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Pe L

ANDY McNAMARA

EDITOR-IN-CHIEF andy@gameinformer.com

MM MM MH

Read my column or comment on this letter at

gameinformer.com/mag or follow

visit gameinformer.com daily for the latest and greatest, and follow @gameinformer on Twitter

@Gi_AndyMc

The GI Community Rules

hen we relaunched gameinformer.com W back on October 1, 2009, it felt like |

was staring into the abyss. Who or what would be there looking back at me after launch? | had 18-plus years of making magazines under my belt at the time, but this was the first time | had developed a website with real effort behind it (some longtime readers may remember Old Yellow, which was purely a labor of love we did while busting our butts to put out the magazine).

Just under two and a half years later, | could not be happier with the result. The site has been experiencing great growth, but the most impressive part is that even as we have grown our community it has continued to be one of the best on the Internet in my humble opinion (yes, in this case | am very biased). | was more than a little scared of the wrath of anonymous Internet users spamming us with hate like | see from online communities around the web, but the Game Informer community is an amazing bunch of people (thanks in no small part to our fantastic moderators).

If you don't already make it a daily destina- tion (or even better your browser home page), you are missing out on a lot of content that complements the magazine or can be enjoyed on its own.

We have some amazing community blog- gers who impress me each day with their interesting and thoughtful takes on the video game industry. We have a weekly podcast (and sometimes Respec Radio), numerous video shows (including Replay, The Quick 15, and The Misadventures of Reiner and Phil), and all the custom content created by our video team. This includes our fantastic videos that give read- ers a chance to hear about the games straight from game developers behind our exclusive cover stories.

But that's just the tip of the iceberg. We also deliver daily video game news, unique previews, DLC impressions, interviews with gaming's illu- minati, the always exciting cover reveals, editor blogs, and quick access to Game Informer's digital edition. You can even interact with the staff in our comments section or by following us on Twitter, Facebook, Google+, or YouTube.

This is just the beginning, as we have even more plans for Game Informer online, Game Informer digital, and the magazine in the coming year. So consider this an invitation to come join us and the rest of the Gl community on gameinformer.com. We'll do our best to make sure you don't regret it.

Cheers,

contents

» 56

The Last of Us

Naughty Dog is taking cinematic action games in a bold new direction by asking players to survive a post- apocalyptic cross-country journey that will change this remarkable cast of characters forever.

by Bryan Vore

regulars

») 6 Feedback

Curious as to what our reaction to review score complaints is? We've got that and plenty more sass to serve alongside as a garnish this month. Also: screaming!

» 10 Connect

If the Spike TV Video Game Awards rub you the wrong way, learn about why you should care about the peer-awarded Interactive Achievement Awards instead.

» 74 Previews

Come for the Resident Evil 6,

stay for the Street Fighter X Tekken. Along the way, why not check out PlanetSide 2, MLB 2K12, and Silent

Hill: Downpour?

Street Fighter X Tekken

» 86 Reviews

38 Studios has talked a big game about Kingdoms of Amalur: Reckoning since

its inception. Phil breaks down how well the com- pany’s debut matches up to the promises.

by Phil Kollar

Darksiders II

» 100 Game Over Naughty Dog’s Evan Wells relates the story of how he started in the industry. It's probably not about the game you think it is.

contents 3

games index

All Zombies Must Die... 93 MV 92 Army Corps of Hell.. 95 Darkness II, Ie. 91 VANNAG ee 81 Jak and Daxter Collection ......... 94 Kid Icarus: Uprising.............. 85

Kingdoms of Amalur: Reckoning .. . .88

TI l Ly H 1 III / | Major League Baseball 2K12....... 83 ITTPPELD II Mass Etech coronaria 80 NeverDead..........o.0.omom.... 92 96 PlanetSide AN a AA 84 Pos. 96 PU MO oras. 96 Resident Evil 6.................. 76 Silent Hill: Downpour............. 78 SoulcaliburV................... 90 Street Figher X Tekken. ........... 74 Tiger Woods PGA Tour 13 82 Urin A A 85 WI roaa ia s eos Duos 96 Wipeou 2048 95 Zen Pra O oio e 96

4 contents

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Contact Us feedback@gameinformer.com

Going Down To South Park How freaking excited am | about the South Park RPG? In short, really freaking excited. Trey Parker and Matt Stone have always impressed me with how topical and hilarious the series has continued to be even though it started out as cardboard cutouts and fart jokes. A real, full- budget game? Heck yes.

Terry Grubham

Moscow, ID

| just wanted to say I’m looking at the South Park cover, and it is possibly the best cover of all time. It looks really good. Good job guys. That being said, Skyrim should have gotten a 9.75. Good day, gentiemen. Luis Ramos Miami, FL

Guess you can’t win them all, as this next pair of letters aptly demonstrates...

The Life Of A Reviewer | was upset with the ratings of this year's big- gest titles. This holiday season by far has had the best titles come out and many of these great games (Battlefield 3, Uncharted 3, Resistance 3, Assassin's Creed Revelations, and Skyrim) have all received poor ratings. The men and women who made these titles possible worked extremely hard on them with their best ideas and every thing else. Shouldn't these titles deserve a much better score? At least better than 9.5, as well as the low blow of 8.75 for ACR? Jaime Fort Worth, TX

Hello. | would like to talk about Saints Row: The Third. Why did you give it a 9 when everybody is saying that it sucks? | mean really, if the game is that bad why write a review about it? For real, my friend Dewayne says it doesn't suck, but we don't listen to him. You guys should have reviews from real people. Change it! Lyne Southfield, MI

This month we received angry letters informing us that our reviews for Modern Warfare 3, Minecraft, and Skyrim were

all too low and too high. We mock ornery readers for assuming that their opinions are closer to some imaginary objective standard of quality, but that doesn't stop more from writing in to tell us how our per- sonal enjoyment (or lack thereof) of a game is somehow incorrect. Save your breath, folks, and be more like this young mother from Anaheim.

An Opinion Worth Sharing

Every time | see a letter complaining about

your review scores | just shake my head. As a 28-year-old single mother, | don't have nearly as much time as | used to for playing video games. While | read reviews to gauge the general reac- tion to a game - basically to see if the response is mostly positive or mostly negative | do not take reviews as anything other than another person's opinion. Because that's what they are. Quibbling over half a point before a game has even come out, like Karim's response to your Uncharted 3 review (A Fantastic Fanalic, issue

225), is just juvenile. The truth is, while | peruse your reviews of games that interest me, | read Game Informer for the plethora of other informa- tive articles you guys publish. Bethany Anaheim, CA

Congratulations, Bethany. You are doing it right.

War Of The Mind | just wanted to thank you guys for the Advanced Tactics article in issue 225. It's good to know that there are still military shooters that take skill and strategy to play. But what about Brothers in Arms: Hell's Highway? Personally, | thought that game really required strategy to get through the campaign, and above all, it was based on a true story. Not only did it have an amazing campaign, you also felt a strong connection to Staff Sergeant Baker and all of the conflicts he went through.

Tyler Wells

via email

| just wanted to say that | loved the Advanced Tactics article. The little piece about America's Army is definitely true. Long story short, my mom accidentally cut an artery in her arm, and thanks to America's Army, | put a tourniquet on, stopped the bleeding, and basically saved her hand and possibly life. The doctor said if | wasn't there and didn't do what | did, things would have gone a lot worse for her. I'm glad | sat through all the long boring lectures in America's Army now! Sean McLaverty via email

There you have it, kids. Playing video games saves lives.

0

I'm writing in regards to issue 225's Top Ten Assassins list,

because it had Mega Man on it. While | realize this is a

joke and that the entire description should not be taken

seriously, | don't think you should joke around when you

look like you have no idea what you're talking about. A

lot of die hard Mega Man fans are going to complain,

and a lot of new Mega Man players are going to get the

game thinking he's an assassin. Just clearing things up. Garrett Schneider

via email

Who was joking? What else would you call a skilled war- rior whose sole reason for living is to systematically track down and murder unsuspecting sentient beings? Face it, the Blue Bomber is essentially the Terminator, only with fewer poorly enunciated one-liners and a bitchin' arm cannon.

"people and their game systems. what is their prob."

Exactly! "1-10: How bad does Ben smell?"

Depends on whether a 10 is really good or really bad.

"Where can | get a sense of humor like ya'll?”

Check your local middle school.

“Your review for Sonic Generations sucks ass and | hope you all burn in hell."

Ending an argument with the term “just sayin'" is now offi- cially passé. Just sayin’.

(Left) For some reason Ben's instinctual response to seeing a statue is to point at its crotch and laugh. (Right) It took the entire Darksiders Il team at Vigil Games to hold up Death's sword, but it was totally worth it.

continued on page 8

feedback 7

12222222221 E Review Rants 69%

n Readers Calling Out Other Readers For Complaining About Reviews 14%

Bil Kids Complaining About Mature Content In Games They Want 11%

W Pictures of Children Reading Gl While Potty Training 4%

E Letters Pointing Out The Creases In Matt Stone And Trey Parker's Shirts 2%

What's the best reward you've ever gotten in a video game, and why?

J...... LT ZIELE ĩnll aaa a IDE ]—? «?)] r?[kd a a m .,..

ntinued from page (Left) Adam, Ben Reeves, and Ben Hanson were all smiles when meeting the XCOM team at Firaxis. Well, except for Reeves, who was more of a disturbing smirk. (Right) The team also met with strategy designer extraordinaire Sid Meier.

\ EX ctations

In issue 225, we asked readers whether their most anticipated holiday game lived up to their expectations, and the results were resoundingly positive. Here are some of the answers we received.

Having never enjoyed or purchased a mili- tary FPS in my life, | am quite surprised that Battlefield 3 has cast such a captivating spell over me. One release day purchase later, DICE has earned itself a fan for life. The multiplayer, the Frostbite 2 engine, the co-op, and even the much-criticized campaign earn BF 3 a near daily spot in my PS3 queue. Way to make this gamer feel like a soldier, you Swedish wizards!

Daniel Canal

Modem Warfare 3 absolutely lived up to my expectations. The gameplay is smooth and fast, the Survival mode is very enjoyable, and the gun customization is great.

Zachary Priesing

Did Skyrim live up to my expectations? Hell, no. It Karate-chopped their heads off with kick-ass ninja explosions. So much better than | thought. ha Although it does have its downs (like wonky 3 animations and some weird voice transitions and mechanics), it totally makes up for that with 3 e 18 le ref o even think about tou 1 extraordinary storytelling (Dark Brotherhood for complete] sed his nreindice that COD is ridina its own wave example holy crap, right?), great atmosphere, À i and just overall excitement.

Tece! Y ATC Moder) Warfare ma c

Grif Williams

o X

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{f a! $ à y ty N y t

——

| have no mouth, and | must scream.

| Scream, You Scream | just wanted to tell you how much | enjoyed your story on | Have no Mouth, and | Must Scream (Classic Gl, issue 225). Not to sound like an oblivious jerk, but | usually skim through the Classic section. Not this time. | pored over every single detail, and really enjoyed it. | adore short stories and it was really interesting to read about one being tumed into a game, especially one | was too young to enjoy myself. | was absolutely intrigued by it.

Ivalon Wells

via email

| loved the | Have no Mouth, and | Must Scream article. | discovered the short story about a year ago and spent hours creepily stalking any information | could find on it, which led me to the video game. | just love the premise, which focuses on something deep and entirely different from anything else. The article reminded me of it, and now | just want to reread the story. Elaria Santa Ana, CA

| just read the | Have No Mouth, and | Must Scream Classic story. | wanted to thank you guys for introducing me to a very fascinating story that | have never heard before until now. It piqued my curiosity and imagination as to the endless possibilities that can occur as a result of “controlled” warfare gone wrong.

Christian Hensley

via email

"WINNER 1 Zach

Raw Apparently we missed the super-sweet flaming blue sword upgrade in Skyward Sword

2 Kevin Lingenfelser If this is to be believed, either a Big Daddy is in the sky or a crazy bird monster is in the sea. We don't like either scenario.

3 Charles Atkins Based

on his facial expression, that chimp's life hasn't been quite as hard as Snake's. 4 Dominic Higginbottom Ezio had to take out the previous guest char- acters to earn his roster spot in Soulcalibur V.

CORRECTIONS: In our Resident Evil: Revelations review, we accidentally stated the game takes place after Resident Evil 5. In actuality, it takes place between Resident Evil 4 and Resident Evil 5.

In our Classic Gl feature on console launches (issue 226), we incorrectly stated info about the Atari 7800. Midwest Gaming Classic co-founder Martin Goldberg says that the system actually came out in January 1986 after Atari Corps.' Jack Tramiel negotiated with 7800 rights owners Warner Communications. The system came out with

11 titles: Centipede, Asteroids, Dig Dug, Food Fight, Galaga, Joust, Ms. Pac-Man, Pole Position II, Robotron: 2084, Xevious, and Desert Falcon. Accordingly, the 7800's letter grade is a C.

Enter the Game Informer Reader Art Contest. All you need to do is draw, paint, scratch, spit, or carve the best dam art you can think of and send it to us. Please include your name, phone number, and return address. If you're the monthly winner, we'll feature your work in

Gl and you'll receive a video game prize from the Game Informer vault, All entries become the property of Game Informer and can't

be returned.

Send to Game Informer Reader Art Contest 724 1st St N.,

3rd Floor

Mpls, MN 55401

VJ... A AA ds AA AMMA ddd . . ] «] ddd . Ü.]...

(Left) Gl ran into plenty of friendly faces at this year's CES, including Airtight

Games' Kim Swift and Mark Pottorf, and SweetLabs Aaron VanWart. (Inset) Also in attendance were Fortyseven Communications' Sibel Sunar and Gamefly's Ryh-Ming Poon. (Center) Things got a little crazy when Yoshinori Ono, Tomoaki Ayano, and Dan Pantumsinchai stopped by to show Jason and Dan Street Fighter X Tekken. Watch the video at gameinformer.com. (Right) You thought we were kidding about Ben, didn't you? We weren't.

feedback

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Did the Spike VGAS

leave you yeaming for a more serious approach to video game award shows? Check out the

15th annual Interactive

of Video Games cnm

connect 11

12

For the general public, the

are the most prominent indus- try award show. This annual spectacle has the brightest lights, the loudest music, the biggest stars, and airtime on a major cable television network. But sometimes amongst the pomp and pageantry of celebrity skits, preview trailers for upcoming titles, and musical performances, the show cre- ators seem to forget why the VGA's exists in the first place to celebrate the best games of the year. This past year, many of the award presentations and acceptance speeches weren't

even televised.

that separates the IAAs from the Spike VGAs,

which are decided upon by a group of journ: and public voters. AIAS president Martin Rae considers the Oscars comparison reasonable, saying, “I think it’s fair to say that absolutely our goal is to be the preeminent vehicle for individuals in our industry and for titles in our industry."

According to Rae, the similarities between the IAAs and the Oscars expand beyond the peer review process. "It's not a popularity contest or a consumer-driven contest," Rae says the award recipients are not necessarily the best-selling or most financially successful

games of the year, but rather the ones that the industry fee the most innovative and moved the mediun Ser to being widely con- sidered a form of artistic entertainment.

"| think it's very important from a historical and contemporary perspective to recognize talent and great achievement in an artistic industry, and it becomes historically relevant as your industry grows and matures," Rae says. "Wi a pretty young industry from that per- spective, but if you look back and you look at the history of the motion picture academy and

ACADEMY OF 'NTERACTIVE

INTERAG ARTS & 5

CIENCES

on the academy's board of direc

believes the awards are critical to showing the rest of the world how far the interactive enter- tainment industry has come.

"Our goal is to demonstrate clearly why games hold their own against and surpass, in many cases, other forms of entertainment when it comes to an art form," he "The academy exists to recognize the amazing cre- ativity that goes into games of all types and to

Building for the Future

With the rise of mobile and social gaming, the interactive entertainment landscape has shifted drastically over the past few years, and a new demographic has emerged. For AIAS board members like Rich Hilleman this is an exciting new development that requires their attention. “From my perspective, when nine out of ten of the players in your business are new in the last several years, there are some new obligations to helping your players under- stand what good and great looks like, and be empathetic and articulate about their needs not just the needs of the traditional core gamer," he said. To recognize these emerging markets, the board has expanded the IAAS over the past few years to include categories for casual games,

who they

DENNY THORLEY is

ognize and why they've recog nized them, and the historical archive they've

Double Fine. He now works with Capcom, and

help promote them to not only the industry, but to the rest of the world."

and later founded Storm- front Studios, creators

social networking games, and

mobile games.

SHUHEI ZACK KARLSSON Daglow has a long DON JAMES has YOSHIDA is the senior was a member of the history with video games been with Nintendo of vice president of product board for three years being heavily involved America for over 20 development for Sony while working with with companies like EA, years and had a hand in Computer Entertainment. Namco Bandai and Broderbund, Intellivision, the creation of the ESRB

rating system.

the president of develop- is no longer a member of of Neverwinter Nights PATRICIA VANCE ment Day 1 Studios, the the board. and Stronghold. is the president of the studio best known for the ESRB, the entertain- MechAssault games and MICHAEL MARTIN RAE is the ment software and most recently FEAR. 3. GALLAGHER is the presi- president of the Academy ratings board. dent of the Entertainment and previously served

RICH HILLEMAN is Software Association. as CEO of Boss Game MIKE CAPPS is the chief creative director Studios. This studio the president of Epic at Electronic Arts. His TED PRICE is the released many titles for Games, the developer department at EA is president and CEO of the Nintendo 64. behind Gears of War and the primary corporate Insomniac Games. He's Unreal Engine. support mechanism in charge of the studio's TIM for new hardware and hits through every con- CAMPBELL of Game- CHRISTIAN software platforms. He is sole generation, including ^ forge, makers of many SVENSSON is the best known, however, for Spyro the Dragon, browser-based games. corporate officer and vice creating the Madden NFL Ratchet and Clank, and president of strategic series with Scott Orr. the Resistance series. KEN LOBB is the planning & business

creative director for development at Capcom,

JAY COHEN is the DON DAGLOW is Microsoft Game Studios the publisher behind president of development no longer a member of and helped to produce games like Mega Man for Jerry Bruckheimer the Board of Directors. games like Fable and the and Street Fighter. Games and formerly Instead he is part of the original Crackdown of Ubisoft. AIAS Foundation board.

SETH LADD of Google and a member of the Google Chrome team. Ladd helped bring Angry Birds to the web.

FRANK PEARCE is the executive vice president of product development for Blizzard Entertain- ment, Inc., the develop- ers of World of Warcraft, Starcraft, and Diablo.

TERRANCE MYERS

isn't on the board of directors, but he is the executive producer of the Interactive Achieve- ment Awards, and has a history of working in film production with the likes of Ben Stiller and other prominent producers.

connect 13

Broadening Horizons

Electronic Arts chief creative officer Rich Hilleman, one of the men directly responsible for the creation of the Madden Football franchise, believes the impact of the AIAS goes beyond the award process. ^| think that we were, and continue to be, one of the most articulate voices about the craft that is interactive entertainment creation," he says. "We've contributed

a lot in ways that are non- tangible, things like the computer history museum, to forums on interactive entertainment in places like Germany and in Shinyang, China last year."

AIAS has also made tangible contributions to the industry by creating two different scholarships. The Randy Pausch Scholar- ship fund was created in honor of Dr. Pausch, who was a co-founder of the Entertainment Technology Center at Carnegie Mellon University. This scholarship is awarded to students interested in pursuing a degree in the development of interactive entertainment. AIAS also helped found the Mark Beaumont scholarship fund, which is awarded to students specializing in the business side of interac- live entertainment. The Beamont scholarship was created in memory of Mark Beaumont, a former COO

of Capcom North America and Europe.

AIAS also worked with the ESA to create Into the Pixel, an annual art show that cel- ebrates the art of computer and video games by giving awards to the best pieces of art produced by the video game industry.

1998

GoldeneEye 007

14

The Peer Process For board members like Price, this is a labor of ove. The AIAS is a non-profit organization whose output is based purely on the volunteer efforts of ts members. Members of the industry become nvolved because they want video games to be egitimized as an art form

“Ours is a very peer-driven process, and it relates much more to and goes back to the people who make games, and when you have peers awarding peers in a process | don't think you can have a better award," Rae says.

Board member Denny Thorley agrees. "There s certainly a place for the other awards and they do a good job and it's great, and they help us all in the industry, but there is something to be said by being recognized by your peers in the ndustry,” he said

For a game to be eligible for an IAA, first a publisher must submit its games for consid eration. For each award category, a group of volunteer peers is assembled to discuss the pos- sible candidates. If it's a craft discipline award, ike gameplay engineering, then the peers must have some level of expertise in that field. If it's a genre award, then the peers of that group must

ac A awe’

, co-foünder CEO) and president of I re (makers of Borderlands] on the Interactive Achievement Awards Ted carpet

1999

The Legend of Zelda:

2000

The Sims

Ocarina of Time

have expertise in that genre. For example, all the members of the peer group selected to decide nominees for the action game category have either worked on, or are currently working on, action games.

A publisher or developer must be a member of the AIAS in order to submit a game. However, here is a write-in system that allows for games that were not initially submitted to be considered. n 2010, Take-Two Interactive was not a member of the academy, a little game it published called Red Dead Redemption ended up taking home ive awards through the write-in process -~ more than any other game that year.

Once the list of games is finalized, the peer groups must play all of the games. Afterwards, hey meet to discuss which games should be eligible for voting. When all the candidates have been decided, AIAS members vote through a secure online ballot. All the games considered for any award are also eligible to receive the Game of the Year award.

A Show for All Tastes

The video game industry has grown to a point where are there are a number of different awards

2001

Diablo II

2002

Halo: Combat Evolved

shows that can appeal to any kind of gamer. The VGAs lend a sense of Hollywood importance and excitement to video games by creating a show focused on entertainment and first-look trailers of upcoming games, while the [AAs approach the awards with a sense of gravitas and critical mportance necessary to elevate the medium in discussions of artistic entertainment expression.

"Anything that increases the exposure and accomplishments of the industry is good for the business," says Terrance Myers, executive pro ducer of the IAA award show.

Board member Rich Hilleman agrees. "The customer-oriented awards are an important expression that you really want to hear, and | know that when people win those they know t's the product of customers speaking their minds about what they think is great," he said. However, he still feels strongest about the clout behind the IAAs, saying, “We seem to be the one that people talk about the most when they win. At the end of the day, we represent the crafts people love, what our business believes are the best of the best, and that's usually a specia responsibility that's a little different than those other guys." 6

2003

Battlefield 1942

2004

Call of Duty

CALL DUTY Cn x

Jay Mohr hosting the 13th 10 Interactive ont Awards

The Interactive Achieve- ment Awards is the most high-profile event of the DICE summit, but many

of the industry's best

and brightest creators

use the conference as

an opportunity to mingle and talk shop with their fellow creators. "When

I'm at DICE, | forget that

| belong to Sony or work on PS3, or any of those things," said Shuhei Yoshi- da, senior vice president of product development for Sony Computer Entertain- ment. "There is much less business talk or PR talk or new product introduction. There are very few of these [discussions]; it's more focused on the fore- front of creative thinking." The DICE summit also hosts impressive keynote speakers every year.

This year, developers like David Jaffe (Twisted Metal, God of War), Tomonobu Itagaki (Dead or Alive, Ninja Gaiden), and Todd Howard (Fallout 3, Skyrim) will all speak at the event. The Academy also likes

e i a i to bring in non-gaming | N 2 [ a C speakers like film director

Gore Verbinski (Pirates

M m Y of the Carribean, Rango) ad he | e Ve e N to give the attendees new perspective on the creative process. " In the near future, the 10 AIAS hopes to increase its prevalence globally by

extending the DICE sum- mit into areas like Asia ale iinet and Europe.

2005 2006 2007 2008 2009 2010 2011 Half-Life 2 God of War Gears of War Call of Duty 4: LittleBigPlanet Uncharted 2: Mass Effect 2 Modern Warfare Among Thieves

Playstation.

a N) a | £ 7 rae s c QE S m Mi ^ P E B Foon A

connect

MMO Rights

he two companies have reached a settlement

that cancels Interplay's previous licensing of a

Fallout MMO (as well as no claim to the brand

or any future games), with those rights revert-

ing back to Bethesda. Interplay will be permit- led, however, to sell the PC versions of Fallout, Fallout 2, and Fallout Tactics through December 2013 (after which lime the rights become Bethesda's), as well as receive $2 million from Bethesda's parent company ZeniMax Media. Each company is responsible for its own legal costs for this battle that has been ongoing even before Bethesda filed its initial complaint against Interplay in 2009.

Interplay published and developed the original Fallout title back in 1997, and multiple titles in the series appeared from various development houses through the years. But despite owning such beloved franchises as Fallout and Baldur's Gate, as well as in-house developer Black Isle Studios (Fallout 2, Planescape: Torment), the company was in such a perilous financial state that in 2002 NASDAQ delisted Interplay's shares. In 2003 Interplay closed Black Isle. The developer was working on Fallout 3, but the rights to that game (along with the permission to make sequels) were sold to Bethesda in 2004, which started over on the game from scratch.

In 2007 Bethesda signed a deal with Interplay to attain the rights to the Fallout IP itself for $5.75 million, and in a role reversal, Interplay then turned around and licensed the rights from Bethesda to make a Fallout MMO. However, the deal contained provisions that would later become sticking points between the two companies: Interplay was required to begin "full-scale" development by April 2009, the MMO had to have at least $30 million in secured financing, and the company had to deliver the game within four years of the start of development.

If any of these conditions were not met the rights to the Fallout MMO would revert back to Bethesda.

In 2009 Bethesda filed a legal complaint stating that Interplay had not met the first two stipulations of the con- lract, and wanted the agreement for the MMO voided and work on the title stopped. Bethesda also sued Masthead Studios the developer Interplay hired to work on the MMO - saying that under the terms of the agreement Bethesda had to approve any sublicensing agreements (in this case to Masthead), which it says it never did.

Bethesda Softworks may have purchased the rights to the Fallout franchise from original creators Interplay in 2007, but it's been anything but a simple transaction. Both companies have been in a legal battle over a proposed Fallout MMO and the series' back catalog that Started almost the moment the ink on the contract dried. Now the entire legal saga has been resolved, leaving Bethesda with sole possession of a Fallout MMO.

Furthermore, Bethesda's lawsuit wanted to block the sale of Interplay's Fallout Trilogy (Fallout, Fallout 2, and Fallout Tactics), stating that Bethesda never approved that packaging and other marketing materials related to the product. The company claimed that this caused confusion among consumers between the Fallout Trilogy and Bethesda's Fallout 3. Bethesda also objected to Interplay's licensing agreements with digital distribution Sites such as Steam and GOG.com.

Although Interplay initially tabbed the Fallout MMO's budget at $75 million, by 2009 the company was in a dire financial state. Regardless, it claimed it had not defaulted on the MMO's $30 million funding stipulation. It had started work on the Fallout MMO, and although Interplay claimed it had hundreds of pages of design documents, a playable demo, and released assets from the game in 2010, Bethesda was steadfast in its belief that Interplay had breached its contract.

Interplay fired back with its own lawsuit against Bethesda arguing that Interplay had not defaulted on its obligations, and charging that Bethesda was conspiring lo strip Interplay of its contractual right to make the Fallout MMO and give it to ZeniMax Online, which was formed in 2007 months after Interplay and Bethesda's agreement.

Bethesda later amended its suit in 2010 to claim that Interplay had only licensed the name “Fallout” and not any assets, settings, storylines, etc. associated with the universe such as the Vault Boy icon or its characters, a move which Interplay called "absurd." In a court filing, Interplay claimed that in the years prior to amending the suit, Bethesda knew that the MMO used assets from the Fallout universe, but said nothing about it at the time "because it knew Interplay was doing exactly what the parties intended under their agreements."

Although the courts delivered some setbacks to Bethesda's efforts to stop Interplay and Masthead's work on the game last year, this settlement seems like a clear win for Bethesda. The company gets the rights to a Fallout MMO, Interplay can't sell older titles in the fran- chise after 2013, and Interplay has no claim to any part of the Fallout brand and its games. These are things that Bethesda has wanted all along.

As for Interplay, the right to sell its Fallout titles for the time being should be a key pillar in keeping the com- pany afloat. It's currently re-releas- ing some of its legacy titles such as Descent on platforms like WiiWare, digitally distributing games from indie developers via its Interplay Discovery program, and plans to release Battle Chess later this year. The company has previously stated that it intended to make sequels to franchises such as MDK, Dark Alliance, and Descent, but that was at a time when it expected revenue from the Fallout MMO.

What Bethesda plans to do with its newly acquired rights to a Fallout MMO is unknown. An Elder Scrolls MMO has been rumored for years, but anything the company may be working on has been kept tightly under wraps. Then again, it seems unlikely that Bethesda's parent company would create a division called ZeniMax Online and obtain $300 million in funding from Providence Equity Partners with one of the stated goals being to "finance massively multiplayer online games" and not make an MMO. Perhaps it's just a matter of which one comes first, Elder Scrolls or Fallout.

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Looking for more information about downloadable and independent games? Visit gameinformer.com/impulse for regular updates on the best titles for PlayStation Network, Xbox Live Arcade, WiiWare, and PC download. This month, check out our video of Game Informer editors as they jump in front of the Kinect to try

out Double Fine's zany new title, Happy Action Theater. For more on downloadable games in this issue, you can read our reviews of Amy on page 92, Al Zombies Must Die on page 93, Pushmo on page 96, and NFL Blitz on page 96

18 connect

A Journey Into Thatgamecompany s stunning Third Game

by Matt Miller

I ts been a long wait, but I finally had the opportunity to dig deep this month into an extended hands- on session with Journey. The PSN exclusive has had plenty of buzz ever since its announcement at

E3 a couple of years back, but

an air of mystery has surrounded the title ever since. What is this unusual game about a red-cloaked figure in a vast desert? How much is the game a departure from the developer's previous work on Flow and Flower?

Tempting as it might be to gush about the strange plot told over the course of the game, I'm going to avoid spoilers as much as pos- sible. The game's content has been kept quiet for a very good reason; a lot of the joy and wonder comes from the sense of discovery as you move forward. I'm not going to be the one lo wreck it for you.

Without spoiling individual moments, | now have a far better sense of how the game works. Your unnamed character begins the game with a clear trajectory set before him: Reach the distant mountain peak glittering in the distance. There are only a few controls at your disposal as things get started. Either the right analog stick or a tilt of the controller rotates the camera, and the left stick controls movement. A circle button tap sends out a brief musical note and a little pulse of energy, but it's initially unclear what effect this has.

Soon afterward, things grow more interest- ing. Strange, glowing pick-ups within the worlds create and extend a scarf that trails

b Journey PlayStation Network

behind your character. Scattered bits of fabric float along the currents of the desert breeze, and react to your pulsing call; these items create runes upon your scarf as you brush up against them. The powered-up scarf, in turn, is like an internal power source, letting you rise like the fabric and float on the surrounding air currents, effectively flying for brief periods of time.

As the game continues, these wayward fabric squares increasingly feel like living things within the game world. In fact, the stark desert wasteland that the game presents on the surface is something of an illusion. In practice, these vast stretches of sand move and flow much more like some vast body of water. Wind rustles and creates waves on the surface. Strange creatures of cloth gather like schools of dolphins, floating jellyfish, and languorous whales. The game world feels alive and vibrant, thanks in no small part to the way Journey's excellent music and sound design weave seamlessly into the experience.

l've yet to partake in one well-publicized feature: the unusual approach to multiplayer. When the game releases, online players will encounter other random players around the world playing at the same time. Independent of identification or traditional communication, you can interact with or bypass these individu- als as you see fit. I'm intrigued by the pos- sibilities of how that experience will roll into the otherwise single-player tale.

Next month, one of the Game Informer edi- tors has the unenviable task of applying a review score to this project. Like the titles that- gamecompany has produced before, Journey defies easy classification and evaluation. Filled with distinct moments meant to elicit emotion and perception of beauty, Journey is a piece of interactive art as much as it is a traditional game. No matter how you describe it, it's a title that should absolutely be on your radar as we near its release in March. &

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20

We often think of video games as a timeless medium. Players with a love for retro gaming can still dust off an NES, blow in the bottom of a Super Mario Bros. cartridge, and experience the game the way it was played 25 years ago. Over the past few years, the video game industry has undergone an online revolution, opening up exciting new avenues for interaction and distribution. At the same time, these

changes have introduced some troubling restrictions that impact the longevity of the games you buy. The day you can't play your favorite modem game may be coming sooner than you think.

The Authentic(ated) Experience

Anyone who's played a game in the past two years is aware of a pack-in many games come equipped with nowadays: The online pass code. Whether you're unlocking a frivolous new cos- tume, a handful of bonus maps, or the game's entire multiplayer component, some part of your new experience is likely tied to authenticating your copy via some online service. Gamers without Internet access have suffered without this bonus content for some time now, but even for online gamers these extras will be available only for as long as Microsoft and Sony provide service for their systems. Once that is gone, that content (if

it's not already loaded on your console) will be gone forever. We won't cry if that means losing access to our horse armor in Oblivion a few years from now, but some missing content will prove more detrimental to the overall experience. Late last year, Rocksteady was criticized for locking the Catwoman chapters of Batman: Arkham City, which intertwine with the Caped Crusader's own narrative, behind a hefty DLC download. Ultimately, players who buy the game new and have access to the Internet don't think much about the inconvenience of downloading the extra content. But once Xbox Live and PSN support are no longer offered for the 360 and PS3, a piece of Arkham City's adventure will be permanently lost.

y 1 ^ E re Gamers tend to think of multiplayer-oriented games as offering endless replayability, but due to the costs associated with maintaining servers for online play, multiplayer is often times the first aspect of a game to get the axe. Late last year, BioWare launched its highly anticipated MMO The Old Republic, offering players the chance to explore a new take on the Star Wars universe. Five days earlier, however, another MMO based on the hit sci-fi IP, Star Wars Galaxies, shut off its servers. For eight years the game offered a home to a dedicated group of players, which may sound like a long time. But the ending of Star Wars Galaxies is absolute - players no longer have the ability to go back to the game for a stro! down memory lane or to catch up with friends. The doors are closed.

Social games aren't impervious to getting the axe, either. Late last year, EA PopCap announced its plans to shut down the Facebook game Baking Life at the end of January, despite an average daily player count of 100,000 users. Adding insult to injury, the game's developer announced that any outstanding virtual currency (Zip Cash) players have cannot be refunded or transferred to the company's other titles.

It's not just PC players who must worry about having the plug pulled on their favorite online game. Console games featuring dedicated server-based multiplayer are just as sus ceptible to being rendered unplayable by discontinued support, which sometimes comes sooner than you think. Last year, 2K Sports shut down NBA 2K11's multiplayer servers in mid-November, after just 13 months of support. Players were encouraged to "upgrade" to NBA 2K12, but the newest iteration in the series doesn't have My Crew or the traditiona Online Leagues, leaving fans of those modes high and dry.

The multiplayer servers for Demon's Souls have been on the chopping block several times as well. Originally Atlus planned to discontinue the multiplayer servers in March of 2011, but the shut-off date was then delayed until fall of the same year. Fans are now riding another stay of execution until an unnamed time in 2012, but sooner or later a facet of Demon's Souls' innovative blend of multiplayer and single-player will be gone for good.

The past few years have introduced console owners to a necessary evil long known by PC gamers: post-release patches. It's now commonplace for console games to require multiple updates after release, many of which are mandatory if you want to continue playing online. The practice of patching a game is usually a good thing; thanks to online updates, developers can fix pesky oversights, whether that be an annoying glitch, Ul tweak, or a game-ending bug.

Modern games have no shortage of game-breaking bugs. Whether the ability to pro- vide post-release support has made developers more willing to release games before they're fully tested is a question without an easy answer, but one thing is certain: Title updates, like all digital content, will only be around as long as the publisher or console manufacturer supports them. Not only will gamers without Internet access never be able to use post-release patches which have become increasingly common in the past few years - those who haven't downloaded the updates will lose their ability to do so once those services are down. Those gamers will be playing the game in all of its original, buggy glory. One only has to look at the rocky launch of Skyrim to understand how unpleasant a prospect that may be.

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For collectors, game of the year editions provide an offline option, as many feature DLC pa and the latest patches on the disc but first a game must be popular enough to warrant a re-release in the first place.

Vanishing Act Perhaps the most exciting aspect of the current generation of consoles has been the advent of downloadable content. Services like Xbox Live and PlayStation Network give developers a downloadable alternative to the rigid $60 pricing structure of retail games, as well as the ability to extend game experiences via DLC packs. However, the convenience of trading in a physical medium for one that can be downloaded into your living room comes at the uncer- tainty of what will happen to your purc 5 he future. What, example, will happen to all of the downloadable games you've purchased on your current console? How long wil you be able to re-download a game or DLC pack you've erased from your hard drive?

Any gamer who has had to replace an Xbox 360 has likely run into another stumbling block in the form of Microsoft's DRM protection, which requires an Internet connection to authenticate an XBLA game if it's not being played on the original system. If you're not online, those purchases will automatically revert to trial copies until they can connect to Microsoft's servers. Microsoft offers owners a too! to transfer the licenses of DLGs to a new system on its but if your < :onnected to the Internet all the time, it's an easy

supporting the 360's Xbox Live services, at which point you may lose your ability to authen- ticate DLGs on your replacement 360.

However, not everyone is looking at the future of digital games with trepidation. 5th Cell's creative director Jeremiah Slaczka has been a fervent advocate of digital distribution, and

22

sees great possibilities i N the medium can help preserve games, making the need to keep around old c t “Do you watch your old VHS tapes on your old VCR, or do you simply stream those classics from Netflix?" he asks. “Sure, you could pull out and dust off your VCR from your closet, plug it in, and pop Back to the Future in, but why would you want to if you have a digital library of nearly infinite content?”

Slaczka believes we're already seeing the same transition for video games. "We're seeing most older games go digital, now. People want them on other platforms, the technology is readily available, a new market developed, and now you can play all the console classics right on your handheld device. | think this is great because, before digital distribution, it was very difficult to introduce these titles to the genera! public. This is 1g to happen to digital only games N tr 5 t now, no one has had the need to port them anywhere."

An Unknown Future Ultimately, gamers won't know what kind of continued support downloadable content will receive until the hardware manufactures announce their plans for the next generation of systems. Although th vay face public pressure, Sony and Microsoft are under no legal obligation to continue supporting this generation's vast array of servers downloadable games and content, or to offer any kind of sof systems. Considering that this is the first generation of hardware to offer many of these advances, we are in uncharted territory.

We talked to a Microsoft spokesman about the company's plans for future support of the Xbox 360's software library, and his answers were predictably vague. However, he did tell us that Microsoft views Xbox Live accounts, gamertags, and avatars as a digital identity that is

day become a multiplatform i 3 soft v Say, but stated that it is i ooking at y an if your d Jadable c doesn't carry over to your next won't disappear the day the next Xb PlayStation is releas ording to h Securities analyst Michael Pachter, Microsoft and Sony are like C s an extended grace period on content they've purchased online. "| think that down le c s is the smallest part in deter ether to sup- port online for legacy S S," Pachter told us. of Duty multiplayer mm

je legacy online support f are coming out in 2014, s t through 20 es should be sufficient for most people."

and unlike sitting tert and support tr games rely on can't be stored a best advice we can offer players is to enjoy your ou still can. &

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= SHOOTER SIMULATOR

First-person shooters are a big business, but with each new big-budget release, gamers get more familiar with the genre’s tricks. The spectacle increases annually as developers strain to find new ways to shock players, but you can see pretty much everything an FPS has to offer thanks to this useful and informative flowchart. by Joe Juba

“War country duty patriot Grab that weapon Empty several clips in nearby

freedom freedom." on the table! furniture and walls Proceed to mission briefing

Dwight Eisenhower | | t Melee CO repeatedly Wii, huh? Okay, just imagine in the face/groin that this flowchart is clunkier Alright, Marine! Look up! and looks half as good 0 i t Russian Press down Press up Your target is an 3 | Wiggle Wii remote evil group of... You're a human being, | Flemoids ———— —— not an airplane Wait...that was the ... Which is being Watch cliffhanger cutscene that makes end? boarded by allens * no sense unless you've read the novels Blast mutants in a Upgrade gun EE Yes No > Throw grenades disappointing au. with half-baked en x F 3 crashes into a post- ^ A Y A climax : crafting system apocalyptic wasteland Have you won yet? << Wait for shields to A : Y ae Reflect on ruined : Sell junk to destitute Y A beauty and humanity's: vendors hubris : " Complain about not :

Storm the beach at Normandy

y

I'm getting shot, like, a lot ]

having the pistol

Crawl through rubble Who cares? There's Just take cover | a checkpoint every and all your health eee ap! pak Call for squad $ Breathe heavily sideways Blow up clown car They just Ha! In a modem FPS? + Woman < < Another one appears! troop transport keep coming! Can that happen? Time for a twist. : You get nuked and die Hometown hero Y | -— , T +* » : Okay, you're a new now. A... | DE Defenda Aso, itsa flashback Relic of 905 an i supply depot to World War I machismo. Hail to the BN Too many! I can't Dos dose : king, baby executed hold them off! m~ Robo Hitler > Seriously? Chain guns?! —> You triumph with > dexterity, honed 15 on top - skills, and.. aw, ERE You've gone too screw it. Just | | HIRED > far, old friend! > throw in a QTE Choose Go on some kind of Fight in the > The engines are your setpiece* airplane mission cargo hold damaged! Mayday! (see sidebar) That wasn't as bad as the

Elementary school >

| | students/terrorists in a media made it out to be i hyped and controver- Fight in the cockpit You miraculously survive, pe an conin

only to face off against.

24

Kill them by...

Num

Circle-strafing m Y Sorry, BJ. It's post-1999 Letting your squadmates do all the work | Well done Your next Akimbo shotguns! objective is the | 0 obligatory

Does that work? Both ‘hands are holding... -&- Out of ammo. Reload!

Tear off villain's space Stealth mission Turret mission Sniping mission er Kick vilain into Impale vilain on a 0 0 the sun passing satellite Just do what that guy Why do | suddenly t Wa E, marked "follow" does have unlimited ammo? Yeah, bro! That's _ Exiting the atmosphere Y * more like it on its way fo space! You've sneaked into Magic. Hey, look! Explosions! $ the same room as... You killed everyone except... Loading checkpoint A Don't forget What if it's on the tip. of a rocket?

Multiplayer! —® Find match

Lose Check out Move/ Kinect controls for five Rage quit > You lose interest!

to consider...

Obstructions

Lame! That isn't Distance Earth's curvature Wind speed extreme enough for a | 0 Did you hit the bad guy? | Wrong. It was a decoy. | | He disarms you. Mwa ha ha! I'm the Time for a fistfight <— main villain! << Look behind you!

<= Bullseye! Miss!

Killing

radioactive

a sports arena experimental

the President Australia

the Pentagon the Earth's core

doze hundre: thousa million everyone

shark volcano

enormous abyssal horror

connect 25

umping Off the

Transformers:

f you read our blowout cover story on the new Transformers game from High Moon Studios a few months back, you may have wondered if those cool robotic designs might make their way out of the game and into action figure form. This is a franchise rooted in toys, after all. Wonder no longer. Hasbro plans to release a whole collection of new toys directly inspired by the upcoming video game.

"We did a limited run of around four toys the first time for War for Oybertron," explains Jerry Jivoin, director of the Transformers brand at Hasbro. "Every convention we went to we always would get ques- tions about whether we're going to do more. So when we saw the Fall of Cybertron game, it just blew us away. We saw how cool it was shaping up to be. We immedi- ately said, ‘We've got to do toys of these.

In news that should delight longtime Transformers fans, the first figures are the menacing Combaticons - five Decepticon aligned robots that combine into the destructive Bruticus. "The char- acters are from the original classic storyline that came out in the '80s," Jivoin explains. "Originally, he was one of the first combiners, which is a technology in the Transformers universe where a group of robots transform on their own, individually,

Brawl

Toys (left) Concept art (right)

ame Screen

Fall of Cybertron Toys Premiere ty mat miter

but they also transform to combine into one gigantic character." Those same figures are brought to life once again in High Moon Studios' Fall of Cybertron. At least one of the characters, Vortex, is a con- firmed playable character.

These new Fall of Cybertron figures will release as part of the Transformers Generations toy line. Fans will be thrilled that Hasbro is making them in the deluxe size that has become the standard for the collection. That larger scale of figures will make Bruticus one of the bigger combiner toys Hasbro has produced.

Jivoin confirms that the Combaticons are just the first announced figures connected to the game more are on the way in future announcements. The ambi- tion behind such a venture from a huge toy company like Hasbro is rooted in a deep faith in the game behind the toys. Over the years, the overwhelming major- ity of Transformers toys drew inspiration from the cartoons, and later, the live action

movies. In many ways, the decision to invest so heavily in toys from the games represents a sea change an acknowledgement that Fall of Oybertron toys have the potential appeal to draw in both collectors and kids to a new visual styling for these classic characters.

"When we look at video games, they're great storytelling devices. The high quality of the game makes it another great way to tell another part of the Transformers story," Jivoin says. "We've got many fans of different expressions whether it's the video game format, Prime, the movie, or classic G1. There's a lot of variation in Transformers fans around the world. And this is just a great way to tell another story along that timeline."

Behind the Scenes How do the new Transformers toys leap from a video game into the toy world? We asked Joshua Lamb, director of design for the Transformers brand at Hasbro. "Overall, it’s about a two-year pro- cess, from early concept to when the product hits the shelf," Lamb says. "So, in this case, we got it kicked off a while back, which is why we're so Y excited to finally

Swindle

Toys (left) Concept art (right)

discuss it. It's been on our plates for the last year.”

For the Fall of Cybertron toys, the early design process is completed in tandem with the developers at High Moon Studios. Normally, part of a designer's job is selling the project internally. This task is far easier with high-quality visuals on hand from a game developer. "I have this gorgeous art, and | can Say, 'Look what we're going to do,' and everybody in the company just says, ‘We've got to do that Lamb says. "On the flip side, when you're trying to create a transformation that matches up to the designs, that is very challenging. It is more difficult than when we're coming up with it on our own, but that's part of the fun. The more challenging it is, the better off the product ends up."

The Transformers toy brand is a cooperative venture between Hasbro and Japanese toymaker Takara Tomy. The two companies are effectively one team when it comes to designing the new Transformers. "We are a complete partnership," Lamb explains. "What happens throughout the design process is finding a designer in our Rhode Island building here, and a designer at the Takara Tomy building. The

designers work really closely with one another. They really go from a sketch stage to an early quick model stage, then the next step is a fine-tuned model that is com- pletely hand-built.”

This prototype is built to the exact scale of the final figure, and it's rare that significant changes occur after that model is crafted. These fragile prototypes are fully articulated and transformable, and only a few exist in the world for each figure. These are used for everything from inter- nal sales presentations to pictures on the back of the toy box.

The prototype then heads to the factory to be manufactured, where some minor changes are frequently made for quality assur- ance reasons. “When we come to the manufacturing process, there are changes with some articula- tions," Lamb said. “Not with how the character articulates overall, but some of the joints. Do we want to use a ball joint or a pin? Usually, once you built the model, you're 99 percent there."

After that, the toys head off to the stores. In the case of the individu- ally packed Combaticons from Fall of Oybertron, fans can look forward to a retail release around August or September - just in time for the planned video game release. ©

Head to gameinformer.com/mag for our full interview with Jerry Jivoin and Joshua Lamb, as well as an up-close look at all the newly announced toy figures and the art that inspired them

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T A How Activision leveraged the toy market and a creative () video game idea to make a N N smash success

If depleted inventory and bare store shelves are any indication, Skylanders: Spyro's Adventure has been a tremendous success. Toys for Bob's creation merges highly detailed collectable figurines with a full-fledged video game, a combination that's seem- ingly irresistible to kids. The idea of merging video games and toys isn't new (Freaky Creatures, any- one?), but the road to Skylanders isn't exactly well trodden. Read on to learn how Toys for Bob pushed Activision into the toy biz.

By Jeff Cork

oys for Bob was initially tasked with simply rebooting the Spyro franchise for parent company Activision. At the time, the Wii was still extraordi- narily popular, and Toys for Bob looked to Nintendo's console for design cues. Skylanders pro- ducers Alex Ness says his team soon realized that Nintendo's secret sauce wasn't in the obvious waggle controls, but in its ability to deliver whimsical, fun games that bordered on the magical.

"We thought a lot about toys," Ness recalls. “We've always liked toys we're even named after toys. When you played with action figures, you always imagined them doing stuff, and we thought "What if we could actually bring that toy into the game and do stuff with it?'"

Toys for Bob was fortunate enough to have a crew on hand that could deliver more than just ideas. "We had our main character guy, I-Wei Huang, who models and concepts our characters, makes them out of clay and paints them and everything." Ness says software engineer Robert Leyland, an electronics hobbyist, came up with a working version of the game's Portal of Power interface. With a working set of prototypes in hand, the team

The Star Control Connection?

Toys for Bob has been around for more than

two decades, and older gamers may recognize a few notable titles on its resume. Before working on kid-friendly games such as Madagascar and Skyland- ers, the studio created the classic action-strategy games Star Control and Star Control Il.

“In the mining levels that occur later in the game, there are these purple crystals that only Prism Break can destroy," Ness says. “They're called Tzo Crystals, which of course were the most valuable mined materials in Star Control 11.”

The second homage? “There are some lines that the upgrade fairy, Persephone, says that are straight out of Orz," Ness says, referencing one of Star Control’s alien races.

Ness says his team is thrilled to be working on Skylanders, but that “Star Control is something that will never go away in our minds, as something we want to do.”

pitched their ambitious plan to Activision.

“At first there was a little bit of a pause, and we thought, ‘Uh oh, are we about to be in trouble here?,’” Ness recalls. “Then one of the higher ups started to talk it through and was like, ‘Yeah, let's do that.’ It wasn't this moment like ‘Ahal’, it was just like, "Yeah, sure, we'll make millions of toys.“

Activision's vice president of marketing, John Coyne, was brought in to help develop and market the fledgling project. With more than a decade of experience in the toy busi- ness, including the launch of the Bakugan toy line, Ness says Coyne's experience was tremendously helpful. Toys for Bob's raw enthusiasm was important, but they needed someone who dealt with issues unique to the toy market choking hazards and all.

A longtime gamer himself, Coyne was impressed by how Toys for Bob was merging toys and video games in meaning- ful ways. "It's never been tried in the way that Skylanders did it," he says. "I think what really worked with Skylanders and what resonated so strongly with me is the magical and incredibly fluid way that the toy comes to life in the video game. | think that resonates with kids and adults. It's just pretty cool and

The Skylanders crew underwent a series of changes as they went from prototypes to production-ready toys. For instance, Drill Sergeant went from this candy-colored version (right)

to something

a bit more metallic looking (far right)

magical to see something go from physical to virtual and digital, and then you can play with it and quickly take the toy off and put one in."

Early on it became clear that Toys for Bob was onto something special. "We'd done a lot of licensed games before with Activision, and we'd usually work with the producers over there, the same with marketing and sales, but we'd never really had the full company Eye of Sauron on us," Ness says. "At some point with Skylanders, people really recog- nized that it could be really cool and fun and suddenly everyone from our CEO on down was involved."

Ness says his team's ignorance on the minutiae of the toy industry in some ways led to a better overall product, including the amount of painted details on each figurine. He freely admits that they didn't know about the toy industry's self-imposed limits. "Because we wanted it to be a good experience for people all around rather than to be a cheaper toy, we really wanted the toys to reflect the personalities of the characters themselves as well," Coyne adds. "That meant putting more detail on them than perhaps a traditional toy company would."

The Portal of Power peripheral that bridged the toys and games was further developed with help from RedOctane, the company that helped create the peripheral-based Guitar Hero series. The portal became critically important when it came time to pitch the garne to retailers, Coyne says. It's one thing to hear how it works, and quite another to see it in action. Once buyers and other execs got to see the toys shift from an immobile object to a fully realized video game character in a flash, they were sold. “We found we really had momentum and support once we were able to physically demonstrate it to all our retail partners," Coyne says.

The same technology that makes the game work was also a boon in the retail space. Interactive kiosks in major retailers allow cus-

tomers to see how the technology works,

as well as allowing kids to see what the kinds of powers a character wields in the video games. While it may be relatively uncharted terri- tory, Toys for Bob and Activision have every intention on staying in the toy/game space for the foreseeable future. Coyne and Ness are coy on specifics, but they both Seem eager to move to the next step for the Skylanders series. If those empty shelves mean any- thing, so are the fans.

Gotta Catch ‘Em All Skylanders’ toy roster will eventually include 32 figures, four location playsets, and eight magic items. The game’s popularity has made it difficult to track down certain figures and set, something Activision is keenly aware of. “There is no conspiracy; we're definitely shipping as many Skylanders out as we can,” says Activision vice president of market- ing John Coyne.

This relative scarcity creates an interesting problem, considering how closely the toys and games are intertwined.

If you’re unable to track down a Skylander of the Undead element type, for example, a variety of areas are blocked off inside

the game. Skylanders producer Alex Ness says Toys for Bob was sensitive to that balance during development. “We had

to create a full game for people who might not ever buy any of the toys, and we had to create extra

for people who actually want to buy all these toys and check out all these optional areas,” he says. “I feel like the single-player experience, if you never buy another toy you’re getting a full game. It’s a long, rich experience.”

For players ready to see more of the game, however, Coyne says that Skylanders reinforcements will be hitting stores in the coming months in a variety of different waves. I you missed an earlier toy release, you'll have more opportunities to snag them on shelves without having to meet up with a Craigslist poster or hit up eBay. This even includes figurines that are currently fetching big bucks on the secondary market. “Some of the ones that were exclusive to certain retail- ers early on will be part of the main waves later on," Coyne says.

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30

Grading the PlaySta

DISPLAY

DESIGN

The screen is the first thing you will notice about the Vita, and understandably so. Though it doesn't have the resolution of the iPhone 4's Retina display, this five-inch, 960x544 resolution OLED screen still delivers bright, colorful, and stunning visuals. The graphical fidelity is markedly better than the PSP and PlayStation 2, but not quite on the same level as the PlayStation 3. The fact that the image quality is even in the neighborhood of the high-powered console is an incredible feat in and of itself. During my review | saw no hints of ghosting or tearing, frequent problems on the PSP. Video playback looked great on the screen as well.

The sleek and sturdy Vita feels great in your hands. It's larger than any of the other compet- ing handheld devices (including mobile phones), but it's never unwieldy. It doesn't dig into your palms, and the chassis is rounded on the sides so there are no uncomfortable sharp edges. Though it has a similar layout, the buttons feel different compared to the DualShock 3 controller. The face buttons click responsively but lack the soft, pressure-sensitive push of the PlayStation 3 buttons. The shoulder but-

tons feel more similar to the later PSP models,

offering the slight illusion of a trigger without actually having it. The d-pad has the same satisfying click of the face buttons, but where the DualShock 3 breaks the d-pad into four separate buttons, the Vita has one solid piece of plastic with no separation. Thankfully, this design doesn't hinder the responsiveness.

The importance of the built-in dual control sticks cannot be understated; it's the primary element that sets the Vita apart from the PSP, the 3DS (which only offers a second analog stick via a peripheral), and game-friendly mobile phones. It also makes you forget you are playing a handheld. These sticks aren't replicas of those on the PlayStation 3 control- ler, but they're close. They lack the same range of movement and don't double as but- tons when pressed, but they feel perfect for the handheld system. They sit close enough to the system's surface that they don't feel like they will catch on things when the device is hastily stuffed into a backpack or pocket. The one minor downside of the control sticks is their close proximity to the d-pad and the face buttons. Jumping between the X button and the right control stick may prove difficult to gamers with larger hands.

BATTERY LIFE

The Vita tuckers out after about four to five hours of continuous play, which is on par with the PSP but far below the DS battery life. The Vita does beat the 3DS by the large margin, however, offering longer continuous play and a longer sleep time, even with a paused game in progress.

Se E T T2

USER INTERFACE

The menus should look familiar to most smartphone users, as every available piece of software gets its own specific application. Visually, apps are displayed as circular discs that resemble bubbles. They can be moved around, but cannot be bundled or organized in any other fashion. When you open an application, a shortcut is created that can be reached by swip- ing the screen to the left. These shortcuts can be removed by simulating a peeling motion from the top of the screen to the bottom left. Removing the application shortcuts is instantly understandable and executable with no tutorial.

Some of the assorted applications can run simul- taneously, such as games and the trophy viewer application. You can't do things like begin playing a game on a cartridge, and then open a game on the memory card, however, which is fine because | don't foresee a need to have multiple games

running at once. In regard to software that can be run simultaneously, there is no XMB like the PSP and the PlayStation 3. To multitask, you have to pause a game, close the software, and then open the other app. This means there is no quick way to check trophies, friends lists, or messages. Checking these things doesn't interrupt your game; it just slows you down, so it's a small complaint.

When you log into your PlayStation Network account on the Vita, your account is connected to that Vita. Short of factory resetting the system, there is no way to share multiple accounts on one Vita like you can on a PlayStation 3.

The Vita also includes a web browser. It's about as functional here as it was on the PSP which is to say not very much at all. It's a useless addition because it's definitely inferior to browsing with your smartphone.

WELCOME PARK

Is Sony's new handheld gaming platform worth the price of admission? We break down its performance and hand out a final grade in anticipation of the February 22 release.

tion Vita

When Sony first demonstrated the Vita, it seemed as though it had created a handheld video game console with touchscreen ele- ments. But the more time | spend with the system, the more it feels like a touchscreen device with video game elements. Outside

of playing games, everything is controlled by the touchscreen: menu navigation, setting changes, etc. Considering how much you touch the screen, it's a shame it is so suscep- tible to smudging. The back of the system also serves as a touchpad as well, but it cannot

be used to navigate the menus. The face but- tons don't work for menu navigation, either. This means there is no way to avoid touching the pristine screen and turning it into a giant smudge mark.

As you would expect from a device in the post-iPhone era, the touchscreen works flaw- lessly. It's a difficult theory to test, but the Vita touchscreen even seems more responsive than Apple's offerings, which is a testament to its quality. This multi-touch display is blaz- ing fast. The touch abilities of the back of the handheld fare just as well as the front. The tilt and motion sensing seem more responsive than Apple's devices, as well.

TOUCHSCREEN

When it comes to mobile gaming devices, every manufacturer shoves in a camera, but does anyone really use them? Did you take any pho- tos on your DSi or your 3DS other than on the first day of owning the system? In all likelihood, you have a better or comparable camera on

the phone in your pocket. Photos taken on the Vita's 1.3-megapixel cameras look muddy and small. Outside of the cameras being used for augmented reality gameplay purposes, | doubt the forward and backward-facing cameras will get much use.

CAMERA

BREAKING DOWN THE PRICE

In the off chance that you take photos with your Vita, getting them off the system is a process. Sony offers a free downloadable content manager (for PCs only) for the Vita that lets you move photos, video, and music on and off the system. It’s not the most intuitive software, but I've seen worse.

AAA

>= Our technological complaints about the Vita are most of the notes. Incredible graphics, respon- £C relatively minor, but this impressive device will sive touchscreen and tilt mechanics, and the cost you. At $249 for the base, Wi-Fi-only model, extra control stick make the Vita one of the the Vita is expensive. The need for purchasing a most well-rounded handhelds we've ever seen. = proprietary memory card further exacerbates the Given its myriad input options, the Vita can problem. It seems absurd that Sony didn't include satisfy the casual gamer used to playing games a few gigabytes of internal storage, because play- with a touchscreen and the much harder to

MULTIMEDIA

The simply titled Content Manager Assistant can be downloaded by heading to http://cma.dl.playstation.net/cma/. Once the software is downloaded, the Vita looks at the video, picture, and music folders on your computer and you can copy items from those folders to the Vita, or the other way around. It's simpler than something like iTunes' complicated syncing mechanics, but

still requires some strange folder navigation.

ers can't do much without a memory card. Even

buying the non-3G model of the system with one game and the smallest memory card will set you

back over $300. If you lose the included propri-

etary cable used for charging and connecting the

Vita to a computer for file transfers, your only replacement option is an overpriced wire from

Sony. It's also worth noting that the battery cannot

be replaced without replacing the entire system. The Vita is not a flawless system, but when

it comes to the important features that make

a handheld gaming console worthwhile, it hits

please hardcore gamer who wants full control and amazing graphics.

With impressive launch titles like Uncharted: Golden Abyss, the game library shouldn't be an issue for the Vita. The question is, are gamers Still eager to purchase a $250 system and $40 games when they can easily find rewarding experiences for under $10 on their smartphones and tablets? If they don't, it's > a sign of the times, not a knock on the Vita's quality.

FINAL GRADE

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32

Rayman Origins

Rayman is a character from a bygone gaming generation. In recent years, he's Raving Rabbids. Ubisoft hoped to revive the limbless hero with last year's platformer Rayman Origins,

y J

even been overshadowed by his own spinoff series,

but consumers have been slow to embrace another Rayman title. We chatted with Ubisoft creative director Michel Ancel and lead designer Sebastien Morin about the game's development and what the title's reception could mean for

the series' future.

Rayman Origins was originally announced as a downloadable game. How far into development did you get before you realized you should switch over to a full retail release?

Michel Ancel: The episodic format and digital distribution were well suit- ed to the team size and ambition dur- ing the first year of development. But as we progressed, we outgrew what digital episodes could deliver because of the way that the Rayman franchise works. In a Rayman game, you get all your powers and go back and revisit worlds with new content. It is like Zelda in that regard. That format just isn't compatible with an episodic download model. We didn't want people to feel obliged to download each episode, so the structure of the game drove us to the boxed game. Fans had wanted a full retail release for Rayman anyway, and we didn't want the platform icon "wasted" digi- tally. After that, we started creating all kinds of new worlds, levels, and char- acters. Before we knew it, the game had grown to something with 60-plus levels and over 20 hours of gameplay.

During that original announce- ment, Ubisoft talked about the UbiArt Framework as something that other games could use. Is that still happening?

Ancel: That's still the intention with the engine. We are creating an engine that can be flexible for developers to create games of all kinds. We're excited to see what will be created with this engine in the future!

We've found that many of our friends and relatives who don't play video games enjoy playing Rayman Origins. Did you design the game specifically with non- gamers in mind?

Sebastien Morin: We've designed Rayman Origins with a very large spectrum of players in mind. There's a huge gap of skills between rookie players and veteran platform gamers. We build our levels so that the main path would let the beginners learn how to platform better, and also gave a lot of opportunities for the pros to show off their mad skills and chal- lenge everybody to do the same. It's just like riding bikes when we were kids. The rookies stayed in the middle of the road still learning not to fall. The more daring kids were trying some silly tricks on the side of the road, often crashing their bike. It was a good laugh.

Was it a design challenge to cre- ate levels that were fun for both single-player and multiplayer? Morin: We decided quite earty that we would have the same exact levels for both single-player and multi- player so that it would be possible

to opt in or opt out anytime in the game. And we spent several months leaming how to do that. The *aha" moment for us, was when we started to design our levels with specific dialogue between players in mind.

To be more specific, the main ones were: “help me!”, “wait for me!" and "thanks!" It was a very powerful and simple way of describing levels for the multiplayer without impeding the solo player.

Origin's music is great. How involved were you in the cre- ation of the score? What was

the thought process behind the singing fish?

Ancel: [Laughs] Well, the fish aren't actually singing, it's the lums. They sing throughout the game and this one was a special song to fit the environment. This song and all the music in the game was created here in Montpellier with our favourite com- poser, Christophe Heral, who ! also worked with on Beyond Good & Evil. The approach with the soundtrack is the same kind of approach we use in visual design ~- real art, real instru- ments (even instruments Christophe has designed and built himself just for the game), real immersion!

Globox seems to be a favorite character to play in co-op. Like Nintendo did with Luigi, have you ever thought about giving him his own starring role in a game? Ancel: Yes, that's a great idea! | think with his fat ass, we should really put him in a fitness game. If Globox can lose weight, anyone can!

One of the bosses resembles Angry Birds. Was this an inten- tional reference to the popular iPhone game?

Ancel: No, actually it was not inten- tional. The creation of that boss had more to do with constraints. We needed to create a boss that fit into a circular collision shape. Sometimes constraints push design, and if you have similar constraints you end up with similar designs. So, in the end, they may be from the same bird fam- ily of circularem occursum.

What's the story behind the dance sequence toward the end of the game? It's amusing, but seems somewhat out of place.

Ancel: It's our response to Just Dance. Everyone is playing Just Dance these days, so we were just trying to give the people what they wanted. Honestly, it's the kind of stu- pid jokes and surprises that we find entertaining and want to put in our games. It made us laugh. In the end games are supposed to be fun, so hopefully other people laughed, too.

Are you creatively interested in making more 2D platformers in the future? Would you like to see Rayman take another direction in a potential sequel?

Ancel: Yes, | really enjoyed working on Rayman Origins. It was the first game | can remember working where | still enjoyed playing it, even after playing it for two years. There are still a lot of crazy ideas that we have for Rayman and this engine...like triangle birds, square birds, the list goes on and on.

Origins was critically well received, but its sales have been somewhat disappointing. Do you feel it was fair to release this kind of game during the holiday rush and on the same day as Assassin’s Creed Revelations? It seemed that Rayman may have suffered a similar fate as Beyond Good & Evil, which released on the same day as Prince of Persia. Ancel: Rayman Origins is a very different game than BG&E, and a dif- ferent game than many of the other games that launched this holiday.

It's like as they say, “Time makes the goat cheese better!" We have seen more and more players over the past weeks playing the game and | think it will continue to be this way. We are very proud of Rayman Origins and very appreciative of the amazing scores and feedback we've received. People really appreciated the art, the music, the humor, and detail that went into this game. We need to keep doing games like this.

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LY M. 4818808

Final Fantasy VII

Why does a game with steampunk design el- ements, giant swords, turn-based battles, and magical creatures also have a snowboarding minigame? It was the '90s, and these things happened. The same answer applies to the "Why is Cloud cross dressing?" question.

The hero of Hyrule needs to have unwavering courage, peerless Cliffhanger swordsmanship, and mad style on the slopes. Taking a break from The side-scrolling levels of this movie tie-in saving princesses and collecting heart pieces, Link grabs his leg- give you exactly what you expect: Sly Stallone endary Master Snowboard and bombs his way to victory in a race climbing cliffs and punching bad guys. In

3 - * z > the Sega CD version, you also get frustrat- against a yeti. Sure, snowboarding in a Zelda game is dumb, but it’s

x 2 z ing and out-of-place snowboarding sections hard to argue with Link. The man’s got steez. where the Italian Stallion dodges rocks and

outruns avalanches. m x l

S134341 9NIGHVOSMONS

n | 04 | oo 0 —= = - os!

Tales of Vesperia Crash Bandicoot: Wrath of Cortex Sonic The Hedgehog 3

This is a traditional Japanese RPG in most other areas, but Many 3D platformers change up the action with different After jumping and loop-de-looping his way through a carnival, Tales of Vesperia has a strange minigame featuring Repede gameplay, but that doesn't mean that developers need to cram Sonic gets shot out of a cannon and lands on a snowboard. racing down a snowy, obstacle-laden path in order to win in every stupid idea they have. For example: Crash's sister Sure, why not? This intro to the Ice Cap Zone is a departure, prizes. A pipe-smoking, snowboarding dog sounds like a hilari- Coco snowboards down a hill trying to collect apples in the but no one should have been too surprised; Sonic is an expert ous YouTube video come to life. middle of an avalanche. Was this level designed via mad-libs? at going downhill.

v o o o E e.

Kirby's Epic Yarn Rayman 3 Mega Man 8 Mini Ninjas

Kirby has all kinds of cool transforming pow- he ice level is an age-old tradition in Over a decade passed between the releases of ^ Everyone knows that ninjas are masters of ers, but that isn't edgy enough for Nintendos platforming titles. Adding new twists to snowy Mega Man 8 and 9, and stunts like this might the shadowy arts. Apparently they are also pink puffball. To add some truly extreme mountains must be challenging, but throwing have had something to do with it. The series pretty radical snowboarders, because Mini action to this lovable and crafty platformer, a limbless taffy-man on a snowboard just is supposed to be about the Blue Bomber Ninjas sees them jumping into oversized hats Kirby gets on a snowboard to slowly cruise doesn't make any sense. This whole section systematically murdering evil robots, so maybe and careening down snowy slopes. You can't around. Did he forget he has the power to should have been replaced with the phrase fans were disappointed when he hopped ona fight evil samurai warlords when the powder tum into a UFO? "stage complete." snowboard and started shredding. beckons, bro!

connect 33

Company

Zynga

Row Sham Bow

CrowdStar

Loot Drop

Portalarium

Seismic Games

Distortion

When you think about social games, you picture vibrant settings, cartoony characters, and simplistic game mechanics. However, the award-winning pedigree of the talent behind these games may surprise you.

Popular Games

Farmville, FrontierVille, CityVille, Mafia Wars, Words With Friends, Hanging With Friends

Tetris Battle

Zoo World

Gardens of Time

Woodland Heroes

Happy Aquarium, Happy Pets, Top Girl, Wasteland Empires

Cloudforest Expedition (coming soon)

Port Casino Poker, Ultimate RPG (release TBA)

TBA (first game debuts in 2012)

Notable Talent

Bob Bates, David Bettner, Paul Bettner, Steven Chiang, Phil Frazier, Soren Johnson, Brian Reynolds, Bruce Shelley, Mark Skaggs, Mark Turmell

Minoru Arakawa

Greg Keamey

Raph Koster, Steve Meretzky, Michael Rubinelli

lan Cummings, Philip Holt

Jeffrey Tseng

Brenda Brathwaite, Tom Hall,

John Romero

Richard Garriott, Dallas Snell

Greg Borrud, Eric Gewirtz

Previous Work

Age of Empires, Age of Mythology, Alpha Centauri, Civilization Il, Command & Conquer: Red Alert 2, Halo Wars, Madden NFL, NBA Jam, Rise of Nations, Spore, Timequest, Unreal Il: The Awakening

Earthbound, Mike Tyson's Punch-Out!!, Zoda's Revenge: Star Tropics Il

SimCity, The Sims, The Sims Online

EverQuest Il, The Hitchhiker's Guide to the Galaxy, Madden NFL, NBA Hang Time, NHL (EA), Planetfall, Star Wars Galaxies, Ultima Online

Madden NFL

Star Wars: Starfighter, Unreal Tournament (Dreamcast)

Doom, Duke Nukem Il, Jagged Alliance, Quake, Wizardry, Wolfenstein 3D

Tabula Rasa, Ultima, Wing Commander

Destroy All Humans, Mercenaries, Star Wars: Battlefront, The Saboteur

The Debate Over SOPA Rages On xm ETT.

On October 26th of 2011, Representative Lamar Smith (R-Texas| What Is SOPA? introduced mne Stop Online Piracy Act (or SOPA) into the U.S. The basic intent of the law

House Of Representatives. In spite of how polarized current is to block sites that traffic in pirated or copyrighted

US. politics are, the bill enjoyed solid bipartisan support, with RAN XS sister Hill in the Senate, the Protect IP Act (or PIPA) being ing U.S. laws (like the Digital introduced by Patrick Leahy (D-Vermont). Both bills had co- Millennium Copyright Act), Sponsors from Hoth major parties many pirate sites are hosted

/ overseas and thus not under This sudden outbreak of bipartisanship quickly led to con- the juriediction of U.S. law.

froversyAs’soon as SOPA and PIPA were introduced, many in Obviously, this makes it

thé technology Community as well as free speech activists difficult for U.S. copyright decried tHe bills as draconian violations of First Amendment holders or intellectual prop- freedoms, dangers to the health of the Internet, and damaging erty Creators to protect them-

: | igital theft of to further innovation in the information technology industry. 55 ey ES 89

On its face, there's noth- ing wrong with this goal. Most people agree that copyrights should be protected and that content creators ought to be able to pursue digital pirates. However, SOPA's vague wording and the sweeping powers it gives copyright holders and the government to shut down access to websites they deem as traffickers of pirated content has shaken the Internet community, resulting in a firestorm of controversy.

The Controversy

While the bill aims to curtail obviously illegal activities, the wide-ranging and troublingly vague language of SOPA concerns many. SOPA places power in the hands of the plaintiff who wants copyrighted material taken down. In the original language of both bills (which are in the process of being changed), all a plaintiff has to do is go through a simple "notice-and- terminate" process, sending an Internet advertising service or network provider a claim of a site's alleged copyright violations. At that point, the service provider has only five days to act on the notice and block users from going to the site in question. The blocked site can then file a “coun- ter-notice" that makes the case for the site being restored. The provider then judges the validity of the counter-notice, a tricky proposition since re- instating the site could open it up to a lawsuit from the plaintiff.

As you can see, there's little legal recourse or due process from a site accused of copyright infringement. This could place many cloud storage and file-transfer sites like MediaFire and YouSendlt under the gun - as well as sites like YouTube, where users upload footage of copyrighted movies, television shows, and video games.

Worse than the letter of the law is the possible chilling effect it could have on speech. Faced with a likely deluge of copyright complaints, many Internet service providers may find it easier to shut down access to any site it receives a complaint about rather than open itself up to future legal action from the copyright plaintiff. This could deal a serious blow to free- dom of speech and information on the Internet.

What It Means for Gamers Besides the obvious risk to the general freedom of information on the Internet, some of the activities gamers engage in on the Internet could be threatened if SOPA passes. Jennifer Mercurio, vice president of the Entertainment Consumers Association, details some of them. “[The] most obvious would be threatened fines and jail time for post- ing machinima, speed trials, streaming game play, 'braggart' gameplay videos, group or clan gameplay, as well as professional gaming," she says. "Moving forward, if | was a gamer who engaged in any of those activities, l'd be pretty freaked out by SOPA, as well as PIPA."

Of course, it would be up to the individual copyright holders to pursue each specific instance, but it's clear that they would be given

wide-ranging legal rights to do so. Who knows? Theoretically, the makers of the film Downfall could have YouTube blocked from ISPs because of "Hitler reacts to..." videos.

A Firestorm Of Internet Protests Makes A Difference

As the vote on SOPA/PIPA neared, Internet users mobilized online to decry the legislation, which they felt would strike a serious blow to online freedom. Anti-SOPA sentiment spread like wildfire on message boards, blogs, and social networking sites like Twitter, Facebook, and Google+.

These voices were joined by a host of popular Internet sites, which coordinated a "blackout" on January 18. Google blacked out the logo on its homepage, while Wikipedia disabled its homepage and others like Reddit took their sites down for the day. This stark message seemed to strike a chord with lawmakers, as support for the legislation started losing momentum by the hour.

The game industry's reaction was mixed. Many companies, like Capcom and THQ, have refused to take a public position. Others, like Epic Games and 38 Studios, have explicitly stated their opposition. A few publishers owned by larger conglomerates, like Disney Interactive and 345 Games, haven't voiced support for SOPA but their parent companies have.

Crumbling to political pressure, the Entertainment Software Association, the game industry's chief lobbying and political organization, released a statement essentially pulling its support for SOPA after initially support- ing and actively lobbying for its passage.

Roadblocks And Changes Ahead

For a moment, it appeared that the passage of SOPA and PIPA was inevi- table. It had broad, bipartisan support and the White House had issued a comment suggesting that President Obama would sign the bill if passed.

Now, it appears that Internet protests - and pushback from poten- tially affected companies like Google, Facebook, and Twitter - had their desired affect. At present time, SOPA is caught in legislative limbo. The first blow came from the White House. In a response to an online petition, the Obama administration released this statement: "While we believe that online piracy by foreign websites is a serious problem that requires a serious legislative response, we will not support legislation that reduces freedom of expression, increases cybersecurity risk, or undermines the dynamic, innovative global Internet."

The bill has also lost steam in both houses of Congress. House majority leader Eric Cantor (R-Virginia) said SOPA would not be put to vote unless there was a "consensus" reached. In addition, key sponsors of SOPA (Lamar Smith, R-Texas) and PIPA (Patrick Leahy, D-Vermont) intend to pull the DNS (Domain Name System) provisions from the bills controversial language that would have forced ISPs to block offending sites from the Internet. House Minority Leader Nancy Pelosi (D-California) also tweeted that she is against the passage of SOPA.

Though both SOPA and PIPA have stalled, highly modified versions of the bills could be reintroduced in the future. Just a few days after several legislators withdrew support for both bills, a new alternative emerged - the Online Protection and Enforcement of Digital Trade Act (OPEN). This bill, which was proposed in both the House and the Senate, has similar goals - to stop foreign sites that traffic in pirated content - but gives oversight to the International Trade Commission instead of the Justice Department. OPEN would apply only to sites that "primarily" and "will- fully" specialize in piracy. Tellingly, companies like Google, Twitter, and Facebook that were staunchly opposed to SOPA and PIPA have signed on in support of this bill. Some primary supporters of the previous bills, like the Motion Picture Association of America, feel that OPEN doesn't come down hard enough on piracy. ^ MM Look for more information on this quickly developing story on gameinformer.com

connect 35

November saw the release of Call of Du

Modem Warfare

wu», by Jim Reilly and Matthew Kato

3, The Elder Scrolls V: Skyrim,

Assassin's Creed Revelations, and Uncharted 3: Drake's Deception, all critica e acclaimed

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ion to $2.3 billio cent in dollars in December, and nine percent for Hw O "Corre dingly, the PS3 and the Xbox 360 en rin terms re units sold c nstall base t h the end said NPD senic Liam Callahan. s Xbox 360 was the best-s Id over 3.5 million units ¢ 3 umors of new consoles from Ey and Microsoft at this co ming ES e to be true, consumers can expect to see more price drops on cur- snt hardware as compa D for the next generation.

EVERYBODY DANCE!

One of the gaming industry's biggest surprises over the past couple years has been the rise of dancing games. As the music titles like Guitar Hero and Rock Band fade away, dance titles are quickly taking their place as gamers" social activity of choice. This past holiday saw a big jump in dance game sales.

NPD says the dance genre grew 35 percent in units and 16 percent in dollars in this holi- day season versus last holiday. "Part of this success was driven by new games like Just Dance 3, Dance Central 2, and The Black Eyed Peas Experience as well as solid performance from older dance games like Michael Jackson The Experience, and Dance Central 1," Callahan explained.

The most successful dance title released thus far is Just Dance 3 from Ubisoft. According to

NPD, Just Dance 3 sales in December 2011 marked the first time since at least 2004 that a non-Call of Duty title sold more than three mil- lion units in a December month.

Just Dance 3 was also the number one Kinect game and the number one PlayStation Move required game for the month of December.

"The Just Dance brand started as a novelty targeting mostly nontraditional gamers, but over time even core gamers are starting to see the value of having Just Dance in their game collection," said Tony Key, Ubisoft's senior vice president of sales & marketing. "What game are you going to choose at your next party? Do you take out Assassin's Creed or Just Dance?

"There is a time and place in every gamer's social life where Just Dance is the most appropriate choice."

TOP 10 TITLES

Call Of Duty: Modern Warfare 3

Gaming tastes are naturally different in Japan, and it looks like our gaming brothers and sisters across the Pacific couldn't even enjoy the quality software bounty that we in the West received this Christmas. Japanese retail tracker Enterbrain reports that hardware and software sales data in Japan shows a decline

for the fourth straight year this time down eight percent from 2010. The Enterbrain report says that the dip is a result of an “absence of big hit game titles." That's certainly something that U.S. gamers didn't have to suffer through this holiday season. Although hardware sales were up 2.4 percent in the country thanks to the Nintendo 3DS and PlayStation Vita, software was down a whopping 13.7 percent.

Looking at the top 10 games in sales for 2011 from Media Create, while the Japanese chart shows handheld games well represented in the first four slots and beyond, you'll also notice more duplication of games from series like Final Fantasy and Monster Hunter. No matter where you are, however, it seems like the holiday season is still where the money is made; all of the games listed in Japan's top five were released after October 27.

1. Mario Kart 7 (3DS)

2. Super Mario 3D Land (3DS)

3. Monster Hunter 3G (3DS)

4, Final Fantasy Type-0 (PSP)

5. Final Fantasy XIIl-2 (PS3)

6. Monster Hunter Portable 3rd (PS3)

7. Rhythm Heaven (Wii)

8. Tales of Xillia (PS3)

9. Dragon Quest Monsters Joker 2 Professional (DS) 10. Wii Sports Resort Wiimote Plus Pack (Wii)

THE REST OF THE BEST

Naturally with all the high-powered games out this holiday sea- son, there were bound to be some less fortunate titles. Some probably never stood a chance, like Ubisoft’s Rayman Origins, which sold a paltry 50,000 units on multiple consoles in its first four weeks on sale. The game was not only released among all the holiday heavy hitters, but for some reason publisher Ubisoft also released Rayman the same day as its own Assassin's Creed Revelations. The company made a similar move when it released Beyond Good & Evil and Prince of Persia: The Sands of Time on the same day back in the holiday season of 2003, which ended poorly for Beyond Good & Evil.

For other games, however, it wasn't necessarily a lack of sales that prevented them from showing up on the holiday season top 10, but the strength of competition. Single-platform titles like Sony's Uncharted 3: Drake's Deception (which sold 700,000) and Halo: Combat Evolved Anniversary (almost a million in sales), as well as EA's Need for Speed: The Run (close to 700,000) probably would have made stronger chart showings if it wasn't the holiday season. Likewise, given the strength of the holiday lineup, titles that came out earlier in the year such as Portal 2, L.A. Noire, Mortal Kombat, LEGO Star Wars Ill: The Clone Wars, and Dead Space 2 didn't chart in the year-end sales top 10.

Not appearing on any sales list but doing just fine were Activision's video game/toy mash-up Skylanders: Spyro's Adventure and BioWare's Star Wars: The Old Republic. NPD says Spyro would have ranked 10th for the year if the software bundle sales were combined with the character packs from the accessory category. Similarly, The Old Republic (which managed to nab 14th place even though it came out late in the month on December 20) is more successful than it might appear since the NPD doesn't count digital sales. EA heavily pushed the game's sale on Origin, its digital download service, and even offered a deluxe edition of The Old Republic exclusively on Origin.

FOR HOLIDAY 201 1 (NOV. AND DEC.)

R hg LJ] Battlefield 3

The Elder

Assassin's Creed

SAINTS ROW

Saints Row: The Third

Batman:

Super Mario 3D Land

te int

The Legend of Zelda: Skyward Sword

Madden NFL 12

Just Dance 3

Scrolls V: Skyrim 1 Soft k

Be

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Revelations

HQ

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Arkham City

1

This year looks to be another great one for gamers. We assess

BioShock Infinite

= a

the major publishers’ current lineups, potential pitfalls, and general outlooks.

like Batman: Arkham City, The Elder Scrolls V: Skyrim,

T he tail end of 2011 was jam-packed with big releases

and Call of Duty: Modern Warfare 3. With so many E games on our plates, it’s understandable if you've

/ T

by Jeff Cork

forgotten about the amazing titles coming in 2012. We're here to refresh your memory, as well as provide analysis on what you can expect to see from the biggest game publishers in the upcoming year.

connect 39

"n "S

Aliens: Colonial Marines Bi Twisted Metal

Ivision

Blizzard

Bethesda Act Softworks

Capcom

Electronic Arts

Konami

Microsoft

The second half of Activision Blizzard is pulling its weight this year, with both Diablo IIl and the latest World of Warcraft expansion expected to drop. The publisher still has the reliable blockbuster Call of Duty franchise on hand, the importance of which can't be overstated. If Treyarch didn't deliver a new entry in 2012, it would be breaking a profitable tradition. Skylanders: Spyro's Ad- ventures has been a hit at retail this past holiday season, so don't be surprised when Activision rolls out new figurines and other goodies for the series in 2012. This is also a make-or-break time for its other projects, which includes

Prototype 2 and another Transformers game. If these games don't perform well in the market, it's likely that they'll be tossed on the pile with Guitar Hero. Neversoft has been quiet about what it's been working on post-Guitar Hero, aside from saying the team is heading in an exciting new direction. Vague? Yes. Overdue for an announcement? You bet. Activision is trying to reboot the Tony Hawk franchise by kicking it old school, via the downloadable Tony Hawk's Pro Skater HD. The company won't be able to make money off ex- pensive peripherals this time around, but it didn't before, either.

Key Franchises: Call of Duty, Diablo, James Bond, Marvel: Ultimate Alliance, Spider-Man, Spyro, StarCraft, Transformers, Warcraft Announced Games: Battleship, Diablo IIl, Prototype 2, Tony Hawk's Pro Skater HD, Transformers: Fall of Cybertron, World of Warcraft: Mists of Pandaria

With the late 2011 release of The Elder Scrolls V: Skyrim, don't bet on see- ing much from Bethesda Game Studios this year aside from a steady batch of DLC. They make huge games, and these things take time. In 2012, the publishing arm of the business is going to get a workout, with games like Dishonored, Prey 2, and Doom 4 in the works. We should also get more

Key Franchises: The Elder Scrolls, Fallout, Rage, Quake Announced Games: Dishonored, Doom 4, Prey 2

Capcom burned through a bit of fan goodwill last year with the cancellation of the community-driven Mega Man Legends 3. Credit should be given to the company, however, for continuing to be one of the few Japanese publishers that takes risks and consistently works with Western develop- ers. Gamers may be feeling fatigued over the company's reliance on the Resident Evil license and incremental fighting game updates, but there's

details regarding the MMO that Bethesda's online division is making (could it be related to the Elder Scrolls universe?). This is also a great time for Zenimax to show what they got from purchasing Machinegames and Resident Evil creator Shinji Mikami's Tango Gameworks.

more on the horizon. Dragon's Dogma and Asura's Wrath both look prom- ising. Former Capcom executive Keiji Inafune made a point of emphasizing reboots of classic franchises, and we're curious to see if that strategy will continue. A new Devil May Cry is in the works, and the company has a vast library of games stretching back to the arcade days to draw from.

Key Franchises: Ace Attorney, Bionic Commando, Dead Rising, Devil May Cry, Final Fight, Ghouls 'n Ghosts, Marvel vs. Capcom,

Mega Man, Monster Hunter, Okami, Onimusha, Resident Evil, Street Fighter, Viewtiful Joe

Announced Games: Asura's Wrath, Devil May Cry, Dragon's Dogma, Resident Evil 6, Resident Evil: Operation Raccoon City,

Resident Evil: Revelations, Steel Battalion: Heavy Armor, Street Fighter X Tekken

When it comes to sheer volume of titles released, it's tough to beat EA. The mega-publisher has a solid lineup for 2012, including the new fantasy game Kingdoms of Amalur: Reckoning, the Syndicate FPS reboot, and the final entry in the Mass Effect trilogy not to mention the critical first year for the MMO Star Wars: The Old Republic. It's all bolstered by a continuing investment in Facebook and casual games, a greater push toward micro transactions, and its new Origin download service. Sequels are a big part of the gaming industry today, and EA has demonstrated its enthusiasm toward

revisiting popular franchises over the years. At the same time, the company has steadily introduced new IP in addition to games that end in numbers. We expect that EA will surprise us in 2012 with a few new announcements, including whatever the former Call of Duty developers at Respawn Entertain- ment have cooking and its rebooted NBA franchise. EA announced back in 2009 that it would be publishing Red Eagle's game based on Robert Jordan's popular Wheel of Time novels, so expect to hear more on that this year, too - in the form of more game details or an official cancellation.

Key Franchises: Battlefield, Burnout, Command & Conquer, Dead Space, Dragon Age, FIFA, Fight Night, Madden, Mass Effect, Medal of Honor, Mirror's Edge, Need For Speed, SimCity, The Sims, Skate, Ultima, Wing Commander Announced Games: FIFA 13, Grand Slam Tennis 2, Kingdoms of Amalur: Reckoning, Madden NFL 13,

Mass Effect 3, Medal of Honor Il, Overstrike, The Secret World, Shank 2, SSX, Syndicate, Warp

Konami continues to churn out sequels like it's going out of style. The Silent Hill series and Dance Dance Revolution have lost their luster over the years, in spite of continuous reboots and updates. The reemergence of Metal Gear Rising (now under development at Platinum Games and

subtitled Revengeance) has given some fans new hope for the title, while leaving others apprehensive. One bright spot in Konami's future is the Castlevania series, which returned triumphant in 2010's Lords of Shadow. Here's hoping we'll see more of it in the future.

Key Franchises: Castlevania, Contra, Dance Dance Revolution, Gradius, Metal Gear, Pro Evolution Soccer, Silent Hill, Zone of the Enders

Announced Games: Metal Gear Rising: Revengeance, Silent Hill: Downpour

While it doesn't like to call too much attention to it right now, Microsoft is working on new hardware. Will we see it in 2012? Probably not in a physi- cal form, though we'll know more about what next-gen will deliver. Mean- while, Kinect hasn't been the panacea Microsoft predicted. The peripheral Sold like gangbusters, but attempts to create games for the hardcore have been lackluster at best. With the specter of that new hardware on the ho- rizon, third-party developers are left in a bind. Should they spend develop- ment resources on the Xbox 360 or wait for the next batch of hardware?

Key Franchises: Alan Wake, Crackdown, Halo, Fable, Forza Motorsport, Gears of War

That remains a critical question, and it's one we hope we get answered in 2012. Xbox Live Arcade will continue to be a large part of the 360's gaming ecosystem, with Remedy's recently announced Alan Wake game, American Nightmare, appearing exclusively on the service. As the big three slide into the next generation, these kinds of downloadable games will be a stopgap solution between full-retail, triple-A projects on aging hardware and the expensive first steps on unproven hardware.

Announced Games: Alan Wake's American Nightmare, Fable: The Journey, Halo 4, Kinect Star Wars

connect 41

Pe |

" Namco Sega Nintendo Banda

Sony

Square Enix

Take-Two

Despite its best efforts, Namco Bandai has had a rough couple of years. Risky moves such as a Splatterhouse revival and new IP like Enslaved: Journey to the West and Majin and the Forsaken Kingdom sounded like relative slam dunks, but they dribbled off the court. Expect to see a more conservative approach in the foreseeable future, with the company leaning

Key Franchises: Ace Combat, Dark Souls, .hack, Ridge Racer, Soulcalibur, Tekken

on reliable franchises such as Soulcalibur, Tekken, and the Katamari series. Even its unproven RPG, Ni no Kuni, has the established talent of Level-5 and Studio Ghibli behind it. If Namco isn't begging Dark Souls developer From Software to whip up another punishing hit, the publisher is doing something wrong.

Announced Games: Inversion, Ni no Kuni: Wrath of the White Witch, Soulcalibur V, Tekken Tag Tournament 2,

Tekken X Street Fighter, Touch My Katamari

The Wii U is going to be the biggest thing on Nintendo's 2012 agenda. You always have to pay attention to new hardware, even if all signs point to the console being more of an incremental improvement over the cur- rent tech instead of a bold stride toward next-gen technology. A variety of studios declared their enthusiasm for the system's potential when it was announced at E3, and this year we'll see if they were excited enough to actually develop games for it. Nintendo has said that it purposefully

held back a number of finished 3DS titles to avoid saturating the market, so we'll see if that move pays off. This year's performance will determine where the handheld goes from here. We haven't seen a new Metroid for a while, and the Wii U's built-in screen and accelerometer seem like a great fit for Samus' scanning tech. It's also the time for players who have cried out for a new Kid Icarus release to put their money where their mouths are when Kid Icarus: Uprising hits.

Key Franchises: Donkey Kong, Kirby, Metroid, Pikmin, Super Mario Bros., Super Smash Bros., The Legend of Zelda Announced Games: Kid Icarus, LEGO City Stories, Mario Party 9, Rhythm Heaven Fever, Xenoblade Chronicles

Sega gets a bum rap for flogging Sonic to the point of exhaustion, but the publisher is taking a lot of risks in 2012. Its lineup runs the gamut from kid- friendly releases like Super Monkey Ball to gritty content like Aliens: Colonial Marines and the Yakuza series. Binary Domain isn't likely to make much of a

splash in the crowded third-person-shooter space, but keep an eye out for Anarchy Reigns. If enough gamers latch onto Platinum Games' four-player fighter - the closest we're likely to get to a contemporary Power Stone game Sega could have a sleeper hit on its hands.

Key Franchises: Alex Kidd, Columns, Condemned, Golden Axe, MadWorld, Shenmue, Sonic the Hedgehog, Total War, Valkyria Chronicles Announced Games: Aliens: Colonial Marines, Anarchy Reigns, Binary Domain, Sonic the Hedgehog 4: Episode 2, Super Monkey Ball,

Virtua Fighter 5: Final Showdown, Virtua Tennis 4 (Vita), Yakuza: Dead Souls, Yakuza 5

Sony is in a similar position to Microsoft, though it can distract consum- ers with its Vita handheld. The newness of the gadget, accompanied by interoperability with the PS3 hardware, is likely to buy Sony some time as it figures out the best possible strategy for its next move. Meanwhile, Sony will continue to deliver a varied first-party lineup and mine past franchises in clever HD bundles. Perhaps this is the year The Last Guardian finally

comes out of hiding as well. Sony's been cagey about God of War's future, saying that while God of War Ill marked the end of the trilogy, the series isn't necessarily done. Maybe Sony Santa Monica will let us know what's ahead for the franchise this year. Naughty Dog's new project, The Last of Us, is also looking promising.

Key Franchises: Gran Turismo, God of War, Heavy Rain, Infamous, Jak and Daxter, Killzone, LittleBigPlanet, MotorStorm, Ratchet & Clank, Resistance, SingStar, SOCOM, Sly Cooper, Syphon Filter, Twisted Metal, Uncharted

Announced Games: Jak and Daxter Collection, Journey, The Last Guardian, The Last of Us, LittleBigPlanet, Resistance: Burning Skies, Sound Shapes, Starhawk, Sly Cooper: Thieves in Time, Twisted Metal, Uncharted: Golden Abyss

Picking up Eidos was one of the smartest things Square Enix has ever done. That acquisition gave the company access to licenses such as Deus Ex, Hitman, and the reimagined Tomb Raider. Considering that its Final Fantasy games take such an agonizingly long amount of time to

ripen, the comparatively short development time buys Square some time as it tries to sort out what's next for the creaky RPG series. Since Eidos Montreal is finished working on Deux Ex, Thief 4 could come out of hiding this year as well.

Key Franchises: Carmageddon, Deus Ex, Dragon Quest, Final Fantasy, Front Mission, Hitman, Just Cause, Kane & Lynch,

Kingdom Hearts, The Legacy of Kain, Thief, Tomb Raider

Announced Games: Dragon Quest X, Final Fantasy Versus XIII, Final Fantasy XIII-2, Hitman: Absolution, Kingdom Hearts 3D: Dream Drop Distance, Tomb Raider, Thief 4, Quantum Conundrum, Wakfu

This is going to be one hell of a year for Take-Two. In addition to the pos- sible release for the recently announced Grand Theft Auto V, stores will be slammed with Max Payne 3, BioShock Infinite, and Borderlands Il, to name

a few. The publisher's 2012 lineup is about as good as it gets, making 2K Games the publisher to beat in the months to come.

Key Franchises: BioShock, Borderlands, Duke Nukem, Grand Theft Auto, Mafia, Max Payne, Midnight Club,

NBA2K, Red Dead, Sid Meier's Civilization, XCOM

Announced Games: BioShock Infinite, Borderlands 2, Grand Theft Auto V, Max Payne 3,

Spec Ops: The Line, The Darkness Il, XCOM: Enemy Unknown

connect 43

Telltale

Games

THQ

Ubisoft

Valve

Warner Bros.

Interactive

Telltale has carved out a market in the adventure game space, a genre largely considered barren only a few years ago. The company has dabbled in console releases for its largely PC-based titles, and we can expect to see that expand in 2012 with Fables and The Walking Dead. It's easy to focus on

zombies, particularly when they're tied to a hit show and comic series, but don't rule out the reception that King's Quest is likely to get from old-school gamers. It was a pioneering series, and it'll be interesting to see how King Graham fares in the current climate.

Key Franchises: Back to the Future, Jurassic Park, Monkey Island, Sam & Max, Wallace & Gromit

Announced Games: Fables, King's Quest, The Walking Dead

THQ is going through a transitional stage, to put it kindly. The publisher killed off the Red Faction franchise after the disappointing Red Faction: Armageddon was released. THQ has a number of licenses (such as SpongeBob and Scooby-Doo!) and several sequels announced for 2012. Things look quiet on the new IP front for this year, however. Guillermo del Toro's horror game Insane isn't due out until 2013, and sequels are the only other thing you'll find on their list of upcoming releases. We don't

expect to hear many concrete details from THQ about what its Montreal branch is cooking up, but it's likely that trickles of information may be- gin to flow before the year's up. THQ Montreal was built around former Ubisoft employee Patrice Desilets, the man behind Assassin's Creed and Prince of Persia: Sands of Time, so whatever the studio is working on, it's bound to be interesting. However, there is a rumor that THQ's lineup beyond 2012 is being reassessed.

Key Franchises: Company of Heroes, Darksiders, Homefront, Insane, Red Faction, Saints Row,

SpongeBob SquarePants, UFC, Warhammer 40,000, WWI

Announced Games: Darksiders Il, Metro: Last Light, South Park: The Game, UFC Undisputed 3, WWE Brawl

Ubisoft is another major publisher with a strong list of titles for the year. The company has a number of gritty action games on the docket, including | Am Alive, Far Cry 3, and Ghost Recon: Future Soldier. That's offset by a continuing emphasis on family games. Ubisoft has been one of the few big

names that has consistently pumped out Kinect games, which we expect to continue in 2012. Considering it has the Just Dance and YourShape fit- ness games in its back pocket, that's a solid formula for success. And who knows? Perhaps its Uplay achievement system will finally move out of beta.

Key Franchises: Assassin's Creed, Avatar, Beyond Good & Evil, Brothers In Arms, Call of Juarez, Driver, Far Cry, Ghost Recon, Just Dance, Myst, Prince of Persia, Rayman, Splinter Cell, The Settlers, YourShape

Announced Games: Assassin's Creed 3, Brothers in Arms: Furious 4, Far Cry 3, Ghost Recon: Future Soldier,

Ghost Recon Online, | Am Alive

At this point, Valve could probably drop out of game development and comfortably sustain itself off the revenue from Steam. Fortunately for those of us who play games, that scenario isn't likely to play out. The company has its hands relatively full with the release of a new Counter-Strike game and Dota 2. Both of these games are updates to popular hardest-of-the-

Key Franchises: Counter-Strike, Half-Life, Left 4 Dead, Portal, Team Fortress Announced Games: Counter-Strike: Global Offensive, Dota 2

Wamer ended 2011 with the release of the critically acclaimed Batman: Arkham City, and it's digging into the batcave again with the DLC shooter Gotham City Impostors. The publisher is also releasing Suda51's latest game, Lollipop Chainsaw. Arnerican publishers didn't seem to know how to

Key Franchises: Bastion, Batman, F.E.A.R., LEGO, Mortal Kombat, Scribblenauts, Sesame Street,

Spy Hunter, The Lord of the Rings

Announced Games: Gotham City Impostors, Lollipop Chainsaw, The Witcher 2: Assassins of Kings (Xbox 360)

hardcore releases, which begs the question: Will these games pull in new audiences, or will they continue to cultivate a small but loyal following? Meanwhile, the question on everyone's lips is, "Where is Half-Life 3?" Here's hoping we'll find out in 2012.

market his previous games, so we're curious to see how Warner handles the challenge. Developer Traveller's Tales is crafting the Wii U exclusive LEGO City Stories, and the studio is bound to have another LEGO game or two up its sleeves.

46

Sam Bernstein QA lead, Bethesda Game Studios

The Elder

scrolls V: Skynm

interview by Andi

e Se

TAT hen Bethesda Game Studios wraps development on a title, tradition dictates that

V someone from the development team must battle someone from the QA team in a

speed run competition to finish the main quest as quickly as possible.

For Skyrim's speed run, the development team selected Jeff Brown as its hopeful. The QA team picked Sam Bernstein. The competition was heated, and ended up closer than anyone could have imagined. Jeff finished the game in 2 hours, 16 minutes, and 30

seconds. Sam edged him out slightly with a time of 2 hours, 16 minutes, and 10 seconds -

a mere 20-second difference.

I spoke with Sam about the strategies he used in this impressive run, testing a game of this size, and if he thought Jeff even stood a chance.

Is this the first time you've been in a speed run competition?

| was in, and won, the speed run competition for Fallout 3 as well.

How many times would you say you completed Skyrim from start to finish?

If | had to make a rough estimate, | guess I've completed it some where around 60 or so times.

At what point did you think you had a chance at becoming a speed run champion?

In the weeks leading up to the competition | knew | had a pretty decent lead on Jeff. However, a few days before the showdown | had heard he was getting closer lo my time. After learning this news, | decided to sit down after work each day leading up to the competition and re-evaluate the path | had been taking to see where | could cut corners. Over the next couple days | tried a few different techniques to speed things up, but | wasn't finding anything useful.

The day before we ran the competition | found a maneuver that would allow me to save some time, but pulling it off was tricky. If | didn't land it just right it could end up costing me more time. That night | spent about half an hour perfecting my technique of getting through this trouble Spot before | was comfortable. [Bethesda wouldn't tell us the maneuver - Ed.

Does the speed run timer start at character creation or when your character reaches the over world?

The timer we used was the time baked into the actual save file. That time starts when the game is turned on, so once “Press Start" came up in the main menu, the timer was already running. We made a save as the achievement for Dragonslayer came up at the end of the main quest; the time- stamp on that save is what we used for our final time.

What character race did

you select?

| chose to play as a High Elf as they're the tallest race in Skyrim at 1.08 times normal scale. This makes them faster than any other race. It's not a huge difference, but over a long period of time, it can shave off precious minutes.

What approach did you take to combat?

My approach to combat was to avoid it at all costs and run as fast as | could to my next objective. Over the entire game, there are only eight times when I'm actively engaging in combat rather than running to my next objective.

Did you even bother assigning new perks?

Nope, | never even went to the level up screen. The time | save by skipping the perk screen out- weighs the benefit of any of the perks | was able to get.

Is part of the strategy clicking through text as quickly as you can? Obviously, if you're not careful you can have an NPC go through an entire dialogue string again.

That's definitely part of the strat egy. Learning the dialogue trees so you know when you have to navigate to other dialogue options and click through them as fast as possible is key. Another part is knowing when you're able to back out of dialogue and have the quest continue. There are times when NPCs will continue what they're saying after you exit dialogue with them, allowing you time to start getting to your next destination as they finish up what- ever they’re saying.

Was there a particular weapon or armor set that you went out of your way to get?

There's a great katana, Dragonbane, that you can pick up in Sky Haven Temple that does extra damage to dragons, something that's pretty useful for getting through a fight quickly and without needing to open your inventory to use a health potion.

| make it a point to not wear any armor; you run faster that way.

What parts of the game were the most difficult to shave time from?

The hardest part to shave time off of was the Peace Council scene in the quest Season Unending.' The majority of that quest is

done by listening to other people indirectly, so there's no way to skip through dialogue. There is, however, a way to get the NPCs themselves to skip their own dialogue due to how the script- ing handles when quest updates occur. Other notably difficult places to shave off time were: training with the Greybeards in “The Way of the Voice," finding faster ways of getting to the Elder Scroll in “Elder Knowledge,” and getting through Skuldafn quickly in “The World-Eater's Eyrie."

If you die and reload, does

the clock stop or is the com- petition in real time, mean-

ing the time for restarting is factored in?

Since we were going by the

time listed on the save, if you died during the course of the run, the game would load back from your last autosave and go from there.

How many times did you die? Neither of us died.

After recording this impres- sive run, do you see any areas where you could improve on your time?

Absolutely. Jeff did a few things that | didn't do, giving me some great ideas of how to shave off some time. I've also gotten ideas from other members of our QA team on shortcuts to speed things up. All that being said, | haven't actually timed a run since the competition; I’m happy with the results of it.

Where do you think Jeff went wrong? Obviously, you beat him by only 20 seconds.

| can't really say he did anything wrong, we each had our own strategies and went about parts of the game completely differently. It was honestly really exciting through the end.

in Shigeru CHANGE Miyamoto's role at Nintendo, the legendary developer still has the creative juices flowing. Miyamoto says that apart from Pikmin 3 for Wii U, he's work- ing on another title for an unknown system. Previously Miyamoto stated that he wanted to work with the younger developers at Nintendo on smaller projects. We don't know if this new title comes from that new focus, but as long as it's not related to Wii Music or the Vitality Sensor, it should probably be good.

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AFTER A STRONG FIRST WEEK :es Swe

PlayStation Vita handheld dropped. The Vita went from 321,407 units in its first week to just 42,648 in its third even the PSP beat those numbers that week, with 62,746 units sold.

Sony's director of hardware marketing, John Koller, was nothing if not optimistic. "We're going to give it some time, but overall those numbers have been to forecast," he said. Well, if anyone knows how to nurse along a limping handheld to millions of units like the PSP it's Sony.

IF WE ASKED YO jos

games that are delayed, which would you pick? Chances are they were Max Payne 3 and Ghost Recon: Future Soldier. Guess‘ hat? They've been pushed back once again. Max Payne 3 now comes out on May 15 for PlayStation 3 and Xbox 360 and May 29 for PC. Similarly, Future Soldier comes out on

Kaz Hirai, president and group CEO of Sony Computer Entertainment, knocks down rumors

$ f p that the PlayStation 4 will May 22 for PS3 and Xbox 360, with a PC version shipping at tab at the ES convention ¿a later, unspecified date. jue.

connect 47

J =

Star Wars: The Old Republic

The Best Single-Player MMO I've Ever Played

eveloper BioWare accomplished everything it set out to

do with its enormous, fully voice-acted MMORPG. Star

Wars: The Old Republic isn't just the best new entry in

Star Wars fiction in years; BioWare's successful inclu-

sion of the kind of RPG storytelling gamers expect out of a single-

player game into the MMO genre is a stunning achievement. I have a long list of things

I wish the team had focused on more, but as a big fan of both BioWare and Star Wars, I

don't regret a second of my journey to the level cap and final achievement - the Darth title in front of my powerful Sith Juggernaut's name.

After logging over 120 hours, I've only played through roughly a quarter of SWTOR's content. The planets l've brought into the Imperial fold and the stories l've shaped aren't flawless; SWTOR has its share of filler content where play- ers are asked to kill 20 dudes or collect 10 wid- gets, but I thoroughly enjoyed every one of my many adventures with a single exception (Taris' endless dull green landscapes and swarms of rakghouls, for the record). Even though the gameplay lacks innovation, SWTOR's staid MMO combat and progression form a capable back- drop for BioWare's world-class storytelling.

| can't praise the Sith Warrior story highly enough. Much of the content is shared between characters of the same faction, but each of the eight classes has a unique storyline from incep- tion to level cap. My Sith Warrior's saga perfectly captures the essence of what makes Darth Vader one of the most iconic villains of all time. | haven't played through a better RPG story since Mass Effect.

As absurd as the concept of assigning a binary value to morality is, SWTOR makes the best of being stuck with that ludicrous construct by the larger fiction. You don't have to chase Dark Side points by kicking puppies and stealing grandmothers' purses (cough, Knights of the Old Republic, cough), nor does being a good guy prevent you from meting out some righteous vengeance from time to time. Best of all, you can chart a path through the game without handi- capping your character one way or the other, as almost all of your morality score's effects are cosmetic.

The twists players can place on top of the framework that BioWare builds for each class story don't change the broad strokes, but I’m more than happy to accept the illusion that | have real choice when it's done this skillfully. | know it

doesn't make any difference in the end whether

| corrupt my apprentice to the Dark Side or not, but it makes me feel like | have real agency within the larger story, and that's all that matters.

| can't speak for the other class stories person- ally, but I've chatted with dozens of players from every class, and the worst I’ve heard is from one Bounty Hunter player who said his class story was only “good.” You can't ask for much more than that.

While the single-player experience and tailored storytelling shine, grouping during the leveling process is haphazard at best. The dungeons in SWTOR are generally done well, but the absence of both a dynamic player search and dungeon matchmaking reduces players to sitting in hub Zones using fast-moving general chat to try to find groupmates. Even as a tank, | quickly grew bored of how long it took to wrangle up a dun- geon group and returned to questing.

My biggest complaint about SWTOR isn't that it apes World of Warcraft circa 2006 in every major gameplay system. That's a decent enough design by itself, and BioWare does a good job using those tools to create interesting encounters. The larger problem is the shoddy technical implementation. There is no reason my powerful machine's framerate should chug in the low teens in hub areas. The player-to-player auction interface is embarrassing. Keybinding is buggy and incomplete in many areas. The ren- dering engine is plagued with bugs and missing features. I've got a laundry list of UI features like macros, target-of-target indicators, and configu- rable frames that l'm loathe to tackle progression content without. Many of these issues are fixable. BioWare has made progress with its January content patch, but the fact remains that this feels like a beta compared to its direct competition.

The billion-dollar question (for EA and BioWare,

anyway) is whether SWTOR can convince players to stick around for more than a couple months. | doubt the servers will be ghost towns any time soon. I'm far from the only player to

be level capped as of this writing, but the vast majority of my server's population still has weeks if not months to go before finishing off their first storyline and | can't imagine anyone burning

out in the midgame with how good the storytell- ing is across the board. The Legacy system, scheduled to come in the March update, will give powerful rewards and perks to players who play multiple characters through to the endgame and could provide the kind of staying power the game needs. | don't see a great long-term draw here for endgame-focused players who prefer to spend their time at the bleeding edge of con- tent, though, particularly compared to World of Warcraft or Rift.

At least for the moment, I'm content to spend my time cleaning up hanging story threads from my blitzkrieg to level 50 and working on my bounty hunter alt.

connect 49

50

Steve Skol

phote

Guiding The Game

Developers Conference

Each year game professionals gather for the Game Developers Conference, a show focused on the craft of mak- ing games. Here, GDC general manager Meggan Scavio talks about the evolution and growth of GDC.

You've been involved in GDC since 2000. What are some of the ways the show has changed over the years?

The biggest change, and really the only change, is in size. We've always followed the basic tenents of how we're going to produce the event. It's always developer-driven and developer-focused. We always look to our audience. We've maintained this path. We don't want to be a big, flashy event. We want to focus on our developers. That's all we've ever done.

You mentioned wanting to maintain a developer focus. It's an industry event, but outlets like Game Informer go every year and some publishers and develop- ers use it as a platform to unveil new games and products. How do you balance those concerns without having it turn into a "mini-E3?"

For me, there's "inside GDC" and "outside GDC.” “Inside GDC” is the things that hap- pen in the building and the things that | have control over. Mostly that is the conference sessions. But there are a lot of things happen- ing outside of GDC. I’m sure Game Informer spends a lot of time going to hotel rooms

and seeing demos. | have no control over that. We don't stop people from doing that. Also, it helps bring everyone to San Francisco at the same time. What | have control over are the things happening inside GDC, where we discourage speakers from announc-

ing games or having content that is solely

an announcement.

In creating the show, you must have to have a lot of contact with the develop- ment community. Right now, what do

you think the biggest concerns are in the development community?

We're seeing a lot of people trying to figure

out how to sustain their business. That's from all different levels, from a triple-A studio to a small, independent start-up. You see people like Valve taking Team Fortress 2 and turning that business model around to free-to-play. You're seeing people leaving the bigger studios and starting up on their own. They are trying to figure out how to market, distribute, and fund their games.

Talk about the process about how you recruit people to speak at the show and how you program the sessions.

The advisory board is made up of super-qual- ified developers working in the industry today. It's around 20 people now. They are across all disciplines; we've got social guys, triple-A guys, producers, designers, programmers. We've got Rob Pardo from Blizzard, Mark Cerny, Chris Hecker a lot of great people

covering the spectrum. We get together at E3. We sit around and talk about what they saw

at the show, what they thought was missing from the show, and what they would like to see at the next GDC. They come up with a bullet point list of things they want to see at GDC.

A couple of months later, we post that online and send out a call. We usually get about 1,000 submissions in a month. The advisory board members read and grade and comment on every single one of those. The advisors are assigned as mentors to talks that they would like to see move forward.

Any sessions or speakers that you're excited about this year?

We do the Game Design Challenge every year. | think this year's is perfect for what's going

on in the industry today, with the rise of the smartphone. The challenge this year will be

to design a game that can be played in 10 seconds. [Laughs] It's trying to find a way to create a meaningful play experience in short bursts of time. We are bringing back the clas- Sic game postmortems. This year we are doing three. | have one confirmation: Tim Cain, the designer of the original Fallout. I'm very excited about that.

Another thing that | think is great are the Experimental Gameplay Sessions. People submit prototypes and they are displayed dur- ing these two-hour gameplay sessions. It's amazing what's come out of those. In the past, people saw for the first time Katamari Damacy, Flow, Braid, Portal, and World of Goo.

You just announced that Cliff Bleszinski was going to be hosting the GDC awards. How did that happen?

Being the Game Developer's Conference, we are firm believers in celebrating the develop- ers. So we will only put developers onstage as hosts. We've had Tim Schafer as a host of the GDC Awards, but he'll only do it every other year. [Cliff] is a smart, awesome guy and | can't wait to see him onstage. He's earned so much respect in the game development community; | want to give that respect back to him by hav- ing him onstage for the awards.

You have the Game Developer Choice Awards. The Interactive Achievement Awards happen at DICE. We have the Spike TV awards that get a lot of exposure on television. Could you combine what GDC and the AIAS awards do with the exposure of the Spike awards - something that is a major televised event, but still has the respectability?

We have spoken with the AIAS Awards for many years about trying to find a way to cooperate, but they are an association. We are not. They have their way of doing things. | just don't think those two events will ever combine. They serve their purpose and have a lot more

categories than we do. | wish we could work together easier, but it's probably not going to happen.

As for Spike, I’ve spent years trying to get

on TV. Years! [Laughs] ! get very close and there are a lot of people who are interested. However, television requires entertainment. It requires advertisers. We would basically have to change the Game Developers Awards and make it like the Spike awards in order to get on television. | have a lot of respect for Geoff Keighley and his team and what they do. | know that Geoff is fighting the good fight,

but he is limited in what he can do. I've been told again and again that we have to have celebrity hosts and [things like that] in order to be broadcast.

Basically do what Geoff and Spike

are doing.

Yes. And | do think Geoff has made it bet- ter than it used to be. It's not something that everyone is excited about, but it's what it has to be.

Talk about the Independent Games Festival. It has proven to be a springboard for a lot of independent games that even- tually end up being published and finding big audiences.

We have tried to create a home for the inde- pendent game community. In the early days,

it was slim pickings. There weren't a lot of submissions and there weren't a lot of indie game developers. But we stuck with it and the festival has grown along with the community. They're really testing the limits of what the cre- ative part of our industry is capable of.

You opened GDC China as well. What's the development industry like over there and how does the show differ in China? Consoles are still illegal in China, so everything is played online. It's a way for the government to control the content and the time that people are allowed to play. The development com- munity over there has been limited to what they are able to do. There's a lot of copying that goes on over there; there's not a lot of creativity going on right now. But we've been in China for four years with the GDC and we actually launched the Independent Games Festival over there. In our first year, most of the IGF China submissions came from the Asian Pacific regions. But this year we're seeing more submissions and indie development coming from mainland China, which has been hard for them in the past. They are just now starting to catch up with the West in terms of being able to develop more on their own, rather than in giant machines, which is what it's been.

What are GDC's goals moving forward? Our goals moving forward are the goals we've always had - follow our core values and serve the development community as best we can. ^

1986

A GREAT ADVENTURE Like many gamers, Scavio began a lifelong love affair with video games through the Nintendo classic The Legend

of Zelda

1989

MOVING ON

Scavio attends college at the University of Nebraska at Omaha

1995

ANTIQUING

After leaving school, Scavio is involved in the music and arts scene, eventually landing in

San Francisco, where she works in an antiques store

1996

BIG EVENTS

Scavio gets a temp job at the media company Miller Freeman, working in event planning. The position eventually becomes permanent

2000

ACQUISITIONS

Miller Freeman purchases the Game Developers Conference and Scavio begins working on the show, coordinating volunteer workers. Around this same time Miller Freeman was merged into CMP Media and later United Business Media

2005

GAME ON

Scavio becomes a part of the game group at Miller Freeman/UBM

2008

DIRECTING

Moving up, Scavio is appointed the director

of the main Game Developers Conference in San Francisco

2011

TAKING OVER

Scavio becomes the general manager of

the Game Developers Conference, overseeing the San Francisco GDC, plus branch shows in Austin, China, and Europe

connect 51

52

RAZEM

STAR WARS: THE OLD REPUBLIC GAMING KEYBOARD

ny young warrior bold

A to jump into

the massive online

war raging between the

Galactic Republic and the

Sith Empire needs powerful

tools to survive the conflict.

Razer's new Old Republic-

branded keyboard is so

cutting edge it could slice a Tauntaun open like a lightsaber. One of the keyboard's biggest selling points is its dynamic, adaptive tactile keys. These ten tiny OLEDs change their functionality depending upon which keyboard app you have running at any given time. The system's multi-touch LCD

by Ben Reeves and Tim Turi

track-panel can be used to stream videos off the Internet or as a trackpad, allowing you to navigate the game world more efficiently. Razer's highly responsive anti-ghosting keys can respond to up to 10 key presses at any given moment, so you shouldn't have to worry about any of your battle com- mands getting spirited away in the middle of combat.

Razer's new keyboard is a great choice for Sith and Jedi alike. Given the more than 100 fully programmable keys, brilliant gold backlighting, elegant metallic finish, and access to Razer's Synapse 2.0 cloud-based profile storing, we imagine that a lot of non-MMO players will embrace this board.

$249.99 | razerzone.com/swtor

Echo 1 ST6 DEVGRU Inspired by Call of Duty, Echo 1 modeled its newest airsoft gun after the M4 COB, which is the preferred configuration for SEAL teams and other Special Forces units. The full ST6 package includes a 300 round magazine, a vertical grip, backup iron sights, crane stock, battery, and charger. The ST6 fires bb rounds at a veloc- ity of nearly 400 feet per second, making this is the perfect weapon to cut down any army of soda cans that might amass at your fence.

$195 | echotusa.com

Razer Star Wars: The Old Republic

Gaming Mouse

Like the Old Republic keyboard, Razer's Star Wars-themed mouse is in a star cluster all its own. This version of the Razer Naga features 17 fully programmable keys. The configuration is hard to get used to and isn't great for non-MMO games, but once you acclimate to having so many inputs on the tip of your thumb, it's hard to go back to the normal two-button fare. This mouse also features wireless/wired dual mode capability, interchangeable Sith/ Republic faction emblems, cloud-based profile storage, and comes with a code to unlock a rare green color crystal that changes the color of your lightsaber or blaster bolts.

$139.99 | razerzone.com/swtor

^ J Sifteo Cubes

% We love playing games on a huge screen with a controller in \ our hands, but Sifteo cubes offer a great alternative. Sifteo cubes must be rearranged, tilted, and fiddled with to solve puzzles or guide digital characters through a maze. It's a great way to clear the cobwebs from your FPS-addled mind. You have to remain wirelessly “tethered” to your computer to play, which is a hindrance, but once you get in the zone with one of the many downloadable games, you'll appreciate the unique gameplay offerings.

$149 (Comes with three cubes, each additional $45) | sifteo.com

Media Shelf

50/50

Seth Rogan and Joseph Gordon-Levitt's bald head find out if having cancer is a good way to pick up girls in this amusing - and surprisingly heartfelt - dramedy.

$30.49 50-50themovie.com

ART OF THE

MASS EFFECT UNIVERSE

Get a glimpse of how BioWare first envisioned Mass Effect by digging into the concept art and developer commentary on the characters, locations, vehicles, and weapons from all three titles.

$39.99 darkhorse.com

DELOCATED: THE COMPLETE SEASONS ONE & TWO

Jon seems like your average New Yorker seeking fame with his own reality TV show, but the twist is that his family is in the Witness Protection Program and forced to wear balaclavas to protect its identity. This quirky comedy is one of Adult Swim's most offbeat shows.

$29.98 adultswim.com

THE ROOK: A NOVEL

BY DANIEL O'MALLEY

When Myfanwy awakes in a London park with no memory of her past, she discovers that she is a member of a secret British organization formed to combat supernatural threats. She also discovers that she has a super- natural secret of her own.

$25.99 hachettebookgroup.com

connect 53

| T m f e - 1

05 Game Developers Conference Kicks Off The video game industry gathers in San Francisco fo! annual conference that explores the art and b game development. If you plan on attending

the City" panel and Bi Zombie Bears" ses g

Ridge Racer Unbounded /PS3, 360) Silent Hill HD Collection (PS3, 360) The Sims 3: Showdown (PC)

Street Fighter X Tekken (PS3, 360)

07 An Atomic Front

Jonathan Hickman's new ongoing comic series The tanhattan Projects invites readers to experience the

history of science through the eyes of madmen. What

if the atomic bomb was created as a front for a more

sinister project? This series kicks off today and features

the art of Nick Pitarra.

54 connect

09 Owls in Gotham

One of the biggest es in DC Comics universe is Batman's origin sto till tragi- cally die outside of a theater, b rning that a clandestine organization called the Court of Owls has quarded Gotham since its inception. They view Batman as a threat to their city. This story is now collected into one hardcover volume for $24.99

09 Civil War Vet in Space!

Today marks the opening of one of the weirdest science

fiction pts to date: A civil war veteran named John

Carler ped superhero who m save the planet and The movie is just called John named Superman Gets Laid on Mars.

11 Nintendo’s Board Game Party Continues Mario Party 9 hits Wii today, and offe wrinkle of boss battles. Players must work together to defeat Bowser and King Boo, yet must still be competitive in hopes of walking away the highest score. This entry offers 80 different minigames and a new vehicle based approach to moving across the game board

new gameplay

13 New Releases FIFA Street (PS3, 360) Naruto Shippuden: Ultimate Ninja Storm Generations (PS3, 360)

Mass Effect 3

THE MANHATTAN PROJECTS

11 Mario Party 9

Resident Evil: Operation Raccoon City

Resident Evil: Operation

Raccoon City (PS3, 360)

Silent Hill Downpour (PS3, 360) Sniper: Ghost Warrior 2 (PS3, 360) Tales of G f (PS3)

14 South Park Turns 16

Are you excited for the upcoming South Park RPG? Bone up on your knowledge with South Park's 1 season, starting today on Comedy Central. If we know Trey Parker and Matt Stone as there's a good chance their game writing may bleed into this season

V

16 Hablas Espafiol? Will Ferrell, the actor who has a cameo role in almost every co 5 once again taking a starring role in

d sa de Mi Padre. According to the his film are Ferrell, The entire movie is ubtitles. On a scale of -Pro, this film looks to lean toward

‚then ciga

horman to Semi former.

20 New Releases Uprising (3DS)

enture (360) Top Gun: Hard Lock (PS3, 360)

ell as we think we do,

23 The New Twilight

Suzanne Collins' The er Games book jumps to the big screen today, ar j sparkling vampire shy of ing like a Twilight sequel. Producers cast a bunchof tween magnets in the leading roles, so all fans need to do is replace the name "Edward"

with "Peeta" and “Jacob” with “Gale.” To prepare, you could read The Hunger Games (which is excellent) or watch Battle Royale (which is basically the

same thing).

di

27 New Releases Capcom Digital Collection (360) Dragon's Dogma (PS3, 360) Rhythm Thief & the Emperor's Treasure (305) Tiger Woods PGA Tour 13 (PS3, 360) Yakuza: Dead Souls (PS3)

30 God of War

Ripped Off Again

When is Sony going to sue the makers of the Clash of the Titans and today's sequel Wrath of the Titar Seriously, it looks just like God of War. It has fire giants, a guy named Zeus, and is set in ancient Greece. Those were all great idea ien humans them for the first time ever in God of War. We said the same thing the last time and you sent us angry emails. Think, really think, before sending another

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VIGIL SHOWS OFF THE NEW MOVES THAT MAKE DEATH A VERY DIFFERENT PROTAGONIST FROM HIS BROTHER, WAR

Darksiders || has a lot in common with the original. You'll still be slicing up demonic enemies, solving Zelda-style puzzles in post- apocalyptic dungeons, and piecing together a conspiracy of biblical pro- portions. One area in which the sequel is decidedly different is the main character. In my most recent lengthy look at Darksiders Il, it became abun- dantly clear that Death is much more than a palette swap for his big brother.

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feature 69

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( v | enters a cave full of freely flowing lava. As

n the first area of the new demo, Death

he walks in, a stone golem named Ghom

threatens him and smashes the ground, destroying the bridge Death is standing on and sending the hero plummeting below.

On this lower level, I'm quickly introduced to one of Death's significant improvements over War: his ability to quickly and gracefully navigate the environment. In the first game War could climb across ledges, but his bulky frame made him slow, so these sections were generally straightforward and didn't require much timing. In this dungeon of Darksiders II, Ghorn's ground-smashing causes lava to rise, forcing Death to be swift as he clamors up a vertical passage.

The first Darksiders was often referred to as a blend of God of War and Zelda, but this tra- versal challenge reminds me of another popular franchise: Prince of Persia. Death employs a wall run to begin his trek upward, then runs along the wall's limited handholds, inching higher up where possible. At key points he can launch himself using the ghost hand, a hook- shot-like tool that pulls Death up to attachments Sticking out of the wall and with a well-placed button press - sends him sailing even higher.

"In the first game, all of the traversal was non committal traversal, just point-to-point,” says lead designer Haydn Dalton. “Now at some point you're going to fail while doing a wall run or using your ghost hand. That adds an element of tension. It adds a lot of commitment and engagement for the player to getting around the environment.”

Another early navigational puzzle sees Death standing on platforms that slowly sink into the lava like something out of a Mario game. He quickly scans his environment to get a bearing on each platform and then must jump to the next before he's fried.

Once back on solid ground, Death whips the ghost hand at an enemy across the room. It grabs the demonic creature and sends it flying toward Death's waiting flurry of scythe slashes. At one point in the brutal combo, Death's two scythes are combined into a single large blade for a downward smash.

Death switches over to some of the second- ary weapons, which can be accessed on the fly. As might be expected, the hammer is slow

and bulky but powerful, producing attacks that damage the enemies for over 1,000 hit points.

| couldn't tell what percentage of the enemy's life bar that represents, but it seems impressive compared to the 300 or 400 points the scythes dole out. As a sucker for instant feedback, I'm also happy to see the addition of damage- indicating numbers floating above enemies as Death attacks.

After fighting through a few waves of relatively easy opponents, Death encounters his first simple puzzle in the form of a lava river with no apparent way across. Nearby sits a giant, unmoving golem that appears to be made of stone and metal. This is a rideable construct,

a key puzzle-solving element for several of the dungeons in Darksiders II.

Death can hop onto the golem's shoulders and move through the lava with ease. In the next area, | witness its basic attacks large ground pounds that deal area damage but are very slow in comparison to Death's regular bar- rage of abilities. After cleaning another room of demonic scum, Death parks the construct in a

groove in the ground that opens a nearby door.

At the end of this area, Death faces off against Ghorn, the troublesome rock creature that sent him on a detour at the beginning. This opponent is much larger than Death and has a huge drill in one hand and a giant stoney sword in the other. Despite his imposing size, Ghorn is only a miniboss; Dalton promises that actual bosses in Darksiders Il are much bigger.

The encounter with Ghorn has a rhythm that

feels familiar. After an initial round of hacking and slashing, the boss begins shaking and glowing red. This is Death's cue that he's about to perform an explosion, giving the agile hero time to run out of the area of effect. Later in the battle, Ghorn pounds the ground, caus-

ing bursts of lava to shoot up in tiny, narrow streams that Death must dodge. Around the midway point of the fight, the boss summons smaller rock-based minions to pester Death.

l've seen these boss fight elements in plenty of action and RPG titles, but Darksiders Il presents them elegantly, and the fight looks like a blast.

Ghorn is defeated with a brutal finishing move where a large, spectral version of Death his Reaper form hacks at the creature with a giant soythe. Dalton casually notes that this whole lengthy dungeon - one that easily lasted as long as the shortest dungeon in the first Darksiders is an optional side area.

“The publisher will ask, ‘How many players are actually going to see this stuff?“ Dalton admits with a laugh. ^Well, a lot, we hope. There's always going to be a certain number of bonus things for the player to do instead of focusing on the main quest. It's a risk, but we think it makes for a better game."

feature 71

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Though War gained new powers throughout the original Darksiders, Death's progress feels much more like a traditional RPG. Each time he levels up he gains an ability point. Players can apply these to two main skill trees: the the melee-focused Harbinger tree and the Necromancer tree, which grants Death new spells and greater profi- ciency with using them.

I wasn't able to explore the full list of potential options in Death's skill trees, but here's an early look at some of the abilities:

Harvest: This ability increases

^ Death's range by sending his Reaper form leaping forward with scythes firing out from it. Each additional skill point devoted to Harvest will cause more scythes to be unleashed.

“AD Death Grip: This crowd control

LAS ability summons a giant skeletal ANOS hand from the ground to hold an

NS T, J4 enemy in place while simultane- ously providing a small amount of damage.

Exhume: Coffins rise from the ground and burst open, producing small zombie minions who will fight for Death. Additional skill points allow more minions to be summoned at one time.

LN Murder: Death sends a large , q^ \ group of crows at an enemy. Like P. Death Grip, this causes some Nr 3 damage but is primarily a form

* of crowd control, keeping bigger groups of enemies distracted so Death can focus elsewhere.

Unending Hunger: This passive improvement to Murder allows each bit of damage done by crows a small chance of produc- ing another Murder.

Weapon Master: This Harbinger

PR skill causes Death's melee at- N tacks to be critical strikes much N M "/ more frequently and also makes critical strikes refill some of his

Wrath bar, allowing for more abili- ties to be used.

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again involving the rideable construct. He arrives in an area with a locked gate and no immedi- ately obvious way to open it. In one comer of the room, shadowy black crystals protrude from the wall. These crystals are a concentrated form of corruption that Death will discover and work to destroy throughout the game. His regular weapons are useless against the corruption, but the rideable construct has the power to clear it.

Upon smashing this corruption with the con- Struct, Death discovers a lever that opens the nearby gate. The next area contains a physics- based puzzle. Two gates stand between Death and the other side of the room. In front of the gates lies a circular groove in the floor. The two gates open and close depending on whether the groove is filled.

To progress through this tricky room, Death

rolls a stone ball into the groove, opening the first gate but sending the second back up. He runs into the narrow space between the two and tosses a bomb onto the ball. Blowing up the bomb with a shot from his pistol causes the ball to roll back just enough that the gates switch off once more, allowing Death to keep moving through the dungeon.

Progressing through the dungeon, the puzzle challenge ramps up in a smooth manner. Dalton says the team is working hard to make sure that the game's difficulty both in puzzles and combat - rises at a steadier pace this time around, rather than the peaks and valleys of the first game. In the case of this dungeon, that means slowly mixing the previous elements. One room makes Death deal with a rideable construct and a stone ball at the same time.

Another brings a second rideable construct into the mix. Death jumps back and forth between the two, opening up gates that allow each one to pass until he gets to a room where both must be placed in waiting slots to unlock the next door.

Finally Death reaches a huge set of double doors that open into a stunning outdoor area. Waterfalls and forests spot the background, and a stairway leads up to a circular arena. It looks like the ideal setting for a boss.battle.

Death enters the arena and watches the gigantic construct hulk smash down near him. This enemy looks similar to the rideable con- structs Death has been using except with more robot-like gears as part of his body. The middle portion of the hulk is a pulsating web of oozing black corruption. Despite the hulk's increased Size compared to Ghorn, this is merely another miniboss.

Death's regular attacks are largely useless against the construct hulk. Instead, he waits for its various heavy smashes to knock loose bombs that are helpfuly hanging above the arena. Once those are free, Death can grab one, throw it at the hulk, and blow it up to knock the behemoth down. When he falls to the ground, the hulk's corruption spills all over, becom- ing temporarily weak to Death's onslaught.

After repeating this pattern a few times, Death once again summons his Reaper form for a final attack where he slices the construct into neat pieces.

As the demo ends, | mention how surprised | am by just how many new elements are at play in Darksiders Il compared to the average sequel. “It's a fine line between giving players more of what they want and adding so much stuff that it isn't really the game it used to be," Dalton says.

He believes Vigil is on the right side of that line. If what l've seen is any indication, Darksiders |! builds on the foundation of the original without emulating it outright, taking more steps toward originality than many sequels in this industry. Referencing our Darksiders II cover story, Dalton puts it simply: “I think we're delivering on what we promised."

feature

73

otreet Fighter X Tekken

Two fighting legends enter the ring

f you had asked me 10 years ago if we would ever see a crossover game featuring Street Fighter and Tekken characters, I'd have laughed off the suggestion. The differences between the franchises seemed too vast. Luckily, we have two people crazy enough to try: Street Fighter IV producer Yoshinori Ono and Tekken producer Katsuhiro Harada. The 2D gold-standard Street Fighter and 3D trail- blazer Tekken are arguably the kings of their respective subgenres, so how do you combine two fundamentally different fighting games into one? You start from the ground up.

Not content with simply importing Tekken characters into an existing Street Fighter engine, Capcom is bringing together bits and pieces from each series in an attempt to make fans of each game feel welcome. Capcom harmonizes the difference in perspective by placing 3D char- acters on a 2D plane. The engine has a decid- edly Capcom feel, but it makes Tekken players feel right at home by integrating gameplay sys- tems like the juggle-heavy combos and charge counters from the 3D series. To give Street Fighter X Tekken an identity of its own, Capcom also introduces a slew of new features, modes, and systems. This is the company's most ambi- lious fighter to date.

The most prominent addition is the gem system, which adds several layers of customiza- tion and makes the game more accessible to new or casual players. Gems break down into two types: boosts and assists. Boost gems increase the attack, defense, speed, cross gauge, and vitality stats of your character. Certain conditions must be met before they are activated for a short duration. For example, one gem grants a 10 percent increase to your defense, but it activates only after you've been hit by two special moves. Assist gems

accommodate newcomers by giving players easy inputs for special moves or auto-escaping throws. Unlike boost gems, there is a drawback to activating them, such as draining a significant amount of your meter. If micro-managing your fighter sounds confusing and you just want to get to the action, Capcom also provides pre- constructed gem sets that you can quickly select after choosing your fighter.

Another of the game's innovations, the Cross Rush system, allows you to initiate a combo by simply pressing a light, medium, and hard attack in sequence. If you add another hard attack, this Will launch your opponent into the air and auto- matically tag in your partner to further extend the beatdown. If the Cross Rush is blocked, however, you will overextend yourself and will be wide open to punishment from your opponent. This forces players to keep their mashing in check. In my hands-on time, this fluid mechanic was easy to grasp and execute.

Cross Arts and Cross Assaults are similar to mechanics in other Capcom fighters, but in SFxT they are integrated much more effectively. Landing a Cross Art is an extremely satisfying experience, with your character performing his or her Super Art and volleying the opponent to your partner for them to execute theirs. Cross Assault is a chaotic spectacle where both you and your partner attack at the same time.

Possibly the most interesting (and confound- ing) new mechanic is Pandora. In exchange for sacrificing one of your teammates who is low on health, your remaining character will enter the match in a powerful state, demonic in appear- ance, with a regenerating super meter and greatly increased attack power. Pandora is only active for a short amount of time, and your round is over unless you defeat your opponent before it runs out. It's a risky, last-ditch comeback mechanic that should only be used in dire situ- ations. Luckily, there are ways to open up your opponent and combo into Pandora. This can be made especially damaging if you apply gems that use it as criteria for activation.

All of the game modes from Street Fighter IV return for SFxT, but Capcom also has plans for enhanced online offerings. The new Briefing

Room operates as an online training room for both you and your partner. This is a great way

to kill time while waiting for a fight request or to work on strategies and combos. Capcom also wrote brand new netcode to accommodate four-player battles. This ennanced system was built off the base code used in Ultimate Marvel vs Capcom 3.

In the dedicated Scramble Battle mode, four players are active for the entire battle and each team shares one life bar. It's madness to maneu- ver around the screen, but downright fun to play with a group of people.

Not surprisingly, Street Fighter X Tekken's roster is an all-star affair featuring favorites from each series. Capcom has announced over 30 combatants and a few guest characters thus far. The Street Fighter camp includes staples such as Ryu, Ken, and Chun-Li. Interestingly, the Mad Gear Gang from Capcom's venerable brawler Final Fight is getting a significant spotlight in the form of Hugo, Rolento, and Poison. Other Final Fight alumni, such as Cody and Guy, have been hinted at in cinematic teaser trailers released by Capcom, The Tekken side includes Mishimas Heihachi and Kazuya, veterans King and Nina, and more recent fighters such as Lili and Bob. Yoshinori Ono says to expect a handful of further announcements as we near release.

Guest characters Toro, Kuno, and Infamous' Cole are appearing in both the PS3 and Vita versions. Additionally, Capcom has teased Vita-only characters that bear a striking resem- blance to farniliar mascots from each company. Unfortunately for Xbox 360 owners, no exclu- sives are planned for the system.

Capcom hopes Street Fighter X Tekken is accessible enough for newcomers, deep enough for hardcore players, and flexible enough for those wanting a customized experience. It's a delicate balancing act, and we're eager to see the final release in early March to measure how it holds up. In either case, the prospect of witness- ing once impossible dream matchups featuring (bear-wrestler) Zangief vs. (actual bear) Kuma or the two agile butterballs Rufus vs. Bob has me excited. » Jason Oestreicher

» Platform PlayStation 3 Xbox 360

» Style

1 to 4-Player Fighting (4-Player Online)

» Publisher

Capcom

» Developer Capcom

» Release

March 6

previews

Platform PlayStation 3 Xbox 360 Style

-Player Action (Online TBA)

Publisher Capcom Developer Capcom

Release November 20

Resident EVI

An impressive first Chris' new ordeal

The fantastic Resident Evil: Revelations 3DS, the action-packed eration R

the horizon, and after all that we can still look ident Evil 6 at the

year. Capcom's juicy reveal trailer offers lots of

nformation about the game's characters, set-

tings, gameplay, and enemies. As

Resident Evil, however, we're left with just as

many quest ons.

For the first time ever, K

after the events of RE 5. Leon's ordeal begins by terminating the recently zombified president prior to a tell-all address he was set to garding

of Raccoon City that's craw with undead. Tall Oaks marks the return of classic, brainles Zombies, suggesting that the ruinous town may offer Leon a horrific, tense experience similar to his time in Resident Evil 2

Capcom says the game e reflec’ the ale of bioterrorism. C Redfield's journey into an infected city in China is the first proof that the epidemic hi pread massively. The B.S.A.A. agent appears to be on a personal vendetta, though Wesker's defeat in RE 5 makes Chris' new goal enigmatic. He can be seen shoving citizens out of his we

in

ames, Chris' C expedition looks s all the high-octane action of Resident 5. Exploding cars, attack helicopters, speed- ng motorcycles, giant infected beasts, and all othe nner of crazy set pieces obliterate the scenery. He can also be seen engaging in

« at Leon and

UU

= Arn

S m = E Vi-

h armed, uninfected enemies. yet-unnamed playable character also y-hungry mercen: n flowing through his blood that's suggested to be valuable to orid. Could this n nystery charac re to the virus plaguing human de woman joins his side, who looks and sounds remarkably similar t R int Evil 4. Perhaps the PI ter is looking to exact some revenge on the bioterrorists that infected her father? The two are seen ng from a hulking, Nemesis-like mutant that seems hell bent on their destruction. Capcom has gone on the record stating that , but the trailer

veins

ng gam geous in-game footage. Both Leon and Chris dodge zomb Slide on the ground, and shoot 3 While we don't have con firmation that players can finally move and shoot simultaneously, the c enhanced mobil ity is a hopeful sign. Chris also takes cover sev- al times throughout the trailer. We don’t know ether taking refuge is contextual as in RE 5, or if the game i a true cov tem. nt Leon een lodging an axe into a Zombie's face, suggesting a stronger focus on n combat.

Resident Evil 5 was a gorgeous game, and this sequel features even more stunning envi- ronments, character designs, and animations. Resident Evil: Revelations impressed us gling parallel stories, settings, and deliver a rich experience, and RE 6 is C up jt a much grander scale. If this trailer is any indication, Capcom is taking the best elements of the franchise and stitching them together to deliver the beautiful Frankenstein monster fans deserve. » Tim Turi

The new guy

A new Nemesis?

» Platform PlayStation 3 Xbox 360

» Style 1-Player Action » Publisher Konami

» Developer Vatra Games

» Release March 6

olent Hill: Downpour

Surviving on the st

sordid as the titular town. The first few games won widespread acclaim among horror and gaming enthusiasts. The foggy

1 he Silent Hill series has a past nearly as

streets, deeply disturbed characters, and sur-

real enemies were unlike anything at the time. The horror darling gradually became corrupt in the eyes of gamers as each sequel! marked a steady decline in quality, both in terms of storytelling and gameplay. While a 2006 film based on the games saw moderate success, it did little to help the struggling series regain

ts of Silent Hill

relevancy. My hands-on time with the new Silent Hill: Downpour has given me a good feel for Vatra Games' take on the iconic horror series, and this new ordeal may have what it takes to shake the rust off the classic survival horror series.

| begin my journey into madness as Murphy, an escaped convict with a murky history, trav- els into a dank underground tourist attraction. Named the Devil's Pit, this abandoned mining facility is home to foreboding stalactites, flooded passes, and threatening shadows. Unfortunately

for Murphy, it's his best shot at getting to Silent Hill and finding some help for his crashed prison transport.

Fumbling through the darkened mines without a light source keeps me on edge. A healthy chunk of time has passed since my last encoun- ter with an enemy, so I'm bracing for a surprise. After aimlessly creeping through the blackness for a few minutes, | remember a lighter | acquired earlier. Flicking the flint reveals a stairway that was obscured by the darkness. ! probably passed the same stairway in my search for the correct route half a dozen times, and while I'm relieved to discover it, it creeps me out to think that other things could be lurking in the dark.

The stairway leads to a series of cranks used to route the mine's hydro-powered machinery. Arranging the flumes one way drains a flooded passage and grants Murphy access to a medkit, while organizing the waterway in the opposite direction powers an old elevator. | like the idea of puzzles opening up branching paths, and hope it's a gameplay feature explored more deeply in the final game.

After hiking back to the elevator, | spot something moving. A gangly, pinkish creature crouches over a corpse, loudly taking his fill of flesh. This subtle introduction of a new enemy chills me. | appreciate that the new threat is revealed organically rather than forced down my throat in a rigid cutscene. The creature Skitters away as | descend the stairs, clearing the way to the elevator. The rickety lift's slow descent is interrupted by snarling and a loud Slam. The creature from above appears to have taken an interest in me. The beast cuts the

A A

The tram from the Devil's Pit mine leads right to Silent Hill proper

elevator cable, sending me plummeting down the shaft. The remainder of my time in the Devil's Pit is filled with several creepy surprises that | won't spoil. What I will say is that Vatra is continuing Silent Hill's long history of disturbing mannequin moments.

With the Devil's Pit behind me, | finally take to the streets of Silent Hill. For the most part, these winding, ruinous streets are just like | remember them from past games in the series. | spend most of my time trekking down a road only to find a gaping chasm. Piles of garbage and items clutter lawns and stoops, adding a touch of grimy detail unlike previous entries. Each dishev- eled yard, street corner, and building seems to have its own unique story to tell. While the visual variety is much appreciated, you'll still find your- self running around in circles quite a bit - some- thing fans of the series are likely expecting.

With new territory come new enemies. The trend of anticlimactically introducing new foes continues; this time it's a shirtless beast man with claws and a demented face. Think of a botched Weapon X experiment with homicidal tendencies. At one point, | was being chased by two of these freaks along with a couple of the shrieking banshee ladies I'd been introduced to

previously. Outmaneuvering and ditching Silent Hill's unsavory population is nerve-racking in a way horror fans will appreciate.

While dodging and running helps preserve medkits and bullets, sometimes a scrap is unavoidable. Thankfully, Downpour features one of the most reliable combat systems in the series so far without removing the element of fear and surprise. | switch between using pick axes, rebar, baseball bats, and crowbars against my foes. The rhythm of combat usually involves taking a few swings, blocking the enemy's attack, and then going in for a few more swings. Given that Murphy's adversaries are haunted creeps, their movements are erratic and difficult to predict. Combat is consistently challenging without being too frustrating, unlike the clunky encounters of the original game. Weapons also have durability, so that attempted kill shot with the baseball bat may leave you with a splintered mess and a pissed-off monster.

Like the older Silent Hill games, roaming the streets in Silent Hill: Downpour presents plenty of subtle, unsettling moments. One misadven- ture that stuck with me involves exploring the basement of a random house. Entering via a window, I’m greeted only by the noise of soft

A foe is usually hot on your heels on the streets

Murphy’s health is indicated by bloodstains and a progressive limp

sobs. Examining a nearby milk carton reveals an ad for a missing child, hinting at the origin of the haunting wails. After finding the rest of the base- ment locked off, | follow the sound of TV static upstairs. Flipping the switch causes the TV set to short circuit and explode. The crying stops immediately. Traveling back downstairs, | find the once locked door is now open. Without giving too much away, I'll say that Vatra is not afraid to put you in dangerous, surreal situations that will leave you with sweaty palms.

More puzzling and haunting incidents hap- pened to me during my time with Silent Hill: Downpour, but I'm hesitant to share - but not because recalling the events is too taxing on my fragile heart. Rather, | don't want to rob the impact from eager horror fans who deserve a good fright. During the rest of my playthrough | encountered an enigmatic mailman, soothed the unsettled souls of apartment tenants, and trav- eled to the gigantic clock tower in the middle of the city. A memento from Murphy's past greets him at the clock tower, revealing more about his mysterious stint in prison. | can't wait to learn more about Murphy's checkered past and what other scares Vatra has in store » Tim Turi

previews 79

FEAN ; | E da ine si

» Platform PlayStation 3 Xbox 360 * PC

» Style

1-Player Shooter/ Role-Playing (4-Player Online)

» Publisher Electronic Arts » Developer BioWare

» Release March 6

80 previews

Mass Eff

Not bad with Kinect

icrosoft has teased 360 owners with M Kinect applications for hardcore games

like Forza Motorsport and Ghost Recon Future Soldier, but up to this point the voice- and gesture-controlled peripheral hasn't impacted core gamers in a meaningful way outside of giving them new ways to navigate their Netflix queues. Changing your view of a car's interior is a nice touch, but what about gameplay? BioWare takes up this challenge in Mass Effect 3.

For BioWare, the solution was leaving the gesture recognition behind in favor of a robust suite of voice commands. The Mass Effect 3 demo used to showcase the Kinect functionality is the same level we saw at E3, Gamescom, and PAX Prime. In this mission, Shepard and his crew are fighting to extract a Krogan female

Players can switch ammunition types on the fly by calling out the new type to Kinect

from the Salarian homeworld of Sur'Kesh before the Cerberus agents snatch her.

The voice controls integrate into the action seamlessly. Instead of access- ing the power wheel to issue commands to your squadmates or using waypoints to guide them into cover, all you need to do is point your reticle at a target, say the name of the teammate you want to act, and issue a command. Anything you can do on the controller is available as a voice command. When you verbalize your instructions, a small microphone icon in the upper left-hand corner of the screen indicates whether Kinect heard you properly. Outside a few instances where room chatter drowned out my voice, the Kinect understood my commands and pro- cessed the information quickly.

Moving to engage the Cerberus agents, | had no problems directing Liara and new squad member James Vega to cover and commanding them to use their special abilities on the fly. It's a very satisfying feeling to say “James, carnage” and watch an enemy explode into several bits of flesh seconds later. Even better, if your squad members have different specializations, you don't even need to say their name during the order. My group was smart enough to know that went | said, “warp,” the order was intended for Liara.

Voice commands also work for managing Shepard's inventory and interacting with the environment. By saying a few simple words, | had the commander chucking grenades, switch- ng weapons, changing ammo types, opening doors, and interacting with consoles. Best of all, f the going gets rough, you can save your prog- ress without drilling into the menus by saying, “quick save."

| came into the demo skeptical of the Kinect voice controls, but after churning through baddies by issuing battlefield commands, I'm pleasantly surprised how well it integrates into the basic action. Not having to open the power wheel to order your squadmates around allows you to keep firing downrange, improving your overall battle effectiveness. As EA demonstrated during E3, the voice controls extend to dialogue situations as well.

The Mass Effect 3 voice commands aren't a standalone reason to pick up Kinect, but if you already own it, give them a shot when this demo hits Xbox Live on February 14. You may finally have a Kinect experience worth talking about. » Matt Bertz

| Am Alive

Survival of the fittest is the name of this game

hen gamers explore post-apocalyptic W settings, we're normally armed to the

teeth with assault rifles, grenades, and stimpaks. Rarely do games throw you into the chaotic aftermath of a worldwide catastrophe with no viable resources. Ubisoft's download- able title | Am Alive feeds off these kinds of harrowing experiences, embracing the dreary realism of a fractured civilization and leaving you with only your wits and a few depleting supplies to help you survive.

Much like Cormac McCarthy's novel The Road or Gary Whitta's film The Book of Eli, the world of | Am Alive is desolate and barren, with few survivors inhabiting the devastated cities. Water and canned food are prized posses- sions, and weapons are few and far between. Developer Ubisoft Shanghai further drives home the bleakness of this setting with a muted color palette and a tense soundtrack.

My hands-on demo begins with the main char acter returning to the outskirts of his hometown city of Haventon. He flew out east right before the catastrophe hit, and it has taken him a year to trek home. Though encounters with fellow survivors are rare, he holds out hope that his wife and young daughter are still alive. All he’s man- aged to retain during his journey is a camcorder, a few batteries, a rope, and a handgun with an empty clip.

The once-bustling city is in shambles, with the one bridge into town evidently torn and mangled by an earthquake. Getting to the other side won't be easy. | begin navigating the street full of aban- doned cars and finally spot a ladder up the side of one of the bridge supports. It looks like | have to take the acrobat's way across the bridge.

This everyman character doesn't have any Nathan Drake or Ezio Auditore genes in his makeup. He's a sure climber, but as | ascend each rung of the ladder, his stamina bar drops down slightly. If | drain the stamina bar com- pletely, his health will start to diminish as well, and he may plummet violently back down to earth. Charting a proper course before moving is key because you need to take any opportu- nity available to catch your breath and restore your stamina.

Halfway through climbing, jumping, and swing- ing through the mangled metal beams, | realize the next climbing segment isn't going to allow

me to take it slow. My stamina drains completely before | have a chance to reach safety, and

I'm forced to repeatedly pull the right trigger to make the character climb more quickly before his health meter drains completely. When | finally reach the ledge, I'm forced to use my last bottle of water and can of food to replenish my health. So much for rationing.

Once | safely reach the other side and head into the sewers, | finally run into a fellow survivor. This edgy character doesn't take kindly to my presence, drawing a gun and instructing me not to come any closer. | oblige, scooting quickly past him and continuing my journey.

| emerge from the sewers a few blocks from the apartment. Another mentally disturbed sur- vivor approaches me with a machete drawn. | instinctively raise my firearm to stop him in his tracks. He has no idea the gun isn't loaded, so while he stands with his hands raised | clock him with the butt of the gun. As restitution for his act of aggression, | steal his weapon and find a bullet in his pockets. This commodity will come in handy in this dangerous city.

Further ahead | encounter my first gang. This duo moves toward me with intent to injure, but Stops in their tracks when | raise my firearm. | try to pistol whip one of them, but before | land the blow the other moves in and stabs me with his weapon. With the situation spiraling out of control | decide now is a good time to use the bullet to even the odds. After the first guy hits the pavement | disarm the second guy easily.

With my health bar dangerously low, | thank- fully come across a medkit. | don't hesitate to

patch my wound, but | should have exercised restraint because right before | reach the apart- ment | walk past a mother pleading for help for her dying son. Had | not used the medkit, the Ubisoft Shanghai rep says | could have saved the boy. In doing so, the mother would have shared vital information about the cataclysmic event and given me another replay token. These allow players to restart at a checkpoint if they succumb to the dangers of the city.

| finally reach my destination, but unfortunately there are no signs of life within the apartment. | find a note on the mantle from the character's significant other. The letter says the wife and child were ushered off to the emergency shelter, but it's dated a year ago. It looks like the journey to find his loved ones is only beginning.

Ubisoft Shanghai says | Am Alive provides roughly six to eight hours of gameplay. Along the way players will encounter more dangerous plat- forming sequences, hostile survivors, and clues to what happened to the world and his family. My short demo of the game left me eager to jump back into the quest. Though the atmosphere is slightly reminiscent of survival horror games like Silent Hill, Ubisoft's steadfast commitment to presenting the aftermath realistically is something | haven't experienced in a video game before.

As one of the flagship titles of the Xbox Live Arcade House Party, | Am Alive is scheduled to release somewhere between February 14 and March 15. Look for the PSN version shortly thereafter. » Matt Bertz

» Platform PlayStation 3 Xbox 360

» Style 1-Player Action » Publisher Ubisoft

» Developer Ubisoft Shanghai

» Release

March

previews 81

» Platform PlayStation 3

Xbox 360

» Style

1 to 4-Player Sports (4-Player Online)

» Publisher

EA Sports

» Developer EA Tiburon

» Release March 27

The Life of Tiger

If you thought that EA was trying to distance itself from Tiger Woo: in. Tiger 13 feat nario mode that is quite different from anything previous in the franchise. Tiger's Legacy Challe

esa

ks players through Tiger's life by letting you pl lifferent Tigers in different phases of his life to try and complete both past and future accomplishments. This includes hitting shots as a two-year old Tiger Woods on The Mike Dougl how. Yes, that really happened.

82 previews

| habits dying |

n an attempt to rediscover his golfing mojo,

last year Tiger Woods famously altered his

swing - the one that helped him get within striking distance of Jack Nicklaus' fabled record of 18 major championships. Now EA Tiburon's Tiger franchise is also altering the analog swing mechanic that has made it successful after coming off one of its best years ever. Of course, in the video game world, there is a fine line between consistency and stagnation, so the developer is going to have to be careful that this year's changes don't add a wicked slice to its swing.

Tiger 13 is changing its swing by tweaking every aspect rather than undergoing wholesale revolution. Every second of your backswing and downswing are now tracked with a real-time trajectory HUD that follows your club. This gives you more noticeable feedback than in previous Tigers as you try to achieve maximum efficiency and avoid hook or slice. Perhaps more impactful, however, is that power is added or decreased based on the velocity of your downswing. While this offers you more options, it also demands a consistent swing to get the results you're after.

You can also open or close your stance to apply draw or fade on the ball (respectively), and

The red arc means you're off the ideal swing path

lard or

Tiger Woods PGA Tour 13

shift where the ball is in relation to your stance for more or less loft, For getting out of bunkers or punching it out of the rough, you can also change where you strike the ball to top or get under it. All of this stuff can also be done with either a Move or Kinect, although the latter has the advantage of voice recognition to do every- thing but swing the club for you.

Tiger vets know that many of these features are not new to the series - they simply went under older marketing names like the Shape Stick or Loft Stick. So, are these additions actually new or is it all a bunch of rehashed gim- micks? Until we get our hands on the game, we can't say. Although executive producer Brent Nielsen admits that some of these features have been used before, their sum effect in Tiger 13 "[adds] a sense of feel to the game." He points out the added animations and new ball physics influence how the game has changed.

Nielsen says that the goal is to let players create their owns kinds of shots with these new tools instead of having to push buttons to call up a punch shot or draw, for instance. These results can be achieved more organically through your swing or body positioning. Similarly, the team wants to move away from the kind of

golf-by-numbers that some Tiger players have mastered where they can hit specific swing power percentages in order to get consistent results. Accordingly, this year you can no longer simply stop your club at the desired swing power percentage and swing from there. If you stop at the top of your backswing your avatar will auto- matically revert to its idle stance.

Tinkering with its swing isn't the only addition to Tiger 13; work has also been done on the online side with the creation of Online Country Clubs. These can house 25 members, and you'll vie for weekly championship status within your club, challenge other clubs, and earn upgrades for your club as a whole.

In a similar spirit of community, the game keeps persistent track of all your golfing accom- plishments across participating EA golf games (like EA's Facebook title) so you can defeat over- arching challenges such as downing a certain amount of birdies, for instance.

Is this all just feature inflation, or signs of a development team refusing to stand idle even when it's at the top of its game? It might just be all a matter of feel. » Matthew Kato

Major League Baseball 2K12

After a disastrous season, the 2K series enters rehab

“the yips," a term coined from a baseball

player's sudden inability to perform rou- tine on field actions. Like Chuck Knoblauch's struggles to throw to first base (once resulting in a ball drilling announcer Keith Olbermann's mother in the face), Major League Baseball 2K11's yips are both amusing and tragic.

Catchers injured themselves by slamming into walls as they sprinted after foul balls hit deep into the stands. Al managers pulled pitchers who were throwing gems after only 50-plus pitches and would not pinch-hit for their hurlers in the later innings of close games, leading many to believe Pete Rose programmed the manager logic. After an injured player was removed from the game, he would stay on the field, stand- ing near the batter's box. A ball clearly hit out of a player's reach would sometimes magically teleport into his glove. | even saw a base coach duck in fear of a lazy pop fly (hit 20 feet away from him) and Twins' outfielder Denard Span scale a 30-foot wall to rob a home run.

From inexcusable bugs to unrealistic player logic, Major League Baseball 2K11 played base- ball worse than the Chicago Cubs circa 1909- 2011. Knowing full well that last year's game didn't deliver the intended experience, 2K Sports is taking an iterative approach to this year's game, rather than introducing new ways to play.

In my hands-on time with the MLB 2K12, Visual Concepts continually pointed out subtle tweaks, sweeping changes, and often reinforced how it is better than last season's effort. For instance, when a ball is hit into play, the framer- ate no longer jitters when the camera switches positions. The batter runs smoothly out of the batter's box, sprinting to the bag on a ground ball and properly rounding the bags for extra bases or outfield hits. Catcher animations, a point of mockery in previous series entries, have been completely re-shot and now embody a

| ast year, 2K Sports developed a case of

high level of realism with smooth transitional animations. The team also claims that online matches' swing, pitching and throw meters will not be affected by lag.

In terms of gameplay balancing, pitching is receiving the most attention. The development team felt that last year players abused pitches that worked (as they should). This year, pitches lose their effectiveness if they are abused by the pitcher or the batter gets good wood on specific pitch. If Ryan Howard knocks a Gio Gonzalez fastball out of the park, he won't trust that pitch and its rating will go down for the game. It will drop even further in later at-bats against Howard. New pitch tracking data also shows where each pitch type lands in the strike zone and if they led to an out or hit. If a pitcher only uses his curve- ball seven percent of the time in real life, when a player finds success with it and continues to use it, it will lose effectiveness the more it is used outside of that seven percent.

Fielding also poses a new challenge depending whether you decide to make a throw on the run or take the time to set your feet. A new meter with a "sweet spot" grows or contracts depend- ing on what position the fielder is in.

Batting is mostly the same, but the timing for pull and opposite field attempts have been tweaked, greatly reducing the potential for a home run. You'll also see a different animation for a power swing.

One lucky gamer will once again walk away with a million dollars in this year's Perfect Game Challenge. This year, the challenge is charted through a new universal leaderboard that tracks the top eight perfect games thrown (based on pitcher used and matchups), and will pit those eight players in a tournament. The winner walks away rich.

Drawing inspiration from 2K's NBA Today mode, Visual Concepts is adding MLB Today Season, a mode that allows players to play at

the same pace as the Major League season with » Platform

the same line-ups that the team uses in real life. PlayStation 3 Only one game can be played per day, and ita Xbox 360 · Wii + PC day is missed, it will be simulated using the same » Style

1 or 2-Player Sports (2-Player Online}

results and stats as the real team. My Player is largely the same as last season,

but it will now be much harder to create a player » Publisher that excels in every area. If you create your player 2K Sports

as a speedster, speed points are cheaper and » Developer power points are more expensive. I'm a little Visual Concepts wary of this direction, as I've always enjoyed » Release making a five-tool player. March 6

While the game certainly looks better than last season, my hands-on time still brought many concerns over bugs (an Al base runner retreat- ing to first on a ground ball) and the quality of the presentation (twitchy transitional animations still exist). Over 40 hours of new commentary have been added to the mix to strengthen the broadcast, and 2K says that the development time left between now and launch is dedicated solely to polish.

With 2K's exclusive rights to the MLB license ending at the end of this year, | have to wonder how dedicated the company is to this series. Are they building a foundation for the future, or giving a minimal effort in hopes of getting out under the contract's weight? » Andrew Reiner

previews

83

» Platform PC

» Style Massively Multiplayer Online Shooter » Publisher Sony Online Entertainment » Developer Sony Online Entertainment » Release 2012

Planetside 2

Creative director Matt Higby answers our questions

ith Sony Online Entertainment bringing back its massively multi-

player first-person shooter fran- chise later this year, we flagged down PlanetSide 2 creative director Matt Higby to pick his brain on why he thinks his game is relevant, how players interact with each other aside from with guns, and what role smaller groups will play in the massive wars he hopes to kindle. » Adam Biessener

Several developers have taken a crack at MMOFPS in recent years, but none have really caught on. What makes you think PlanetSide 2 could be the game to break through in this nascent genre?

A lot of games have been marketed as MMOFPS in recent years, but | don't think any of them were truly what we talk about as an MMOFPS. Most of these are actually instanced games

with character persistence. When we talk about MMOFPS we are talking about thousands of players competing simultaneously in battles across enormous maps. PlanetSide 2 will deliver massive scale battles in a way that no game since the original PlanetSide has come close to.

What lessons have you learned from previous games that prominently feature player politics (Eve Online and Dark Age of

Camelot immediately spring to mind)? Have you done anything with PlanetSide 2 to avoid some of the pit- falls and rough spots that players of those games have encountered?

From the game development perspective, our game is about player combat, not player politics. We're offering lots of outfit functionality and coordination tools to support combat and coordination, but when it comes to trying to sort out alliance disputes, outfit disbands, etc. players can handle those disputes on the battlefield. Of course, our community management and cus- tomer service teams are always on deck to help manage situations that arise.

The metagame dynamic in a three-faction game is much different than a two-faction (or faction-less) MMO. Even so, we've seen the result of a winning team attracting more players and eventually dominating its server through sheer numbers many times over. How will you deal with that problem in your game?

In PlanetSide 2, we've established a number of features in order to encourage even population, from sorting servers at character create based on your chosen empire, to giving bonuses to under-populated empires, and even potentially

locking creation of new characters for over-pop- ulated empires on servers if we have to, although that would be a last resort that we wouldn't want to have to take. Ultimately, we think that the empire balance will be reflected proportionally from server to server.

What role will a smaller friends-and-family outfit be able to play in the larger war?

If there is an enormous battle taking place at a facility it won't matter if your outfit is 20 people or 200 - you'll be able to take part and make an impact. Howewer, if you prefer to stick to smaller battles there are lots of objectives scattered in multiple capture regions of various shapes and Sizes all over the continent that you can capture with smaller groups.

The worst thing that can happen to a dynamic PvP game is for players to decide that win trading (or node trading, or base trading, etc.) is the best way to achieve their goals. How do you intend to deal with that? This comes down to balancing rewards for fighting, capturing, defending, etc. It's a tough act to balance with a lot of different vectors, but, at the end of the day, as long as actually competing with enemies provides a rewarding experience (both in terms of gameplay and tan- gible rewards) then this type of exploitation won't become a major problem.

Unit 13

With the Vita's dual analog sticks, shooters may finally get their due on handhelds

devices heaved a huge sigh of relief when Sony

announced that the Vita would ship with two analog sticks. For far too long, developers were forced to come up with clever workarounds for importing shooters to mobile platforms. Some titles (like Syphon Filter: Dark Mirror and SOCOM: Fireteam Bravo) found a way to impersonate shooter controls, but achieving functionality is a far cry from the smooth controls proper analog sticks offer. Unit 13 is one of the first Vita titles to take advantage of the long-awaited functionality.

This third-person shooter made by Zipper Interactive (SOCOM, MAG) stresses tactics over running and gun- ning. The collection of 36 standalone missions centers on a conflict with African warlords, but Zipper chose not to invest much time in the narrative because when you're play- ing on the go, getting in and out of your experience is sometimes more impor- tant than spending your limited time watching cutscenes.

Anyone who has played a SOCOM game will be right at home in Unit 13. Players move and shoot much like you would expect them to for a modern shooter, but Zipper is also leveraging the unique Vita features to give you even more options on the battlefield. While zooming in on enemies, you can tap the touchscreen to switch between a zoom and a scope view or swipe the back panel to adjust which shoulder you are looking over. Players can also reload weapons, toss grenades, and complete objectives gathering intelligence by hitting the appropriate button on the touchscreen.

Much like the underrated Bizarre Creations shooter The Club, you earn points for each action you complete during the mission, and your final score is compared against your friends and other players via online leader- boards. Taking a cue from the popular Autolog feature found in Need For Speed, Unit 13 promotes competi- tion between friends by broadcasting notifications when someone beats your high score or unlocks a new weapon. The game also has a progression/unlock system for the six playable operatives, a boss battle-style High Value Target mode, and a daily challenge mission custom made by Zipper.

Unit 13 has no competitive multiplayer, but those who prefer to play with friends can play all 36 missions coop- eratively via a Wi-Fi connection. » Matt Bertz

; hooter fans sick of lackluster options on handheld

» Platform

PS Vita

» Style

1-Player Shooter (2-Player Online) » Publisher Sony Computer Entertainment

» Developer

Zipper Interactive

» Release March 6

Kid Icarus: Uprising Nintendo aims for the stars with long-requested revival

ince Nintendo announced it a couple of years » Platform S ago, I've seen bits and pieces of upcoming cult hit 3DS

revival Kid Icarus: Uprising. Only recently did | have » Style a chance to dig in for an extended hands-on session to 1-Player Action

discover what this game is really all about. (Multiplayer TBA) | played four levels from various points across the story » Publisher

mode, ranging from traditional Greek ruins to a moun- Nintendo

taintop fight against a space pirate ship. Regardless of » Developer

setting, every area featured the same structure, beginning Project Sora with an on-rails flying segment where main character Pit shoots enemies out of the sky. After that, you switch to a ground-based section where you're given free control of Pit's movement, allowing for more exploration. Each level wraps up with a boss battle, often against a foe much larger than the diminutive Pit.

You can switch weapons between levels or when you die, and the weapon you use can greatly impact your experience. A slow weapon like the staff requires Pit to stay back and attack enemies from a distance as much as possible. A bigger weapon like the club allows Pit to knock projectiles back at enemies, but requires being in melee distance to be effective. In addition to these general types, | picked up tons of variations with differing stat boosts. Some weapons provided speed or armor bumps for Pit, while others gave a chance at poisoning enemies.

The many weapon options feed back in to the game's difficulty challenge. Each time you begin a level, you set the difficulty on a scale ranging from 0.0 to 10.0. The default difficulty rests on the low end at 2.0. To go above or below that you need to spend some of the in-game currency (which in this case is hearts). Taking on higher difficulty settings will reward you more hearts if you succeed and you have a better chance of receiving rare weapons.

This challenge loop adds incentive for replaying levels, as does the amusingly self-aware dialogue between Pit and Palutena, the goddess he serves. These two bicker, comment on the game's graphics, and make references to the NES original constantly, and the chatter seemed to Switch up a bit on subsequent playthroughs.

| still want to know more about Kid Icarus: Uprising's multiplayer, and I'm curious how long the single-player game is, but I'm certainly looking forward to this 3DS release much more after my hands-on time. » Phil Kollar

» Release March 23

previews 85

86

[HE SCORING S 10

| 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.

; 1 Y E: gameinformer ES

* MONTH

90 80 Ycalibur V

Project Soul has done just about everything fans could ask for to bring its revered fighting franchise back to its former glory. Soulcalibur V is the best entry in the series to date.

| Superb. Just shy of gaming nirvana, this score is a high

recommendation because the game reviewed is head- and-shoulders above its competition.

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 yearning for a more | rewarding game experience.

| Very Good. Innovative, but perhaps not the right choice for

WW N

Flawed. It may be obvious that the game has lots of potential, but its most engaging features could be A ee eee undeniably flawed or not integrated into the experience. PLATINU M 9.75 and 10 Bad. While some things work as planned, the majority of this title either malfunctions or it is so dull that the game A to gam falls short as a whole. A G OLD Scopes esed Painful. If there is anything that's redeeming in a game of 9and95 this caliber, it's buried beneath agonizing gameplay and | uneven execution in its features or theme. Awarded to games Broken. Basically unplayable. This game is so insufficient >| SILVER 151 = a 75 een in execution that any value would be derived in extremely x x small quantities, if at all. gemenformer The award for the A or most outstanding SOPA/PIPA. GAMES MONTH game in the issue

8

PS3 + 360

» Concept

A beloved writer, artist, and designer team up to create a huge action/RPG

» Graphics

Borrows heavily from the stylized look of World of Warcraft, but the level of detail and amount of color set it apart from similar fantasy RPGs

» Sound

A memorable score and solid voice acting take a hit from some annoying sound bugs that occasionally cause syncing issues

» Playability

The mix of Elder Scrolls questing and God of War combat makes for one of the most approachable, easy-to- enjoy RPGs ever

» Entertainment

There's practically too much content here, and though some of it feels derivative and uninspired, fun core mechanics kept me engaged

» Replay High

88

Kingdoms of Amalur: Reckoning

Revolt against fate, remain bourn

by convention

writer R.A. Salvatore, and Elder Scrolls

Ill and IV lead designer Ken Rolston, Kingdoms of Amalur: Reckoning has an impres- Sive pedigree that sets high expectations. Reckoning is meant to be the launching point for a vast new fantasy universe, and though it doesn't serve that purpose as well as 38 Studios wants, it provides a lengthy and enter- taining if sometimes flawed - experience.

Reckoning takes place in a section of the world

of Amalur known as The Faelands. Though it fol- lows the Elder Scrolls formula of dumping tons of Side quests and faction quests onto the player,

s the brainchild of artist Todd McFarlane,

it's not an open world in the way of Bethesda's RPGs. Instead, the game is structured like an MMO, funneling you from zone to zone by way of various quest lines. Environments lean heav- ily toward cheery, oversaturated forests at first, but eventually open up into a variety of canyons, swamps, and mountains.

Areas tend to be fairly self-contained because of this layout, which allows the story threads for each quest hub to grow and climax in an enter- taining (if predictable) way. Each area is huge and full of secrets, and there's fairly strong motivation to return after you've already solved the local population's problems.

In addition to hidden trea- sures and bonus dungeons unconnected to sidequests, each area features a number of lorestones - objects that provide a bit of backstory on Amalur. While the history lessons aren't necessar- ily enthralling, if you find every lorestone in an area you will get a powerful permanent boost to your stats. Certain quest lines provide similar permanent stat boosts, ensuring that thorough gamers will become increasingly godlike as the game progresses.

Reckoning's plot exists to mostly explain why your character who is dead at the outset, then resurrected

can defy fate in a world where everyone else is imprisoned by it. It's a cool concept that provides some helpful context for why your character is powerful enough to fix things for virtually every citizen, but the developers fail to make it seem as though your actions are having much of a visible impact on the world. The Faelands are distressingly static, rarely changing to reflect the good or evil you have done. That may work in an MMO, but it feels out of place in a single-player adventure.

The hundreds of quests are full of minor twists and tums, but they never quite go anywhere interesting. Both the main storyline and most of the lengthy faction quests end without any significant surprises to the degree that even now, a mere week after finishing the game, | can only vaguely recall any of the characters or plotlines | encountered. Nothing about the world of Amalur feels original enough to get me excited for the potential future products in this universe. Big Huge Games and 38 Studios have unique takes on traditional elves, fairies, and gnomes, but they’ve failed to create a compelling hook in the lore that differentiates it from everything else in the fantasy genre.

For all my issues with the storytelling, Reckoning more than makes up for it in battle and character growth. The real-time action feels similar to God of War's combo-chaining combat. Some action fans may bemoan the lack of depth with the one-button approach to melee, but the ability to switch to different weapons mid-combo and whip out spells and special abilities on the fly feels fantastic.

The rhythm of combat is broken up with a fun

mechanic called fateshifting. Each time you kill an enemy, you fill up a portion of your fate meter, gaining more fate based on how skillfully you mix up your abilities and how long you can keep your combo count rising. When the fate meter is full, you can fateshift to enter a slow-motion massacre where your attack power is greatly increased. At the end of a fateshift, the game asks for some good old-fashioned button-mash- ing to determine the experience bonus you'll receive as your character does a brutal, stylish kill. Fateshifting made me feel powerful and greatly increased the speed at which | gained levels thanks to the experience bump.

Each time you level up, you choose whether to devote skill points to mage, warrior, or rogu abilities. These choices unlock lightly defined class roles in the form of stat boosts called des- linies that can be swapped at any time, freeing you to make any character you want. In a rarity for RPGs, mixing and matching abilities from multiple trees has just as much potential for creating a devastatingly powerful character as focusing on one skill type. You unlock specific destinies by mixing two of the three trees or even spreading points evenly across all three. Reckoning even provides a quick, easy, and

relatively cheap way to completely refund your talent points and start building your character all over again, encouraging fun experimentation.

| was also pleasantly surprised to discover how enjoyable stealth gameplay is in Reckoning. | generally expect stealth options in RPGs to be underdeveloped and frustrating, so | cringed a little as | joined the Travelers, this game's version of the Thieves Guild. Fortunately, Reckoning's stealth is just forgiving enough - particularly after you've put a handful of skill points into it that I had a blast. When in stealth mode, clear mark- ers indicate how aware of you your enemies are, making it easy to learn and toy with the Al pat- tems. Awareness also drops quickly, taking care of some of the usual pacing problems with this kind of gameplay.

While Reckoning succeeds with its combat and stealth, it falls short in its Diablo-esque loot system. | picked up hundreds of thousands of pieces of armor throughout my time in Amalur, but actual upgrades became increasingly rare after the 30-hour mark. To add to the frustrating lack of desirable loot, the majority of upgrades | received in the final half of the game were the same armor models. When | did get a model switch, the new piece would often clash garishly

with whatever else | was wearing.

Reckoning also struggles with its technical per- formance. Numerous out-of-sync sound cues, framerate hitches, and slow-loading textures plagued my playthrough. | even encountered a few battles where enemies were completely invisible for a few moments while their models loaded. The PS3's mandatory install makes these issues slightly less common, but if you're playing on Xbox 360, strongly consider installing the game to the hard drive to help alleviate the frequent, lengthy load times.

Despite its problems, Reckoning is a good game with a lot of stuff worth checking out. But even with all of the talent backing it, it's just on the edge of being something much greater than itis. For a game that's all about breaking out of the confines of fate, it's a shame that so much of the content feels stuck within such narrow conventions. » Phil Kollar

This review is based off time spent with the Xbox 360 and PlayStation 3 versions of Kingdoms of Amalur: Reckoning. We were not able to play the PC version, but if there are any major changes in that version, we will provide an update to the review on gameinformer.com

reviews 89

8.5

PS3 + 360

» Concept

Add new fighters and

better online support to

the Soulcalibur we've been playing for over a decade now

» Graphics

Each character is more outlandish than the last. As always, the presentation

is gorgeous and without any rough edges or framerate hiccups

» Sound

The terrible one-liners aren't any better than they were

in 1998. There are just more of them

» Playability

This is as responsive and fluid as anything out there. Soulcalibur plays well on a gamepad, if you're looking for something that doesn't require an arcade stick

» Entertainment

This is the best Soulcalibur out there if you can ignore the nostalgia factor, but at the same time it's the same Soulcalibur as all the others

» Replay Value Moderately High

90 reviews

Soulcalibur V

Round and round we go

| Gamemforner y gamenformer "GAMES MONTH. B. SILVER

(sixth, really) entry in the main franchise

avoids the missteps of the previous two while retaining their good parts and adding a few new features of its own. Even so, "best Soulcalibur ever" doesn't mean what it used to. We've been doing this for over a decade at this point. No matter how smooth and vibrant the

| his is the best Soulcalibur ever. The fifth

new coat of paint is, we've all been here before.

The roster is as huge and varied as ever. The proper online play added in this edition is long overdue. Soulcalibur V hits all the right bullet points that a fighting game sequel has to have, but more importantly, it doesn't screw anything up. Nothing has moved backwards, unless you count a few of my staple moves being changed or removed. That is all but inevitable when we're

Several characters have been replaced with fighters sporting indentical move sets, like Leixia here taking over for Xianghua

Style 1 or 2-Player Fighting (2-Player Online) Publisher Namco Bandai

talking about a series I've dumped several hundred hours into.

Most of the changes are ancillary to the actual fighting, but there are some notable tweaks. Many more moves that incorporate guard impact windows have been added, which integrate the guard impact concept more smoothly into intermediate-level play. A super bar similar to Street Fighter's is now part of the game, though super moves aren't as devastating. Even a per- fect Brave Edge executed in a counter state usu- ally does less than half a health bar of damage. Finally, the flow of any given round feels even more focused on initiative and the ground game than in previous Soulcaliburs.

The new fighters won't convince me to move away from my traditional mains (Mitsurugi, Xianghua, and Siegfried, for the record), but they're interesting additions. Fiona has powerful long-range attacks with her orb, and she strikes as fast as anyone in close, but her mid-range game seems weak. Z.W.E.l. is harder to get a handle on; his toolset focuses on summoning a spirit wolf and is unusual to the point that | had a heck of a time coming up with any decent tactics. Ezio seems less overpowered than

Developer Project Soul Release January 31 ESRB T

previous guest characters, lacking an easy-to- execute close range get-away move to get back to his stronger mid-range distance. Patroklos

is very reminiscent of Cassandra, with explo- sive mid-range moves and easy launchers that reward a poking playstyle. Nightmare and Kilik are, of course, still complete cheese.

Online play is much better supported in Soulcalibur V than in previous installments. Ranked matches work like StarCraft Il, with the network handling matchmaking within a simple set of player-defined criteria. Setting up a room to play casual games according to your preferred ruleset is easy as can be. As with all pre-release review code, | was unable to test the final network infrastructure or get as much online play in as I'd like, but barring some unforeseen failure on Namco Bandai's part it should be a destination mode.

The persistent stat tracking and progression is wonderful, and ties in beautifully to the enhanced character creator. As you level up and unlock new cosmetic items, you can outfit your own created character (who uses an existing fighter's style) or any of the default characters with what- ever you like. Want to put a big purple afro on Ivy? Go nuts. If you're really dedicated, you may even unlock something for a lady fighter to wear that you wouldn't be embarrassed to have on the TV when your mother walks into the room.

Soulcalibur V is the next-gen Soulcalibur that l've been wanting as a fan for years. At the same time, it's nothing if not more Soulcalibur. Now if Namco Bandai would release a DLC pack with the full Soul Calibur Il roster, | could finally retire that disc. » Adam Biessener

The Darkness ||

A lovesick

Style 1-Player Action (4-Player Online) Publisher 2K Games Developer Digital Extremes Release February 7 ESRB M

n the comic book business, it's common

for high-profile writers and artists to leave

a series before completing a story arc. The change in talent often produces a jarring shift for readers. The plot can head in a direc- tion the previous creative team may not have intended. Alterations to character appear- ances and dialogue can give them entirely new personalities. Even if this comic is technically picking up where it left off, its tonal and cos- metic changes can make it feel like an alternate reality continuation.

The Darkness, a video game series based on the Top Cow comic, is afflicted by a similar cre- ative malady. Developer Starbreeze tapped this license to create a powerful shooter that played out like a slow-moving stealth game with pro- tagonist Jackie Estacado lurking in the shadows, summoning his darkling minions to systemati- cally take down his foes. For the sequel, newly appointed developer Digital Extremes keeps Jackie's story alive, but the framework for the experience is aimed more toward the fast-paced shooter crowd than people looking for a creepy supernatural thriller. That's not to say Digital Extremes didn't create a decent game full of mindless action, but the soul that Starbreeze nurtured and made Jackie's driving force is nowhere to be found.

This time around Jackie comes across as a lovesick broken record, going on and on about his dead girlfriend Jenny. Two years have passed since her tragic death, and he hasn't found peace. He's obsessed with her memory to the unhealthy degree that he sees hallucinations of her and is continually reminded of the great moments they had together. One of the best moments from the original was Jackie's quiet

night on the couch with Jenny. Digital Extremes tries to evoke this same feeling from players on numerous occasions, but they all feel forced and disingenuous. No offense, Jenny, but | feel like Digital Extremes is beating a dead horse.

A new antagonist and reason for Jackie to seek vengeance are introduced early on in this tale, but as you've probably gathered by now, loverboy's head isn't exactly where it should be. As he becomes unhinged, Jackie's mind lapses into a reality without the Darkness where Jenny still lives. These sequences have Jackie talking to his mob buddies and Jenny, adding humor to the grim tale, but the gimmick is revisited too often. The resolution to the entire plot hangs on Jenny, and sadly doesn't reach closure until after the credits, where another ridiculous Jenny revelation awaits.

The gameplay struggles to find its pulse just as much. Combat relies on reflexes more than Strategy this time around; Jackie can rarely get the jump on an enemy, and the Darkness is just a weapon rather than a tool. Most encounters begin when Jackie passes an invisible trigger point in the environment. Foes crawl out of the woodwork, descend from rooftops, and almost always rush his location, resulting in more close- range encounters and challenging battles.

Jackie can quad-wield weapons (two guns and two Darkness serpents), allowing for a variety of grisly kills. Placing two bullets into an opponent's leg makes him reel, giving Jackie enough time to lift him off of the ground with a serpent. As the foe dangles in agony, the second serpent can rip off his head or puncture his chest. The gunplay and serpent mechanics are beautifully implemented, and once mastered, empower the player with the sensation of superiority

on the battlefield.

Feeling powerful is fun, but combat encounters lack the necessary variety in design and enemy types to remain fresh. Even with an extensive upgrade system in place, the action doesn't evolve from its initial form. | must have sum- moned my serpents to perform the grotesque wishbone kill (ripping a foe in two from the crotch to the face) at least 100 times in the seven or eight hours it took to complete the game.

The only diversion frorn the repetition is the rare instance where control switches to a darkling. This foul critter occasionally sticks his fingernails into human eye sockets, but mostly performs boring actions like scurrying through vents and disabling fuse boxes. His most memorable accomplishment is peeing on dead enemies, which isn't a good sign. | should also point out that this darkling is always onscreen playing the "follow" role seen in the Call of Duty games, motioning you in the right direction. The odd thing about this handholding technique is that the game already offers a light-up breadcrumb trail waypoint system. If you use it when he's on screen, the trail goes right below his feet. | have to ask: At what point did we become so bad at navigating linear environments that we need two redundant "Help me! I’m stuck!" systems?

The Darkness II is more of a rebirth for the series than the sequel it's trying to be. The action is mindless and fevered, and Jackie has transformed from a vengeful protagonist into someone who probably listens to "Dream Weaver" as he cries himself to sleep. | found it to be an interesting journey, mostly just to see how different it is from the original, and also to see how a demonic superhero can be whipped by a dead woman. » Andrew Reiner

2.5

PS3 * 360

» Concept

A new developer and gameplay direction join Jackie Estacado as he continues to mope about his lost love

» Graphics

The original game's realistic dark tones have been replaced with vibrant cel-shading. This new

look doesn't evoke the same creepy feeling, but

it effectively paints comic book-like worlds and character designs

» Sound

Jackie's mob friends are written exceptionally well, and the actors that bring them to life are perfectly cast. Licensed music is used at the right times to bring about

à chuckle or heighten the atmosphere of a scene

» Playability

Without much in terms of enemy or weapon variety, the new fast-paced approach to combat falls flat despite excellent execution

» Entertainment

This follow-up lacks the spark and creativity of its predecessor, and proves to be more entertaining in its limited multiplayer content

» Replay Value Moderate

Cooperative Vendettas

an exhilé digestible

friend at your s

reviews 91

4

PS3 + 360

» Concept

You're an undead badass who can rip off his own head and limbs. You must shoot and chop your way out of a demon apocalypse

» Graphics

It's a good-looking game marred by a poor camera and technical issues

» Sound Terrible voice acting, forgettable Score, lots of explosions

» Playability The game's hook - the fact that your body flies apart after any heavy attack makes combat frustrating and messy. The online co-op is decent, but limited to small set-up levels

» Entertainment

The main character is aggravating, the story clichéd, and the gameplay poorly designed and beset by technical issues

» Replay Value Low

3

PS3 + 360

» Concept

Save humanity by keeping a special little girl alive in an extended survival-horror escort quest

» Graphics

The infected aren't the only dead-eyed residents of Silver City; Amy is one creepy

little kid

» Sound

Fans of Geiger counters and hissing steam valves are in for a real treat

» Playability

Awful combat, checkpoints, and Al keep Amy from attaining mediocrity

» Entertainment

You have better things to do with your life (and $10) than play this broken mess

» Replay Value Low

92 reviews

NeverDead

A bloody mess

Style 1-Player Action (4-Player Online) Publisher Konami Developer Rebellion Studios Release January 31 ESRB M

is a great example of just how hard it is.

The main gameplay hook - your character being able to detach his own limbs and roll himself back together again sounds novel on paper (and was tailor-made to sound awesome in preview coverage). However, if you're going to use a unique mechanic, you have to design a game around making that concept fun (Portal is a great example). Rebellion may have come up with a new idea, but these days that's simply not enough. By shoehorning this oddball idea into a terrible, unoriginal third-person action game, it created an experience that is too

[) esigning games is hard work. NeverDead

Survival horrible

Style 1-Player Survival Horror

Publisher Lexis Numérique Developer VectorCell Release January 11 (Xbox 360), January 17 (PS3) ESRB M

the little girl she rescues from a mysteri-

ous research facility, and the fallout from a horrific outbreak. It's also a cautionary tale of how poor game design can murder fun, and how easily the desperate can be separated from $10.

Expect a typical survival-horror scenario with spooky tunnels, moaning creeps, and easily broken melee items. The twist comes with Amy. When broken down to her key functionality, Amy is a pretty handy item to have around. She fetches stuff, casts a variety of psychic spells, and flips a mean switch. Unfortunately, Amy is also a tremendous annoyance.

Amy follows simple commands such as "come," "stay," and, "pick up those syringes." She also has an immunity to the outbreak that's plaguing Silver City, which comes in handy. Stray too far from Amy, and Lana will rapidly become infected. When she does have to leave the little girl behind (crates don't push themselves, after all), Lana can mitigate the effects by jamming a needle into her neck. As her condition worsens, her gait changes to a limp, her vision takes on a red tinge, and she hears creepy whispers. In the

my is the story of a woman named Lana,

clichéd to feel fresh but also fails at delivering on the basics of the genre.

The plot, which | won't waste too much time on, is pure drivel. You're Bryce Boltzmann, an undead employee of a government agency that is tasked with killing off the various demons that threaten our world. Without spoiling too much (though | guessed the big plot "twist" after about 15 minutes), a parallel story told in cutscenes eventually sheds light on Bryce's origins. Frankly, the writing is so bad | couldn't care less about the story, and Bryce is armed with some of the worst one-liners in recent memory.

With your fellow agent Arcadia, you proceed to the end of this stolid adventure by shooting and hacking through endless waves of demonic crea- tures and increasingly frustrating boss battles. The basic combat is divided between standard third-person shooting and analog sword action. The levels are dull (you generally have to kill every enemy in an area to open the next door), with the exception of some amusing platforming you do as a disembodied head.

While there's nothing wrong with the basic combat design, myriad technical issues mar this experience to the point where, at times, the onscreen action is incomprehensible. The camera is erratic, the targeting suspect, and

final stages of the infection, Lana can amble past the hostiles without fear of being attacked - a boon considering how awful she is at staying alive. Without any accurate way for players to gauge her condition, however, the bigger danger is that she'll simply fall down without warning and die.

When this happens - and it will you'll have to start over at the last checkpoint. This usually means that about 10 minutes of preparation is instantly gone and will have to be repeated. There's not much tension to be had in the game to begin with, and it's completely drained when you're forced to do the same menial tasks over and over again to try to determine where exactly a plan went wrong.

This is exacerbated in later levels, when simply being spotted by an enemy automatically means failure. Here's a sample sequence: Push a crate. Hit a guy in the back of the head with a crowbar,

your body flies apart nearly every time you take significant damage (forcing you to roll your head back to your body before your head is inhaled by enemies). Sometimes, you'll get caught in a loop of getting hit, rolling your head back on your body, and being hit and flying apart again.

This is even more difficult when the camera wigs out and you can't tell where you are. The boss battles, which are long, multi-stage wars of attrition, rarely offer anything more creative than “shoot him in the glowing part" and feature such annoying tropes as regenerating health bars. Even worse, a few times | encountered bugs like my severed head rolling through the floor into a weird, blank dimension with only a city skyline and another, more serious bug that left me cut off from the last enemy | needed to kill to advance through the next door.

This lack of polish wouldn't be nearly as frustrating if not for the fact that the game's pri- mary feature the dismemberment of the main characters -~ makes the game less fun than it would have been as just a plain old third-person action game. Sure, it's a unique idea - but not every idea is worth pursuing. In the case of NeverDead, this concept should have been left on the cutting room floor. You could say the same about the game itself. » Matt Helgeson

breaking the weapon in the process. Leave Amy. Wait 40 seconds to get contaminated enough

to walk past a pair of infected. Push two more crates. Get Amy. Walk past infected. Shove Amy into a concrete pipe. Wait 40 seconds to get contaminated. Push a car. Rejoin Amy. Watch as Amy decides to walk over broken glass, alerting everyone in Silver City. Restart. Even when Amy doesn't act like an idiot, the game becomes a tedious series of trial and error sequences, with little feedback as to what went wrong.

As a downloadable title, | wasn't expecting Amy to measure up against the triple-A jug- gernauts of the survival horror genre. However, | was expecting a game that was at least play- able and contained some kind of entertainment. Make no mistake: Whether Amy is delivered to you via download, retail SKU, direct brain wave, or retinal implant, it is terrible and should be avoided. » Jeff Cork

AI Zombies Must Die

Yet another twin-stick zombie

Style 1 to 4-Player Shooter Publisher Square Enix Developer Doublesix Release December 27 ESRB T

oublesix, developer of Burn, Zombie,

Burn, has unleashed another download-

able twin-stick zombie shooter upon the unsuspecting masses. Some new weapons, a barebones crafting/leveling system, and groan- inducing story are incorporated in an attempt to breathe new life into the rotting formula. Like any assault rifle, the action is effective in short bursts, but prolonged repetition leads to a jam in your enjoyment.

Most of the game is predictably spent killing

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zombies while read- ing inane banter between Ben and his icy ex Rachel. Manipulating both analog sticks to move and shoot is as reliable

as it ever was. Using the torch to set a single zombie on fire, herding the flock together, and watching the flame spread among the undead

is sadistically satisfying and easy to pull off. Weapons can be easily modified to gain proper- ties like a sonic blast to stop enemies in their tracks, which provides

a useful respite in hairy situations. Unfortunately, few weapons outside the shotgun and chain- saw are any good. You'll curse to yourself when you accidentally collect a wimpy cricket bat or impotent submachine gun. To make matters worse, fully customizing your loadout is a restrict- ing mess. Not being able

"s

to swap out both weapons at the base when you please is a huge pain.

Satisfying the game's mindless goals (variations on zombie-killing) gets a little livelier with friends. Local drop-in, drop-out co-op is available at any point, allowing you and three friends to play as a faceless soldier or unlocked supporting charac- ter. Sorry, no online play here; you or your friends will have to brave the real world to play together. Be sure to turn off the irritating friendly fire, unless you want your friends to cooperate their fists into your shoulder.

| don't regret the time | spent with All Zombies Must Die, but there isn't enough about the game that sets it apart from the myriad other titles like it on the digital marketplace. If you're looking for some decent Zombies Ate My Neighbors-style

2.5

PS3 + 360

» Concept

Integrate some passable progression and crafting into the tried-and-true twin-stick zombie shooter

» Graphics Hope you like characters with exaggerated craniums

» Sound

You're going to hear a lot of gunshots and a song that rips off John Carpenter's Halloween

» Playability

While the lack of online co-op sucks, being able to drop in and out locally at any time

is great

» Entertainment There's some fun to be had in frenzied spurts

» Replay Value

Master's Entertainment Business Game Design

Bachelor's Computer Animation

Creative Writing for Entertainment

Digital Arts & Design Entertainment Business Film

Game Art

Game Development

Music Business

Recording Arts

Show Production

Sports Marketing & Media Web Design €: Development

Associate's Graphic Design Recording Engineering

couch co-op action, you can do a lot worse for Moderate your $10. If you want a game that innovates on the twin-stick shooter genre in a meaningful way, however, | wouldn't look here. » Tim Turi Master's

Creative Writing

Education Media Design & Technology Entertainment Business

Innovation & Entrepreneurship" Internet Marketing

Media Design

New Media Journalism

Public Relations*

Bachelor's

Computer Animation Creative Writing for Entertainment Digital Cinematography Entertainment Business Game Art

Game Design

Graphic Design

Internet Marketing Media Communications? Mobile Development Music Business

* Title IV federal student financial aid funding is not available for this program. Full Sail has applied for approval to award Title IV funds for this program and if granted, students will be advised of the availability of such funds as applicable.

Music Production Sports Marketing & Media Web Design & Development

Winter Park, FL 800.226.7625 * 3300 University Boulevard

Financial aid available for those who qualify + Career development assistance + Accredited University, ACCSC

To view detailed information regarding tuition, student outcomes, and related statistics, please visit fullsail.edu/outcomes-and statistics.

9.25 |

PS3 + 360

» Concept

Collect three great PS2-era platformers with updated HD graphics, 3D, and trophies

» Graphics

While the technology is dated, the fresh HD coat of paint helps. The great character and an designs remain timeless

» Sound

Great voice acting and subtle and intelligent scores courtesy of DEVO's Mark Mothersbaugh

» Playability

Each successive game adds new depth and variety to the core platforming mechanics

» Entertainment

While the Jak series shows its age in some respects,

it remains one of the most ambitious and well-executed platforming franchises

ever made

» Replay Value Moderate

94 reviews

Jak and Daxter Collection

ak and Daxter make a comeback

gamenformer GOLD

Crash Bandicoot and the large-scale

spectacle of the Uncharted series, the Jak and Daxter games are transitional works for the developer in many ways. While still fall- ing squarely in the action/platforming genre, the series was driven by a restless sense of innovation, evolving from the standard '90s collection-driven design to Jak 3's apocalyptic open-world that suggested what Mad Max Beyond Thunderdome might have looked like if conceived by Pixar.

| played all three Jak games when they were

released, but it was instructive to play all three again in quick succession. The first thing | noticed was how different in both tone and

S tuck between Naughty Dog's early icon

Style 1-Player Action/Platforming Publisher Sony Computer Entertainment Developer Naughty Dog/Mass Media Release February 7 ESRB E-T

design Jak 2 and 3 are from the original, which seems to be cut from a different cloth. While pushing the boundaries of the genre in terms of scale, graphics (for its day), and technology, Jak and Daxter doesn't stray that far from the tem- plate of ‘90s Rare games like Banjo-Kazooie and Donkey Kong 64. You wander around talking to villagers, getting tasks ranging from simple fetch quests to longer-form platforming episodes, earning power cells and precursor orbs along the way. It doesn't feel as innovative as | remember, but it's still a tour de force of craftsmanship packed with engaging platforming levels, boss battles, and some (occasionally problematic) vehicle segments that deliver variety.

With Jak 2, Naughty Dog blew up its formula with an epic adventure that took obvious inspiration from Rockstar's Grand Theft Auto Ill. Now, the open city of Haven serves as the hub world, with Jak and Daxter riding hover- bikes from location to location to engage in platforming levels that take place just outside the City walls.

The series also went through a dramatic shift in tone in Jak 2. The previously voiceless main character was transformed into an angry young man, complete with a new soulpatch look that made him look like a refugee from a tum of the century metal band. Jak had been the subject of experiments that injected

him with volatile Dark Eco, transforming him into a hulking, gray "Dark Jak." The story and tone of Jak 2 is continued in Jak 3, making the original now feel more like a lighthearted prologue to the action series. Jak's more serious persona seems a bit silly in retrospect; thankfully, the wisecrack- ing Daxter is always around to lighten the mood with a well-placed comedic remark.

Jak 3 is basically a restatement and expansion of the strengths of Jak 2. Now banished to the wastelands outside Haven City, Jak eventu- ally makes his way back to set things right, but not before experiencing a varied and grand adventure. Minor improvements to control and gameplay (like expanded weapons functions) abound, and the dune buggy vehicles you pilot in the deserts are much more satisfying than any of the hoverbikes in Haven.

It's an attractive update of a trilogy that, in many ways, marked the end of the action/plat- form era. Nintendo carries on, but the genre is now a niche market. The Jak series (along with its spiritual sister series Ratchet & Clank) is also the last time that the platformer seemed to really be engaged in the larger conversation of game development. These games were intended to be blockbusters, to compete with the Grand Theft Autos of the world. While there's been a plat- former in recent years, most of those games are looking back to the simpler 8- and 16-bit eras.

Naughty Dog's work in this franchise endures thanks to great characters, finely tuned gameplay, and a unceasing inventive- ness. Though some aspects of the games are dated now, the Jak games stand up as epic adventures. » Matt Helgeson

Army Corps of Hell

Underutilized mechanics meet an

underwhelming launch title

Style 1-Player Action (4-Player Online) Publisher Square Enix Developer Square Enix Release February 22 ESRB M

e constantly hear about Mario, Zelda, W and Donkey Kong when Shigeru

Miyamoto's career is discussed, but rarely do we hear about the underrated Pikmin games. Those charming titles featured a unique gameplay mechanic that has rarely been duplicated. While the idea of tossing hordes of minions at your foes hasn't been used much since Pikmin, it has reappeared in an unlikely Vita launch title. Army Corps of Hell takes the basic idea of those GameCube titles, subtracts the puzzle elements, and adds a healthy dose of metal-themed imagery and music. The end result is initially amusing, but it wears out its welcome quickly thanks to a lack of variety.

Playing as a demonic warlord, the core con-

cept of the game involves directing various small goblins at your enemies. You have access to soldiers that can be thrown onto foes' backs, spearmen that dash forward to attack distant enemies, and mages that can shoot projectiles at elemental foes. Each stage consists of bat- tling from small island to small island, taking out waves of demons and monsters. Unfortunately, that's about all there is to the game. Some clever boss fights pop up from time to time, but these

Wipeout 2048

A solid, yet predictable experience for Vita's launch

Style 1-Player Racing (8-Player Online) Publisher Sony Computer Entertainment America Developer SCEE Liverpool Studios Release February 15 ESRB E10+

encounters are often repeated. New enemies occasionally appear, but they aren't enough to keep the stages from resembling a Dynasty Warriors-esque grind after a while.

Despite being a launch title for a system with many unique hardware elements, Army Corps of Hell takes advantage of almost none of them. It seems like it could have been a PSP game, from the visuals to the simplistic controls (the right analog stick is used, but turning could have been performed via the PSP shoulder buttons).

have a long history together, dating back

to the PSone's launch window in 1995. When Sony released its first portable 10 years later, the anti-gravity racer was sitting on store shelves right alongside it. History repeats itself this year, as Wipeout 2048 greets new Vita owners on day one. It's a gorgeous and fast- paced racer as always, but a strong sense of familiarity and some questionable hardware utilization bring the experience down a bit.

If you've played any recent game in the series, you have a good idea of what to expect from 2048. Bells and whistles like photo mode, pilot assist, and motion controls have been seen before, and the core gameplay still revolves

ds RN

| he Wipeout series and Sony consoles

around hitting speed pads and collecting (or absorbing) weapons and power-ups.

Campaign mode is the meat of the game, featuring several seasons with optional paths. You participate in required races, combat events, time trials, and zone races, but secondary events branch off the main path for those looking for more XP. These become more necessary as you reach the tougher races, as they often reward you with new vehicles. Leveling up is crucial, as it's another method to unlock the more advanced crafts. The XP system is handled well, as you pocket your acquired experience at the end of each race regardless of where you landed on the leaderboard. It makes even your losing efforts worthwhile, which significantly decreases the

An odd drumming item has you tapping the rear touchpad to regain health, but it feels shoehorned in.

Other than some seconds-long repeated cutscenes between stages, there is almost no story. The only thing that keeps you going after getting the initial upgrades (more goblins, new types of goblins) is the alchemy system. By harvesting the bodies of fallen enemies, you can build new armor and weapons for your gobiins. It's nice to power up your minions, but these stat upgrades do little to break up the monotony of the core gameplay.

l enjoyed Army Corps of Hell quite a bit during the ini- lial stages, but it didn't take long to realize how little there was to the overall experience. You can bring three friends along via ad-hoc play, but it won't change the fact that the gameplay revolves around a repetitive grind through similar levels. » Dan Ryckert

frustration of a poor performance.

Your campaign can also be brought online, with leaderboards and secondary objectives mixing up the standard single-player experience. These secondary objectives are in place to give new players an incentive to participate against veterans, as it gives them a chance to earn XP even if they can't compete for the fastest times. Ad-hoc play for up to eight players is supported, as is cross-platform play with owners of Wipeout HD on PlayStation 3.

Launch games are frequently engineered to showcase the new console's hardware, and Wipeout 2048 is no different. One control option allows you to steer by tilting the Vita, thrust with the rear touchpad, and absorb pick-ups with the front touchpad. By no means does this improve the experience in any way, and | promptly reverted to standard controls.

It's a competent racer, but Wipeout 2048 feels too familiar for its own good. Long loads and underwhelming touch controls don't help the matter, and may dissuade anyone who isn't a longtime fan of the series. If you need a solid racer right away when you get your Vita, Wipeout 2048 will suffice. However, others may want to wait until something fresher comes along. » Dan Ryckert

4.5

Vita

» Take the mechanics of Pikmin and bring them to hell

» Graphics

Characters and enemies lack detail, and the stages lack distinctive qualities

» Sound

Lots and lots of wailing metal

» Playability

Vita's hardware is barely utilized. This feels like it could have been a PSP game

» Entertainment

The initial stages hold some value, until you realize that you're essentially going to be repeating them for the entire game

» Replay Value Low

1.15

Vita »

Concept Pilot anti-gravity hovercrafts through futuristic cities

» Graphics

The fast-paced races do

a great job of showing off the graphical capabilities of the Vita

» Sound

Wipeout once again looks to current electronic acts to provide the soundtrack

» Playability

Vita's analog stick does a good job of controlling the action, but the crafts still possess a noticeable lack of traction

» Entertainment

As long as you don’t expect

a reinvention of the series, Wipeout will suffice as a solid racer for Vita's launch

» Replay Value

Moderate

reviews 95

PLAYSTATION 3 Green Lantern: Ace Combat: Assault Horizon 8.25 Dec-11 Rise of the Manhunters 65 A 8 H | F XI ll 2 Adventures of Tintin, The 7.75 Feb-12 Harry Potter and the Ina antasy "

Deathly Hallows, Part 2 6.5 Sep-11 Alice: Madness Returns 6.75 Jul-11 7 : Assassin's Creed Revelations 8.76 Jan-12 Hour d bs x" T Platform PS3 * 360 Release January 31 ESRB T Issue February '12 Bangai-O HD: Missile Fury 725 Jui A P "E . l -dri bat i Brian AM C 10 Novi: 10 & Shadow of Togression iS piayér-driven, combat iS even > the Colossus Collection, The 9.75 Oct-11 tert ini d f th Battlefield 3 oa Dt roo Feen more entertaining, and an array of other 3Ravna: -— * s : 2 O "t 7 $m! dee Park: hene ss 1 | Qdjustments makes it one of my favorite RPGs iodycount 5 t-11 . ae $ f Brink ae mc UM pido from a mechanical perspective. I just want a Kung-Fu Figh Impact 6 Feb-12 A : > , Burnout Crash 75 NOH] A Mole 2395 dH all of that integrated with a story that isn't can of Duty: Modem Waris Se Ja? LEGO Hany Potter vears 5-7. 75 4:2 | laughable and borderline insulting. Joe Juba Call of Juarez: The Cartel 45 Sep-11 LEGO Pirates of the Caribbean 7 41.1 Captain America: Super Soldier 7.5 Sep-11 Lord of the Rings: Cars’ 775 Aug-11 vor in the North 55 Dec-11 Catherine 7 Aug-11 Madden NFL 12 75 Oct-11 Sims 3: Pets, The 75 Dec-11 Brink 6.75 Ju- Fancy Pants Adventure, The 7.5 Jul-11 Cryss 8.25 Dec-11 Magic: The Gathering - Duels Skylanders: Spyro's Adventure 8 Dec-11 Burnout Crash 7.5 Nov-11 FIFA 12 9 Nov-11 Dark Souls 8.75 Nov-11 of the Planeswaikers 2012 8 Aug-11 Sonic Generatons 6.75 Dec-11 Call of Duty: Modem Warfare3 9 Ja- Final Fantasy XIII-2 8 Feb-12 Dead Island 85 Oct-11 Metal Gear Solid HD Collection 9 Jan-12 Spider-Man: Edge of Time 6.5 Dec-11 Call of Juarez: The Cartel 45 Sep-11 Forza Motorsport 4 9.25 Dec-11 Dead Rising 2: Off the Record 9.5 Nov-11 MX vs. ATV Alive 7 Jul-t1 Super Street Fighter Iv Captain America: Super Soldier 7.5 Sep-11 From Dust 8.75 Sep-11 Deus Ex: Human Revolution 85 Oct-11 NASCAR Unleashed 7 Dec-11 Arcade Edition 7.75 Aug-11 Cars 2 7.75 Aug-11 Fruit Ninja Kinect 8 Oct-11 Dirt 3 875 Ju-11 NBADKID 95 Novii Thor: God of Thunder 45 Jur11 Catherine 7 Aug-11 Gatling Gears 8 Jut Disgaea 4: NCAA Football 12 9 Aug-11 Transformers: Dark of the Moon 7.5 Aug-11 Child of Eden B Jar Gears of War 3 9.5 Nov-11 A Promise Unforgotten 8.25 Oct-1! Need for Speed: The Run 775 Dec-11 Trine 2 8.75 Feb-12 Crimson Alliance 8.75 Oct-11 GoldenEye 007: Reloaded 7 Jan-12 Disney Universe 65 Deo-11 NHL 12 B75 Oct-11 Ultimate Marvel vs. Capcom3 8 Jan-12 Dance Central 2 8.25 Nov-11 Green Lantern: Driver: San Francisco 8 Nov-11 No More Heroes: Uncharted 3: Drake's Deception 9.5 Dec-11 Dark Souls 8.75 Nov-11 Rise of the Manhunters 6.5 Aug-11 Duke Nukem Forever 6.75 Aug-1! Heroes' Paradise 7.75 Sep-11 Warhammer 40,000: Dead Island 85 Oct-11 Guardian Heroes 8.25 Dec-11 Dungeon Defenders 735 Ju-i! Okabu 8 Dec-11 Space Marine 8 Nov! Dead Rising 2: Off the Record 9.5 Nov-11 Gunstinger, The 8 Oct-11 Dungeon Siege III B Juli Payday: The Heist 65 Dec-11 WWE "12 55 Jan-12 Deus Ex: Human Revolution 85 Oct-11 Hait-Minute Hero: Dungeons & Dragons: Pro Evolution Soccer 2012 9 Novi X-Men Destiny 7 Nov! ping 85 Ju-ti Super Mega Neo Climax 8.25 Sep-11 Daggerdale 6 Jul-11 Rage 9 No11 Disney Universe 65 Dec-11 Halo: Combat Earth Defense Force: Ratchet & Clank: All 4 One 875 Dec-11 Rte Driver: San Francisco 8 Nov-11 Evolved Anniversary as Jan-12 8 8 AUT! Rayman Origins 85 Dec-11 e Combat: Assault Horizon 8.25 Dec-11 Duke Nukem Forever 675 Aug-11 Harry Potter and the j: : 3 p ly Ha # 3.5 - El Shaddak Red Faction: Armageddon 725 Jul-11 Adventures of Shuggy, The 825 Aug-11 Dungeon Defenders 7.5 Jul-11 Deathly TRU Pert? as Sep-11 Ascension of the Metatron 9 Sep-11 Renegade Ops 825 Nov-11 Adventures of Tintin, The 7.75 Feb-12 Dungeon Siege III 8 Jut Hulk Hogan's Main Event 1 Dec-11 Elder Scrolls V: Skyrim, The = Jan-12 ** ERN Alice: Madness Fietume 675 Ju-ti Dungeons & Dragons: Insanely Twisted Shadow Planet 8 Sep- 11 FEAR. 3 7.75 Aug-11 dont Evil Code: Veronica X 85 Noii Assassins Creed Revelations 3.75 Jan-12 Daggerdaie 6 Jut Joe Danger: Special Edition 8.5 Feb-12 Fancy Pants Adventure, The 75 Jul-11 botas S 7 Oda Bangai-O HO: Missile Fury 775 Jut Earth Defense Force: Jurassic Park: The Game 58 Jan-12 FIFA 12 n e 825 Feb-12 ‘Bastion 925 Sep-11 Insect Armageddon 8 Aug-11 Just Dance 3 6 Deo-11 Final Fantasy -— B Feb-12 Rock of Ages 7 Mo- Batman: Arkham City 10 Nov-11 El Shaddai: Kinect Disneyland Adventures TS vont God of War: Origins Collection 9.5 Oct-11 A mith 828 Dec-11 Battlefield 3 9.25 Dec-11 Ascension of the Matatron 9 Sep- 11 King of Fighters XIII 7.75 Feb-12 jocks mi = a GoldenEye 007: Reloaded 7 Jan-12 <The Third ne BloodRayne: Betrayal 7 Sep-11 Elder Scrolls V: Skyrim, The 95 Jan-12 Kung Fu perm? S Jul-11 s of the Da 925 Aug-11 Bodycount 5 Oct-11 FE.AR. 3 7.75 Aug-11 Kung-Fu High Impact 6 Feb-12

1 | Postal Ill 1.15 | Zen Pinball 3D 8.25 | Pushmo

Platform PC Release December 21 ESRB M Platform 3DS Release December 8 ESRB E Platform 3DS Release January 13 ESRB E10+

Even moving beyond the immature, SEM, : Intelligent Systems' latest purposefully offensive sense I didn't think pinball would work puzzle creation is easily the of humor, there's nothing redeeming on such a small screen, but I was best new, exclusive game to about Postal III's frustrating, buggy pleasantly proven wrong. The the 3DS eShop. The block gameplay. At one point Postal III tasks biggest drawback is the age of pushing and pulling concept lenti i . the tables, but the core mechanics 8 ej i you with collecting HIV-infected cats; Se rdi > is simple enough at first, but Td rather do that in real life than play provide fun and addictive pinball quickly becomes devilishly this awful game again. Phil Kollar on the go. Jeff Marchiafava mindteasing. Bryan Vore

8 | NFL Blitz 1.18 | WWW

Platform XBLA + PSN Release January 3 ESRB EIO Platform 3DS Release December 29 ESRB E10+

Even with the omission of late hits, NFL Blitz is an old- Making your way through hours of punishing 2D school arcade experience that hasn't lost the fun factor gauntlets with Captain Viridian's singular ability it had a decade-and-a-half ago. Its gameplay will to invert gravity is a natural fit for Nintendo's

seem unmistakably familiar to fans of the original, but portable, and the experience is alternately it's still a great title to have in your library to pull out for rewarding and frustrating just as it is in the occasional game. Dan Ryckert VVVVVV's original PC release. Adam Biessener

96 the score Visit gameinformer.com for the full reviews

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VIRTUAL MODELING AND D Y SOCIAL MEDIA TEC!

Alex 100

by Bryan Vore

Available on Wii Virtual Console

4 WELCOME! PLEASE BUY THE THINGS THAT YOU LIKE.

e, Super Mario t share many si

ving without bat d on a motorbi

er, and a tiny speec

s the Janke ]: rock, paper,

h hands for

1986 Arcade, 1988 Master System

The Lost St

no or

the multipl

WHAT IS THE NAME OF THE 15TH

SCENE IN ‘SPACE HARRIER?’

1987 Master System

Nintendo may have famously transformed Yume Kojo: Doki Doki Panic into Super Mario Bros. 2 for North American audi ences, but Sega implemented the tactic first by turning a Japanese princess adven- ture game (Anmitsu Hime) into an Alex Kidd joint. Completely changing the tone of the game yet again, Alex had to scamper all around his palace to gather pieces of a map that leads to an arcade, completing Zany tasks along the way. He even had

to take a test covering math, Mozart, and Sega trivia. Brief, lame platforming sec- tions where players encountered tons of ninjas broke up the aimless wandering. In the end, High-Tech World ends up as one huge advertisement, as Alex's final goal is to have a great time playing Sega's awe some arcade lineup.

LL AAAAAAARADARAAARAAARAAARAAARAAARAAARAAARAAARAAAAAL

Y

22 * (PPP PAAR 1000 Master System |

It's unclear why Sega didn't just put Joe Musashi in this game and call it Shinobi. | guess having Alex in the lead lightened the tone. Some evil being that's been banished for 10,000 years returns, and what's his first order of business? To steal your girt- friend, of course. Fortunately, some other friendly ghost bestowed Alex with mystical ninja powers so he could slice up bad guys with his sword and cast tomado magic. The first boss shoots fireballs like Mario and shrinks down after you beat him up enough. Too bad

Alex didn't beat

Mario in the way

that could have

changed fate: sales numbers.

1987 Master System

This top-down bike racer that only released in Japan was quickly slapped together

to utilize Sega's paddle controller. Any

random character could have appeared in this thing.

1989 Genesis Enchanted Castle was Alex's only release on the Genesis. In hindsight, it was his last real chance to prove himself. Here Alex finally went back to his original, winning formula. Janken matches and vehicles return in addition to his constant desire to eat rice cakes. Janken matches rarely cost you a life, but you annoy ngly had to play it every time you wanted to buy vehicles, pogo

The last boss is the ultimate rock-paper-scissors opponent due to the fact that he had tons of arms. In the end it turned out that your father wasn’t really kidnapped at all. He was actually vacationing in this treacherous land you

get through.

sticks, and powerups in the store.

were busting your hump to

Alex hasn’t starred in a game since his heyday, but he has shown up every once in awhile as a playable character in Sega Superstars Tennis (2008) and Sonic & Sega All-Stars Racing (2010). His most significant latter day role, however, was in the Japan-only title Segagaga for Dreamcast (2001). Here players took control of Sega and were tasked with saving it from going out of business at the hands of its chief rival (a fake Nintendo). In it, you meet Alex Kidd, who at that point

is drearily living out his days

working in game retail.

Watch Alex's full dialogue from

Here's a choice excerpt translated by Sega for Game Informer:

100 game over

d in U.S

^d additional mailing

My First Game

Evan Wells

Toejam & Earl in Panic on Funkotron

Long before Naughty Dog co-president Evan Wells worked on Jak

& Daxter, the talented game designer was earning his chops with another famous video game duo. The man who would go on to mold the award-winning Uncharted series got his start designing levels for a sequel starring intergalactic hip-hoppers Toejam & Earl. Working on the jammin’ Genesis title not only taught Wells the fundamentals of game making, it was the first step on his path to Crystal Dynamics and eventually Naughty Dog.

Blast Off

“It was the summer of my freshman year, so | guess that would've been

the summer of 1992. I’m renting a new game like practically every day, just going through the library and playing games all summer long, and my room- mate and | rented Toejam & Earl. We played it, and our goal was always

to finish it before the rental period was up and go onto the next one. We managed to get to the end and were super excited. We built that spaceship and took off. The credits rolled. Back then, credits weren’t a wall of names like they are now. You could actually read these names and appreciate them. One of the first names that came up was a programmer named Mark Voorsanger. Voorsanger is a very unique name. You don't run across that many Voorsangers. There was a rather famous national gymnast champion at Stanford, Conrad Voorsanger, though | was never teammates alongside him. He still came around the gym from time to time, so the next time | asked him, ‘Do you have a brother named Mark?’ He was like, ‘Yeah | do, how'd you know?’ said, ‘I just finished his video game.’ And he's like, “Yeah he made this game called Toejam & Earl.’ | said, ‘I know, it's awesome!'...l said l'd like to talk to Mark to see if he had work the next summer.

"| went to Mark Voorsanger's office and met with him and his partner, Greg Johnson. | just geeked out because | was in their office seeing all the post- ers of the games they worked on. Greg Johnson worked on Starflight, which was the PC game | played growing up that just blew my mind. There were literally a thousand stars in the solar system and you could go all over the place searching each planet's environment. Caveman Games was another one | had played. I was like, ‘You worked on Caveman Games!’ | don't know if it was my enthusiasm or what, but | got the gig. They were working on the sequel to Toejam & Earl and needed some help on the level layout. | had never done this, but | played lots of games and had a computer science degree, so | guess all that led up to getting the job."

A Sadistic Start

“| made all kinds of rookie mistakes. Now there’s more documentation, you can read books about it, and obviously go to school, but back then it was the Wild West and trial by fire. All the first instincts you have are to catch the player or trick them into killing themselves. That's the worst game design. You don’t want to trick the player into killing themselves. As a 20-year-old game designer | guess that was my first instinct. Greg showed me the ropes and AOS me that wasn't how to do it."

Funky Game Design

“There were an enormous amount of secrets in the game. One of the power- ups you had let you teleport five tiles forward or something, so we had all these secrets where if you bumped up against a wall and teleported five tiles in you'd find secret alcoves or hidden presents. Some of the things | thought were the most amazing about that game going back to the brilliance of

Greg Johnson was before PaRappa the Rapper he had a music beat game in there. You'd come across these boom boxes and in order to beat these minigames you had to hit out the beat. It was pretty rad."

WII AB E 3.20.12

Intense Violence

Strong Language

xBOX360 LIVE e TI *

©CAPCOM CO., LTD. 2012 ALL RIGHTS RESERVED. "PlayStation", and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Xbox, Xbox 360, and Xbox Live are either registered trademarks or trademarks of Microsoft group of companies. The ratings icon is a registered trademark of the Entertainment Software Association.

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Issue 227 March 2012

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