Leveraging this recent success, Atlus is giving fans the chance to see where it all started with this enhanced port of the original. Demonic forces are invading present-day Tokyo, and you'll fight back by controlling a group of high school kids who can summon magi- cal guardians called Personae. The unusual premise is still interesting after all these years, and this version's story is made even better with the inclusion of new cutscenes. Most problems from the PSone release have been addressed with features

HOW TO BUY?

like shorter load times and the ability to skip battle animations, leaving you free to enjoy the depth of the combat system. The strategic battles, along with collecting and fusing various monsters, are compelling and addic- tive even by modern standards. Controlling your characters in first- person and the angled third-person view feels awkward at first, but you'll get accustomed to it after an hour or two. | should also note that this entry doesn't have the focus on the social simulation found in more recent games in the series. If you've only played Persona 3 and 4, Persona on PSP may not be what you're expecting, but it's a landmark RPG regardless —JOE

You can pick up Persona in two ways: buying it off store shelves, or downloading it from PSN. : Both options carry the same $40 price point, so which one you should choose depends on how z you want to play. The retail release is on UMD and comes packed with a two-disc soundtrack, whereas the PSN version can be played on the PSP Go when it comes out in October.

You'll move through the dungeons in first-person

BOTTOM LINE

> Concept: The original Persona plus a few tweaks

and improvements

> Graphics: Pretty sharp, though the character and mon- ster models are a little small to fully appreciate

> Sound: The poppy new soundtrack is certainly catchy

> Playability: Navigation can be clunky, but the interface works well otherwise

> Entertainment: A grim tone mixed with cool combat creates an atmospheric and addictive experience

> Replay Value: Moderate

Second Opinion 8

Soulcalibur: Broken Destiny

> STYLE 1-PLAYER FIGHTING (2-PLAYER LOCAL) > PUBLISHER NAMCO BANDAI > DEVELOPER PROJECT SOUL > RELEASE SEPTEMBER 1 > ESRB T

A GAMEPLAY-PERFECT PORT

or all intents and purposes, Broken Destiny's gameplay is a one-to-one PSP port of last year's excellent Soulcalibur IV. ‘Namco once again delivers rock-solid framerates and reflex-testing action with this release, Though the fighting is indistinguishable from the series’ console flagship and the roster would be impressive on a home console, two problems prevent this from living up to the high standard set by SC IV. The single-player content in Broken Destiny is a huge step backward from the surprisingly deep offering in SC IV. The Gauntlet tells an insipid story in between mostly 2- to 10-second challenges, and is useless outside of teaching new players about Soulcalibur's A/B/K paradigm and series-specific concepts like Guard Impacts. Beyond this, you're stuck with standard modes like Arcade and Training. The second issue with this title is that multiplayer is ad-hoc only. That means you can only play versus another human if you both

have PSPs and are in the same room - and let's

be honest, who plays Soulcalibur like that? If you have a buddy and a couch, get SC IV and

do it right. If you don't, you're stuck with Broken

Destiny's unremarkable single player. As for the two new characters, Kratos and DamPierre, they're as polished as anyone on

Se reviews

mm 7.9

> Concept: A high-fidelity port of the franchise's excellent fighting action, this brings all the combat but leaves behind some of the series’ recent - single-player improvements

> Graphics: Soulcalibur has always been known for its visu- als, and the PSP's crisp screen does not disappoint

> Sound: The voices are poorly digitized, but the battles sound fine otherwise

> Playability: Soulcalibur doesn't really use two shoulder buttons, much less four - and it plays better on a d-pad any- way. The PSP is a great fit

> Entertainment: “A bunch

of nerds around a TV" is still the One True Way to play Soulcalibur, but this delivers given its constraints

> Replay Value: Moderately High

the roster. Kratos is a slow, juggle-based war- tior who has gaping holes in his attacks to make up for his silly combos. Think of him like Ivy, with better range and much less versatil- ity. DamPierre is most reminiscent of Voldo in that he relies primarily on deception and often puts himself in a backwards or prone stance - either of which he can explode out of with punishing assaults.

The way you prefer to play your fighting games indicates whether Broken Destiny is for you. If Arcade mode versus a CPU oppo- nent is all you need, this port's remarkable gameplay will be a great fit. More social players who don't have regular access to fellow PSP owners will be disappointed despite this title's technically sound execution. Either way, this is undeniably Soulcalibur despite its smaller package.—- ADAM

GAME INFORMER 101

aust go; we're practically nple: Wii Sports took a real vacation once, it? We'd

bi-annual Going Out of Busin

2 NCAA FOOTBALL 10 (360)

ze football. The only thing college football is good for is sheltering oafish ninnies from the real world, because eal job, and they'll have to car lot their uncle owns, where they spend the whole day making fun of the IT guy. Screw you, Trent.

3 NCAA FOOTBALL 10 (PS3)

s low. That last joke it? How much would you pay for tha vould try to sell a jok

Okay, we'll come clean, We paycheck on stupid thi natomy DVE Mountain Dew, and used copies of Ready traded in our car for an ostrich; now tha our gym me ° become.

en spending our WoW-flavored Rumble Revolution. We

Oh burn, that whole last paragraph w got you. You probably couldn't even tell becau We're that cra;

an armpit-sniffing chump. Don't play Charts signing off.

102 GAME INFORMER

Rank Title.

SD Gundam G Generation Wars Rank | Title L Mo. [System] Score [Release] B8 Monster Hunter Tri Wii ae T [EW Dragon quest ix DS Wii Sports Resort N/A | Wi | 75 (07-09) BPE Tales of vs. PSP [5] Tomodachi Connection DS Wii Sports Resort Wii N/A | 360 | 8.5 |07-09 o NGAA Football 10 ER Kamen Rider: Climax Heroes PS2 SD Gundam G Generation Wars Wii NCAA Football 10 NA | PS3 | 95 |07-09} [E Color Changing Tingle’s Love Ballon Trip DS J-League Winning Eleven 2009: PS2 Club Championship Wii Fit 5 |Wi| 8 |04-08 Mario Kart Wii 8 | wi | 85 |04-08 Mario Kart DS 18 | DS | 85 |11-05 z : L. Mo. System Pokémon Platinum 14 | DS | 85 103-09 Mm NA mulli Fight Night Round 4 6 |360| 9 |06-09 Dit2 NA mulli Mario & Luigi: Bowser's Inside Story N/A DS multi New Super Mario Bros. 20 | DS | 925 [05-06 The Beatles: Rock Band multi Metroid Prime Trilogy N/A Wii i i Madden NFL 10 3 muli 3 | Wii | NA 05-09 4 EA Sports Active Bundle i p "Uem | 10 | Cave Story WA Wii Wii Play 16 | Wi | 7 |02-07 2 Tiger Woods PGA Tour 10 4 | Wii | 85 |06-09 Fight Night Round 4 7 | PS3} 9 |06-00 UFC 2009: Undisputed 2 [995 & [059 an Tite ww The Sims 3 1 $9 3 EE Nancy Drew: Ransom of Punch-Out! 15 | wii} 9 [05-09] [ER the Seven Ships NA $20 World Of Warcraft: Wrath of the Transformers: Revenge of the Lich King zu Fall A " N/A | OS | N/A |06-09] JW The Sims 2: Double Deluxe 3 $90 allen - Autobots (EI World of Warcraft: Battle Chest 5 87 n Spore 8 $40 Prototype he} 00 11072540609 (ED spore: Galactic Adventures 6 $30 BE Wortd of Warcratt 7 $20 Major League Baseball 2K9 | Wa | 360 | 7.25 0309 Saena: Battie) Chest Man World of Warcraft: Burning Crusade N/A $29 The Legend of Starfy NA DS | 7 |06-09 J | NCAA Football 10 N/A | PS2 | N/A [07-09

Source: The NPD Group/NPO Funworld"TRSTS *

Based On Monthly Unis Sold

50 Cent: Blood on the Sand 8 Apr09 Afro Samurai 275 Mar-09 Batman: Arkham Asylum 95 Oct-09 Battlefield 1943 85 Aug-09 Beatles: Rock Band, The 875 Oct-09 Bigs 2, The 7 Aug-09 Bionic Commando 625 Jun-09 BlazBlue: Calamity Trigger 775 Jub0o9 Call of Duty: World at War 875 Jan-09 Call of Juarez; Bound in Blood 8 Aug-09 Chronicles of Riddick:

Assault on Dark Athena, The 9.5 May-09 Damnation 3 Aug-09 Dynasty Warriors 6 Empires 625 Oct-09 Eat Lead: The Return of

Matt Hazard 7 Aprog FEAR 2: Project Origin 825 Mar-09 Fight Night Round 4 9 Aug09

The Beatles: Rock Band - PlayStation 3 - Oct-09

Fuel 775 Juk09 G-Force 775 Oct-09 G.L Joe: The Rise of the Cobra 35 Oc-09 Ghostbusters 8 Jul-09 Godfather Il, The 55 May-09 Guitar Hero Smash Hits 8 Aug-09 Guitar Hero: Metallica 875 May-09 HAWX. 875 Àpr-09

Harry Potter and the

Half-Blood Prince Ice Age: Dawn of the Dinosaurs Infamous Killzone 2 King of Fighters XII Lord of the Rings: Conquest, The Madden NFL 10 Major League Baseball 2K9 MLB 09: The Show ` MLB Front Office Manager NCAA Football 10

Overlord Il 6.5 Aug-09 Prince of Persia 875 Jan-09 Pro Evolution Soccer 2009 85 Jan-09 Prototype 725 Aug-09 Red Faction: Guerrilla 9 Juko9 Resident Evil 5 95 Apr09 Rise of the Argonauts 6 Feb-o9 Sacred 2: Fallen Angel 775 Jun-09 Skate 2 9 Fab-09 Sonic's Ultimate Genesis Collection 8 ^ Apr-09 Stormrise 4 May-09 Street Fighter IV 925 Mar-09 Terminator Salvation 55 Juk09 Tiger Woods PGA Tour10 85 JuLo9 Tomb Raider Underworld 875 Jan-09 Transformers: Revenge of the Fallen 6.25 Oct-09 UFC 2009 Undisputed 8 Jun-09 Virtua Tennis 2009 7 Oct-09 Wanted: Weapons of Fate 625 Apr-09 Watchmen: The End is Nigh 55 Oct-09 Wheelman 85 May-09 WWE Legends of WrestleMania 85 May-09 X-Blades 55 Apr-09 X-Men Origins: Wolverine 8 Jun-09 50 Cent: Blood on the Sand 8 Apr09 Afro Samurai 775 Mar-09 Batman: Arkham Asylum 95 Oct-09 Battlefield 1943 85 Aug-09 Battlestations Pacific 6 Juog9 Beatles: Rock Band, The 875 Oc-09 Bigs 2, The 7 Aug-09 Bionic Commando 625 Jun09 BlazBlue: Calamity Trigger 775 o9 Call of Duty: World at War 875 Jan-09 Call of Juarez: Bound in Blood 8 Aug-09 Chronicles of Riddick:

Assault on Dark Athena, The 9.5 May-09 Damnation 3 Aug-09 Destroy All Humans!

Path of the Furon 45 Feb-09 Dynasty Warriors 6 Empires 6.25 Oct-09 Eat Lead: The Return of

Matt Hazard 7 Aprog FEAR 2: Project Origin 825 Mar-09 Fight Night Round 4 9 Aug-09 Fuel 775 Juk09 G-Force 775 Oct-09

Gl. Joe: The Rise of the Cobra 35 Oc-09

Ghostbusters 8 uo Godfather Il, The 55 May-09 Grand Theft Auto IV:

The Lost and Damned 9 mApr09 Guitar Hero Smash Hits 8 + Aug-09 Guitar Hero: Metallica 8.75 May-09 HAWX 875 Apr-09 Halo Wars. 9 Mar09 Harry Potter and the

Half-Blood Prince 7 Oc09 Ice Age: Dawn of the Dinosaurs 65 Oct09 King of Fighters XII, The 7 Oct-09 Left 4 Dead 925 Jan-09 Lord of the Rings: Conquest, The 4.75 Mar-09 Madden NFL 10 875 Oc-09 Major League Baseball 2K9 725 Apr-09 MLB Front Office Manager 3 Feb-09 Naruto: The Broken Bond 825 Jan-09 NCAA Football 10 85 Aug-09 Ninja Blade 75 Jun-09 Onechanbara: Bikini

Samurai Squad 6 Apr09 Overlord I! 65 Aug09 Prince of Persia 875 Jan-09 Pro Evolution Soccer 2009 85 Jan09 Prototype. 725 Aug09 Race Pro 7 Mar-09 Red Faction: Guerrilla. 9 Ju09 Resident Evil 5 95 Apr09 Rise of the Argonauts 6 Feb-o9 Sacred 2: Fallen Angel 775 Jun-09 Scene It? Box Office Smash 85 Jan-09 Skate 2 9 Feb-09 Sonic's Ultimate Genesis Collection 8 Apr09 Star Ocean: The Last Hope 7 Mar-09 Stoked 75 Mar-09 Stormrise 4 May-09 Street Fighter IV 925 Mar-09 Terminator Salvation 55 Jukog

Madden NFL 10 - Xbox 360 - Oct-09

Tiger Woods PGA Tour10 85 JuL09 Tomb Raider Underworld 875 Jan-09 Transformers: Revenge of the Fallen 6.25 Oct-09 UFC 2009 Undisputed 8 JunO9 Velvet Assassin 525 Juk09 Virtua Tennis 2009 7 Oc09 Wanted: Weapons of Fate 625 AprO9 Watchmen: The End is Nigh 55 Oc09 Wheelman 85 May-09 WWE Legends of WrestleMania 85 May-09 X-Men Origins: Wolverine 8 Jun-09 Se SES el Bigs 2, The 7 Aug09 Boom Blox Bash Party 875 Jun-09 Broken Sword: Shadow of

the Templars Director's Cut 7 Jun-09 Conduit, The 7 Aug-09 Deadly Creatures 7 Mar-09 Excitebots: Trick Racing 85 Jun-09 Final Fantasy Crystal Chronicles

Echoes of Time 775 Apr-09 G-Force 775 Oct09 Gl, Joe: The Rise of the Cobra 35 Oct-09 Ghostbusters 65 Ju09 Grand Slam Tennis 7 luo9 Guitar Hero Smash Hits 8 Aug09 Guitar Hero: Metallica 875 May-09 Harry Potter and the

Half-Blood Prince 7 Oct-09 House of the Dead: Overkill, The 85 Apr-09 Ice Age: Dawn of the Dinosaurs 65 Oct-09 Indiana Jones and the

Staff of Kings 5 Ju09 Klonoa 7 Jun-09 Lets Tap 55 Ju09 Little Kings's Story 8 Juo9 Madden NFL 10 6 Oct09 Madworld 9 Apro9 Major League Baseball 2K9 725 Apr-09 Major Minors Majestic March 3 May-09 Marble Saga: Kororinpa 8 Mar-09 MySims Party 6 Apr09 NASCAR Kart Racing 675 Apr-09 New Play Control

Mario Power Tennis 825 Apr-09 New Play Control Pikmin 8 May-09 Onechanbara: Bikini

Samurai Squad 6 Apr09 Ovetlord: Dark Legend 75 Aug-09

Wit Sports Resort - Wii - Oct-09

Professor Heinz Wolff's Gravity 675 Juk09 Punch-Outl! Jun-09

Ready 2 Rumble Revolution. 1 Apr09 Rune Factory: Frontier 675 Apr09 Rygar: The Battle of Argus 55 Feb-09 Sonic and the Black Knight 5 May-09 Tenchu: Shadow Assassins 65 Apr09 Tiger Woods PGA Tour10 85 Ju-09 Transformers: Revenge of the Falen 5 Oct-09 Virtua Tennis 2009 7 Oct-09 We Ski & Snowboard 6.75" May-09 Wii Sports Resort 75 Oct09 Guitar Hero Smash Hits 8 Aug09 Guitar Hero: Metallica 875 May-09 Le v aap; wayk papapi: BattleForge 6 May-09 Battlestations Pacific 6 Juo9 Call of Duty: World at War 875 Jan-09 Call of Juarez: Bound in Blood 8 Aug09 Chronicles of Riddick:

Assault on Dark Athena, The 9.5 May-09 Codename: Panzers Cold War 6 May-09 Company of Heroes:

Tales of Valor 75 May-09 Cryostasis 8 Juo9 Damnation 3 Aug-o9 Demigod 8 Jun-09 Drakensang: The Dark Eye 675 Mar-09 East India Company 65 Oct-09 Empire: Total War 95 May-09 Godfather Il, The. 55 May-09 MLB Front Office Manager 3 Feb-09 Sims 3, The 9; Jul-q9 Velvet Assassin 525 jJukO9 Warhammer 40,000:

Dawn of War Il 875 Mar-09 Age of Empires: Mythologies 825 Feb-09 Avalon Code 7 May-09 Big Bang Mini 275 Feb-o9 Blue Dragon Plus 55 Mar-09 Chase: Felix Meets Felicity, The 6 Feb-09 Dark Spire, The 7 May-09 Dragon Quest V: Hand of

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Chinatown Wars 925 May-09 Henry Hatsworth in the.

Puzzling Adventure 7 Apr09 Iron Chef America:

Supreme Cuisine 45 Feb-09 Knights in the Nightmare 7 Jun-09 Legancy of Ys: Books | & II 5 Mar-09 Legend of Starfy, The 7 Aug09 LEGO Battles 75 juhoo My Pet Shop 5 May-09 My World, My Way 6 Mar-09 Peggle: Dual Shot 825 May-09 Pokémon Platinum 85 Apr-09 Prince of Persia: The Fallen King 6 Feb-09 Professor Heinz Wolf's Gravity 55 jul09 Puzzle Quest: Galactrix 825 Apr-09 Retro Game Challenge 85 Feb-09 Rhythm Heaven 75 May-09 Shin Megami Tensei:

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Covenant of the Plume 6 Apr09 Ee Dissidia: Final Fantasy 65 Oct09 LocoRoco 2 925 Mar-09 Pangya: Fantasy Golf 7 Oc09 Patapon 2 7 Jun-09 Prinny: Can | Really Be The Hero? 8 Apr09 Resistance: Retribution 875 May-09 Rock Band Unplugged 8 JuL09 Star Ocean: Second Evolution 7 Febo

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atman: Arkham Asylum =

Mastering the Mad House

By Ashraf Mohammad, QA supervisor at Rocksteady Studios

GENERAL TIPS

Action Camera: The action camera shows Batman executing certain moves in a cool view. For example, if you hold the RT button while glide kicking a thug from a vantage point, the camera changes to show Batman swooping down from the thug's perspective. You can also use the action camera with certain gadgets, for example, pressing RB instead of RT to fire the Batarang makes

the camera follow it, which is great for Batarang-to-face close up shots.

The Riddler Map: The Riddler has left maps around Arkham that give you the location of all the secrets. If you fancy some treasure hunting, keep an eye out for the maps. These are useful when trying to unlock all the challenge maps, as most of them are unlocked after you have collected certain Riddler secrets.

The Riddler Secrets: Collecting The Riddler secrets replenishes some health and gives you tons of experience for upgrades. When playing the game on hard difficulty, it is best advised to spend some extra time getting upgrades, as these will help you out immensely.

Gadgets: Batman obtains a variety of gadgets during the game, but some can only be obtained via the upgrade system. To fully appreciate the depth of the game and the character, players should make good use of all the gadgets and not get into a habit of using certain ones, especially if you really want to have fun in the Invisible Predator rooms.

Upgrade System: The upgrade system can be categorized into three different areas of focus: combat, armor, and gadgets. Naturally players that like combat would go for the combat upgrades, however

the upgrades don't just enhance your gameplay and give you cool new skills, they really help you out. For instance, if you are playing on hard difficulty, enemies do more damage, so the armor upgrades

104 GAME INFORMER

are a natural choice. Sometimes you have to fight hordes of enemies, and if you find them too much to handle, the Combat Takedown upgrade lets you take out thugs in one move once you've built up the required combo.

INVISIBLE PREDATOR ROOMS

It is possible to complete every Invisible Predator room without being seen, but you must learn a few essential tips.

Enemy Patterns: First, when you enter

an Invisible Predator room, find yourself

a vantage point and observe the enemies. Study their patterns, patrol routes, etc. This helps you find weaknesses in their initial patterns so you can plan an attack,

Invisible Predator Level: The second important thing to know is the layout of

the room. As you progress through the game, enemies become more aware when one of them is missing. When this happens they will detach from their initial patterns and start looking for Batman, making it harder to take them out as their movements become random. It's also useful to plan escape routes.

Traps: Making good use of Batman's gadgets and the environment to set up traps can help you complete a room in a short amount of time. Keep an eye out for things like weak walls that you can blow up onto thugs using your explosive gel.

COMBAT

Find A Rhythm: Try to keep your combo going. The higher you build your combo the more powerful your moves get. This will help you take out thugs in a shorter amount of time. You can also make use of combo upgrades, like combat throws, when you build up your combo.

Timing: It is important to have good timing in combat. Knowing the right time to counter, stun, and evade can save you from getting hurt badly, especially when there are a lot of bad guys. In hard mode

enemies are faster and stronger, and you won't be notified when one of them is going to hit you, so you must rely on skill and timing to survive.

Gadgets: Batman can use some of his gadgets as part of the combo and they can be very useful. For example, once you have unlocked the Combo Batarang upgrade, you can use the Batarang to knock an enemy down, giving you more time to take out other guys. This is really useful if an enemy in the distance is prepping a gun to

shoot you.

FUN STUFF

Batclaw: You can pull the unsuspecting enemy over railings with the Batclaw. This is a very effective way to take people out and can lead to hours of fun. You can even drag them off ladders.

Steerable Batarang: Once unlocked, you can use the Steerable Batarang to take out multiple enemies.

Ladder Bomb: Spray explosive gel on the landing at the top of a ladder, wait for a thug to climb up, detonate the gel and watch him fly. Once you have unlocked the Auto Proximity Detonation upgrade, you won't even have to detonate the explosive, which is very useful.

Lure Traps: Take out a thug in front of

a weak wall. Set some explosive gel on the wall, and make sure it blows over the downed thug. Some thugs should come to investigate their downed ally, and when they do, detonate the gel. The debris from the wall will take them all out.

Combat Throw: Once unlocked, you can throw one thug onto another and knock them down, or throw the thug onto tables or over railings.

Strung Up Thugs: With the Inverted Takedown attack unlocked, you can string up thugs onto vantage points. if other thugs come to investigate, you can cut the thug down onto them and knock them out.

Mod World

Make Something Unreal www.makesomethingunreal.com

Epic Games is hosting its annual Make Something Unreal mod contest, which is entering its final phase as this magazine is going to print. Dozens of great mod teams have entered so far, submitting everything from steampunk kart racers to third-person sword fighting games. Whatever you think about Epic's games, the company (along with Intel, co-sponsors the contest) does the industry a huge favor by hosting this yearly explosion of independent creativity.

The Ball: Teotl is one of the most highly regarded mods submitted so far. A physics puzzle game at heart, The Ball puts players deep underground in deathtrap-filled Mesoamerican ruins. Using a mysterious device that can attract or repel a giant ball, the player flips switches, avoids spikes, and splatters mummies.

The Ball: Teotl

This mod is full of inventive challenges. One impressive early one featured a floor and ceiling that repulse matter. Without directly tweaking any global settings in the level,

this simulates a low gravity environment. Shepherding two large cubes through small mid-wall openings is harder than you'd think when your only interaction is to thwack them with your device from melee range.

Other titles to check out include The Haunted, a third-person horror-action title, and The Box, an off-the-wall machinama. Make Something Unreal is once again bringing deserved publicity to a huge amount of immensely creative work by independent developers - and they're all free to download and play, per the terms of the contest.

Extra Content You Can Find At www.gameinformer.com

In His Own | Words Redux

Dig deeper into game luminary Warren Spector's career with our full interview.

Crackdown 2

Finished reading the cover story? Well done, agent. Head online to read in-depth Q&As with the devel- opment team at Ruffian Games.

Remembering Comic-Con

Ben interviews Astro Boy director David Bowers and Uncanny X-Men and The Invincible Iron Man scribe Matt Fraction.

Character Evolution

BioShock 2's dev team at 2K Marin discuss the evolution of Big Daddy as we delve further into what goes into character creation.

Assassin's Scribe

Assassin's Creed II scriptwriter Corey May sheds more light on Ezio's story in this extended con- versation. In addition, learn more about Assassin's Creed: Bloodlines from producer Frederic Lefrancois.

Enslaved

Read our extended interviews with

: mo-cap director Andy Serkis and

Ninja Theory co-founder Tameem Antoniades.

Also Online This Month:

: Game Informer heads to : the Tokyo Game Show.

Log in for up-to-the-minute storíes straight from the showfloor.

GEEKED AT BIRTH.

You can talk the talk. Can you walk the walk? Here's a chance to prove it. Please geek responsibly.

LEARN:

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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

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CLASS!

G G l Where The Past Comes Alive

1 Tke Carly Origin Zoe ORI Warren Spector studied film in college, but ended up spending much of the ‘80s in tabletop RPGs. By 1990, the constraints of those rulesets helped drive Spector to a new career. The video game world almost lost one of its great- est stars when Spector briefly considered taking a job with Disney as an “imagineer”, helping to craft rides for their theme parks. However, the job offer at Origin Games came in first, and Spector joined the company beside such industry luminaries as Richard Garriot (Ultima) and Chris Roberts (Wing Commander).

Z Mhsough the lorting Glast While still tied to work at Origin, Spector also partici- pated in projects with legendary, now defunct Looking Glass Studios. There, he worked with Doug Church during the creation of System Shock and spent time producing Thief: The Dark Project, one of the original stealth games, among other titles.

4939999399 399999995 6999999999999

make sure that creatively it was on the right track, to help him out with creative input when he

i 4 : : ^ "In computer games | just saw the opportunity to tell Stories in a brand new way. All of the tools and tech- niques: that you learn as a film productio film critic, they sort of translate over to this new medium "pretty well. At least | thought they did. At the end of the . dayasa paper game guy and a movie guy, | think | had to unleam more than | actually ‘brought to electronic games, but I'm still telling stories 30 years later”

- On his move into video games Í Rv eeu V

"n terms of iudi) influence, and pro-

- fessional growth, working with Richard

. Garriott on Ultima 6 was incredible. I

= Spent two weeks at Richard's house

. planning out Ultima 6 and that was a

master's degree. | It was unbelievable. I

learned so much. from him in those ty two

Weeks it was scary." i

a ee Rihara Garriot and Ultima

"ve been making video games p 20 years. now. I've spent that entire time trying t br | é er and get back to that freedom and C players actually controlling the St a ep face-to-face game.” ` i

- On tabletop RPGs ras and video games.

dn

“With Wing ee it was one of those | things where the clarity and power of Chris’ vision was so over-

whelming. You could see what he wanted it to be and what it could be. I had all that film kground. | knew | could help make those cinematics better. It kind of: exer- cised a different part of wholam" Ju USA. ee -0n Chris Rober xe p Wing Comm nder

“The big leap for System Shock was the realization that we don't need all of that behind-the-scenes, die-rolling-traditional-RPG- stats stuff. It's you in this world. Nothing reminded you it was

a game. That was at the time a revolutionary idea, and still is now - that it's you, not some | a little puppet that you're driving around. ARA

(7 On System Shock

s UN z i

"We ee cone n Unde pU 2 San Shock, and Thief, Good lord, the

guy is the unsung hero of video games: and needs to get more credit than he does. Anyway, my _ job was to work | with him to make sure we were making the game that we should be making, to

needed it, to make sure that the game was being executed at the highest level” à Dm R T e SRRA k AUS . On Doug Church and B : Eis eum E Glass Studios -

Warren Spector's projects over the years span some of the most critically acclaimed franchises in gaming his- tory. The breadth of genres and styles in which he has worked demonstrate a remarkable facility for adapting

new ideas. Next month, Game Informer will showcase the newest sprawling game from Warren Spector the

first from his new studio, Junction Point. Before that A Tft of happens, get the story of Spector’s video game career (Sn Marren Speci

from the man who lived it.

6 GAME INFORMER

“You know, it sounds like such a good idea to let the inmates run the insane asylums, and it really isn’t. You really do need adult supervision to do something like this. lon had no adult supervision. There were incredibly talented people. John Romero, his heart is so in the right place and he loves games so much, but running a company may not be playing to his strengths. Tom Hall, same thing. None of us should have been running companies at that point in our lives, | guess. That was the big problem. We all felt like we were talented, creative guys with big ideas, and if the big bad publishers would just get out of the way we can do amazing things. It just doesn't work out that way. Real creativity happens within constraints, not without constraints.”

“Deus Ex is still the [career] highpoint for me, personally. One of the things about making games, at least for me, is you start out with a vision of what

. something can be and you close your eyes and you imagine this thing. A couple of years later, you open your eyes and the thing you created could be wonderful, but it's not like the thing you imagined originally. Deus Ex is the one and only time | ever opened my ` eyes after three years and said 'holy cow, this is what | imagined?”

- On his favorite project

3 The Great Experiment By 1997, Spector joined a cadre of game indus-

try heavyweights, including Doom creator John Romero, at lon Storm. By the time Spector joined the burgeoning community of developers, a Dallas office was already up and running. Spector founded an Austin branch, which turned out to have great success, particularly through its release of the groundbreaking Deus Ex.

- On Ion Storm

“I think the big innovation of Deus Ex was it was the first game where play style mattered. Other games had offered some branch points and some . choices, but I believe - whether it’s true or not - I believe we were the first game to offer choice with consequence. The choices really mattered. If you went and killed everything that moves in the game, you had a different experience than the player that killed nobody.” - On the innovation 2 Deus Ex

“It’s a place where a bunch of genres come together, and Junction Point is a place . where a lot of things can come together and you can go anywhere. You can come to this point, this Junction Point, and decide 'do I want to go left, right, up, or down? - You get to decide the path you take. That Eee what I think is important about - the games we're going to make here.”

-On SN name Junction fuma

"| wrote my master's thesis on Warner Brothers cartoons and on how cartoon characters develop over time, so I'm a cartoon fanatic and always have been. There's this wild, anarchic, experimental in classic cartoons. The Warner Brothers stuff, the early Disney stuff, the Fleischer stuff, the Popeye cartoons, the Betty | Boops, all of those guys it's like they were smoking crack or something The

“This is so freaky, but there have | been a couple of | people that have written master theses about the games I've worked on. There was one | read, and it pointed out that three things have appeared in all of my games. There's always a basketball court; that one is on purpose, by the way. The second thing is there is always an altered state of reality. The last thing that this academic pointed out

to me was that every game I've worked on has in some

way been about a family relationship. It doesn't necessar-

il 1 a literal nuclear family, but it's always about the that we form with each other and how they

ybe I've just been i in an extended therapy

ion 1 fot the last 26 year X

Due - On the ties that bind his games together

. stuff they were doing was crazy, and modem, and experi- mental, and telling au

oi the veil and e

Z. A Junction Print

Warren Spector left lon Storm in 2004 to found his own development house, which he called Junction Point Studios, after a never-released MMO he had worked on years earlier. The studio was purchased in 2007

by Disney Interactive. Rumors of his next big project have circulated for years. His longtime interest in film, storytelling, and classic cartoons offers a major hint of what’s to come.

To ?

289

GAME INFORMER 107

0 V É R 2 Kredits To Kontinue

VIDEO GAME TRI

The projected release dates for upcoming games have been jumping around more than a spilled bucket of crick- ets. Name a blockbuster that was due near the end of 2009, and it's highly likely to have been delayed to some- time next year. One can’t help but wonder what it must be like to be a developer navigating the chaotic calendar year. Is your game delayed due to mismanagement or marketing? Add up your score to see how your game would fare amidst the postponement pandemic.

Which of the following cen- sorship edits were not made to the Super Nintendo version of

What video game genre is not B How many total carrots can represented in recent DS title : Link feed to Epona before run- Retro Game Challenge? : ning out in Ocarina of Time?

A. RPG A.8 : Wolfenstein 3D?

B. Platformer B. 7 i A. German Shepards become

C. Driving C6 mutant rats

D. Sports D. You fool, they regenerate! B. Swastikas are removed entirely

C. Hitler loses his mustache D. Guards speak English

In the Earthworm Jim level

“What the Heck,” what music

i plays in the background?

A. Mussorgsky's "A Night on Bald Mountain"

B. Elevator music

C. Tortured screams

D. All of the above

2 In which game did Mario's classic man-child nemesis Wario make his first appear- ance?

A. Wario's Woods

B. Wario Land

C. Super Mario Land Il:

Six Golden Coins D. Mario is Missing

. ^

For which PlayStation game did The Police's drummer, Steward Copeland, compose the soundtrack?

A. Apocalypse

B. Spyro the Dragon

C. Tomba

D. Twisted Metal 2

In the classic N64 platformer

Banjo Kazooie, which of the

following is not something you morph into?

i A. Pogo Stick

B. Crocodile

C. Pumpkin

D. Washing Machine

In which Final Fantasy is the recurring character Cid an enemy?

A.V

B. VIII

C. XII

D. IX

Tom Brady has won three Super Bowls, two Super Bowl MVP awards, and numerous sportsman of the year awards, so it makes sense that he's been on the cover of:

A. All-Pro Football

H In Mario 64, how many of those pesky red coins did you have to find in each stage to

B. NCAA Football " : à C. Backyard Football ace D. Madden Es

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 mailing 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/yr addtional postage. All other Foreign Orders: $35/yr addtional postage. CANADIAN SUBSCRIBERS SEND ADDRESS CHANGES TO PUBLICATIONS MAIL AGREEMENT NO. 40064408, RETURN UNDELIVERABLE CANADIAN ADDRESSES TO: EXPRESS MESSENGER INTERNATIONAL, P.O. BOX 25058 LONDON BRC, ONTARIO, CANADA N6C 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.

108 GAME INFORMER

1 Euro is how much Midway's UK and France offices cost mman- aging director Martin Spiess to purchase. Europe has crazy value menu deals.

400 MS Points ($5) is the new max price for XBL Indie Games half of what it used to be. Seeing as how every other title is a "massage" game, it's probably a good decision.

3,166,880 is the number of possible weapons randomly assem- bled in Borderlands. Where's that gun rack when we need it?

21% is how much more video gaming is going on this summer compared to last, according to The Nielson Company. Being out- doors is entirely overrated.

2 sizes too small is how tiny our hearts are, because we won't shell out Microsoft Points to clothe our avatars.

x Trivia Score & Rank +

When your team can manage to get your game up and running, it's an abysmal mess. At this rate your new release date will coincide with the Rapture. Even worse? No one even noticed - or cared - when you announced your delay.

You're looking at a significant delay for the worst reason: there's nothing particularly wrong with your game, it's just not fun. Time to hire some fresh talent and approach your dream game from a dif- ferent direction.

The single player aspect of your game is great and ready to go, but the execs just told you they want you to shoehorn in a multiplayer mode, because teh kids these days love their Haloz. Your release date has been blasted into next year.

There's a reason cockroaches will inherit the earth - some bugs just won't die. You need a few more months to get all the kinks worked out, but you remind yourself that your fickle fans are only mad because of how much they're looking forward to your game.

Just a little more polish and you're ready. Instead of late summer, you're going with early fall, and your fans are more than willing to wait.

What do ya know? You're all done and right on

time. Seeing as how everyone else is delayed, the spotlight is all yours. Good job.

Video Game Trivia Answers: 1. D 2. C D 3. C 4. C 5. C & D 6. D 7. A8.D 9. B 10. B

, MAN, p YoU'RE À

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