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ANDY McNAMARA EDITOR-IN-CHIEF andy@gameinformer.com MEM

Read my column or

comment on this letter at gameinformer.com/mag or follow @61 АпдуМс

The In-Between

hen judged as the pageant of market- W ing and hype that ultimately is the video

game companies’ goal for ЕЗ, this year's expo was a flop. When examined with a keen eye, however, this ЕЗ was filled with a surpris- ingly large collection of blockbuster games that will populate the coming year and define the end of this generation.

This year's E3 being among the worst isn't exactly a surprise. The industry sits on the cusp of change, riding out the last of this generation's games with a display of graphical prowess and developer know-how that can only be found at the tail end of a console's lifespan. Sadly, great games don't autornatically translate into a great EG, since most of the products at the show had already been shown to the public.

The shadow cast by the impending next gen- eration of consoles seemed to limit what the big three manufacturers were willing to do at the show. Microsoft and Sony logically held their hands close since a launch for their systems isn't likely until holiday 2013. On the other hand, Nintendo seemed lost and confused by its own messaging. What makes the Wii U special? Why do | want to play the biggest third-party games there? Nintendo didn't address any of its biggest challenges, and left many questions simply unanswered.

In particular, | felt the big three didn't focus enough on the true attraction of any hardware platform: the software. Games, and the lure of upcoming worlds to explore, are the true charm of gaming. We want to be dazzled. We want to be transported to new lands and higher chal- lenges. This element of surprise was the most important ingredient missing from E3 2012. Instead, the console manufacturers devoted effort to showing entries in well-known series, touting business partnerships, and pushing their technological initiatives.

Without next-generation software (save a handful of "high-end PC” surprises), the industry had a hard time saying, "Look at us, we make the best games in the world, and here is a giant list of them!" I think that is the message the video game industry needs to be screaming from the top of every mountain.

Thankfully, we organize the madness that is the expo into our E3 Hot 50, the definitive list of what to watch for in the year ahead. While the industry figures out what to do next (or what TV service to add to your console), we will stick to the lifeblood of this industry: the games.

And I'd like to just throw this little tidbit out there for you, Nintendo, Sony, and Microsoft: The people who scour the websites and watch the live feeds want to hear about games, not what new ancillary service you are going to pro- vide. Not to say we won't watch HBO Go on our Xbox, but that is just a bullet point in our lives as gamers. Games are what we care about, and what companies at E3 should care about.

Cheers,

contents

E3 2012 Hot 50 This year’s Electronic Entertainment Expo lacked exciting hardware announcements, but was jam-packed with amazing games. We’ve ranked our favorite 50 games of the show, including new screens

and info for high-profile titles like Splinter Cell Blacklist, Assassin's Creed Ill, and The Last of Us.

regulars

») 6 Feedback

Readers drool over point-and-click adventure games, take issue with our Top 10 space marines list, sound off on next-generation consoles, and seek help for their local co-op needs.

Э 10 Connect

We analyze the big publishers' E3 showings, point out the games that were no-shows, and interview a bevy of important industry figures.

») 102 Reviews

Quantum Conundrum makes players flex their brains to solve fun puzzles, Lollipop Chainsaw has style but lacks solid gameplay, and Diablo III delivers a fantastic lootfest.

9 116 Game Over

Before Epic Game's Rod Fergusson helped create the Gears of War series, he tackled a surpris-

ingly dangerous project with an unassuming title.

contents 3

Castlevania: Lords of Dead Space 3 God of War: Ascension Injustice: Gods Among Us Resident Evil 6 Splinter Cell Blacklist Shadow Mirror of Fate (p. 50) (p. 70) (p. 92) (p. 64) (p.58) (р. 98)

Our ЕЗ Hot 50 Covers

So many great games were on display at ЕЗ, we figured we should have covers for more than just one. Each is a game that we've never featured on our cover before. Our E3 special edition cov- ers are drawn from the most exciting new games that were on tap at this year's big show in Los Angeles. To read more about our cover games, flip over to the page number listed under each cover image for a dedicated four-page preview, or read through over 60 pages of E3 previews beginning on page 38.

contents

games index

Assassin's Creed Ill Assassin's Creed Ill Liberation . . . Beyond: Two Souls. . Borderlands 2 a Call of Duty: Black Ops 11............ 87

Castlevania: Lords of Shadow Mirror of Fate . .

Cave, The Civilization V: Gods & Kings . . .

Darksiders Il... . Dead Space 3... Devil May Cry ... Diablo III Dishonored Elder Scrolls Online, The . Epic Mickey: Power of Illusion . . . Fan GIy Sais ass etre Да маала FIFA 13 Forza Horizon. Gears of War: Judgment .. . God of War: Ascension . Gravity Rush . . Halo4... Heroes of Ruin. Hitman: Absolution. . Injustice: Gods Among Us . . Inversion Last of Us, The. "m Lego Batman 2: DC Super Heroes . . . . 110 Lego City Undercover. . . ......... s. 91 Lollipop Chainsaw . . Lost Planet 3

Madden NFL 13

Medal of Honor: Warfighter . . . В Metal Gear Rising: Revengeance ..... . 82 Metal Gear Solid HD Collection ...... 114

Metro: Last Light . . . NCAA Football 13... Need For Speed: Most Wanted. . . New Super Mario Bros. 2....... New Super Mario Bros. U. . . NHL 13 .. Paper Mario: Sticker Star. . . Papo & Yo Pikmin 3 . Planetside 2... Pokémon Conquest . Quantum Conundrum. Rayman Legends Resident Evil 6. Resistance: Burning Skies Scribblenauts Unlimited SimCity Е Skylanders Giants ................. South Park: The Stick of Truth ........62 Spec Ops: The Line . . . Spinter Cell Blacklist . . Star Wars: 1313

Steel Battalion: Heavy Armor Test Drive: Ferrari Racing Legends. Tomb Raider Transformers: Fall of Cybertron Unfinished Swan, The Watch Dogs XCOM: Enemy Unknown .

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6

Contact Us

feedback@gameinformer.com

his month in Feedback, readers praise old-school adventure games,

ask for some couch co-op recommendations, disagree with our favorite

space marines (surprise), and share their opinions on next-gen consoles.

Elder Scrolls Goes Online When | saw the cover for issue 230, along with the map of Tamriel stretched across it, | was ecstatic! | hadn’t heard much about The Elder Scrolls Online, but after reading the article, | can’t wait for the release! MMOs got me started as a gamer, and I’m glad they did. The Elder Scrolls Online is going make all those sweet memories come flowing back and | absolutely can’t wait another minute.

Joe Kerska

via email

With the announcement of The Elder Scrolls Online, is it safe to assume that Skyrim is the last single-player Elder Scrolls game, at least for a good long time? The Warcraft real-time strategy series has been pretty much dead since the release of World of Warcraft (fingers still crossed, though). | know they are different developers and two of the best in the busi- ness but it seems logical that Bethesda will also focus on its new MMO.

Dan Willett

via email

A number of readers wrote us with fears that the new Elder Scrolls MMO will take away from the development of single-player installments of the series. Fear not: The Elder Scrolls Online is being developed

by Zenimax Online Studios, not Bethesda Game Studios. The two developers are completely separate, so the MMO won't delay or detract from any of Bethesda’s upcoming offerings.

Old-School Adventuring | was reading your article on the resurgence of adventure games (The Genre That Refuses To Die, issue 230), when | stumbled across the Five Must-Play Classics sidebar. Taking your advice, | downloaded Zork and have spent hours with the game since. | find the text-based medium and matter-of-fact presentation endlessly charm- ing, and am particularly amused by some of the humorous responses the game gives to wrong commands. This game has really opened my mind to text-based games, and I'll undoubtedly be spending hours with Zork and other games like it in the future. Nick Wardner Ann Arbor, MI

| loved your recent article on adventure games, especially the Five Must-Play Classics. Of course Myst is great, but the fact that you included my two favorite games, Day of the Tentacle and Freddy Pharkas: Frontier Pharmacist, makes me love you even more. Those were the first games that started my love of video games, and | try to get as many people | know to play them. | would even put floppy disk drives in my new computers so | could play Freddy Pharkas.

Tayci Stallings

via email

The Couple That Slays Together...

When my husband and | first met, we spent a lot of time getting to know each other over Resident Evil 5. Nothing helps build trust and teamwork like slaughtering Majini together. We played through the storyline on several difficulties and continue to occasionally play the Mercenaries maps. We both enjoy playing other multiplayer games online and sometimes play shooters locally as well, but there are few remaining action games that you can play together from the couch. I'm excited to see that Resident Evil 6 will have local multiplayer. Any other recommendations?

Beth McHenry

New York, NY

My girlfriend and | are searching for a good co-op console game (either 360 or PS3) we can enjoy together on the same system. She is very much interested in games like Diablo, Terraria, and Skyrim mainly RPGs with swords, magic, and lots of customization. | am more of a generic gamer. | spend most of my time on shooters like Call of Duty, Left 4 Dead, or adventure games such as Red Dead Redemption and Skyrim. Would you guys have any recommendations that would be a good fit for us to play together?

Thomas Viola

via email

If our email is anything to go by, developers ignore the inclusion of couch co-op at their own peril. Every month we get requests for game recommendations supporting local multiplayer. For nonstop killing, check out the Gears of War, Left 4 Dead, and Borderlands series. For peaceful teamwork, check out Minecraft (if you have an HD television, at least) and Portal 2. For RPGs, you might like Crimson Alliance, Fable Ill, Sacred II, or Dungeon Siege III.

Her

3

Space Marine Mess-up? In issue 230, you included Master Chief in your Top Ten Space Marines list. Master Chief cannot be considered a candidate for this list because he is not a Marine. He is actually enlisted in the UNSC Navy not the UNSC Marines, a fact made very clear by his full title, Master Chief Petty Officer of the Navy. He can actually be consid- ered the equivalent of a modern day Navy SEAL in that respect (even more so when you consider that both the Spartan Ils and the Navy SEALs fall under the command of Naval Special Warfare Command). | recommend that the title of the list be changed to Top Nine Space Marines and the Best Space Navy SEAL of All Time. Nathan T. San Pedro, CA

| was reading this month's issue, when | got to the Top Ten Space Marines. First off, | noticed the absence of Isaac Clarke from Dead Space. Then | saw that Master Chief was second to the Doom Guy. Really? Lastly, | was annoyed to see that the COG Gears were as low as they were. The one thing that made it a little better was the inclusion of Stormtroopers; no matter how bad they suck, they really are ciassics. Aside from that, learn your space marines.

Caleb Munden

via email

Our Top Ten Space Marines list once again proved that readers will complain about anything. Our decision-making process for the list was guided more by which charac- ters best capture the essence of the space marine stereotype, rather than their fictional military title. Also, you’re arguing about space marines!

——————

CANDID PHOTOS FROM THE VIDEO GAME INDUSTRY

Short Answers

to Readers’ Burning Questions "Would John Marston and Kratos make beautiful babies?"

Beauty is in the eye of the beholder. But no. No, they wouldn't.

"Wood you ever think of sonic to be yelow?"

We don't understand a single word of this sentence.

"Have you guys ever thought about making your own cereal and putting your magazines in the boxes?"

Why do readers keep asking us this?

Worst News Tip of the Month:

"playing video games is goog for your thumbs."

ССС

(Left) Activision's Aaron Grant looks on as Friday Night Lights fan Andrew Reiner meets Game Informer fan Scott Porter. The nerd love was overwhelming. (Right) This year at E3, Ben and Bryan caught up with

a longtime friend of Gl, Gree's Tali Fischer.

continued on page 8

feedback 7

| just wanted to thank you for your article on Quantic Dream's new engine (Manufacturing Emotion, issue 229). The "console war" started for me at the ripe young age of 15, when | was given a choice between two consoles: the PlayStation 3 or the Xbox 360. This was a very tough decision for me, but | chose the PS3 because I felt like it had more potential. Quantic Dream has reaffirmed my belief. | am very, very excited to see what Quantic Dream has to offer and | will be an avid Sony fan for years to come. Stephanie Winn via email

Quantic Dream has been an important studio in Sony's stable of exclusive develop- ers, and based on its Beyond: Two Souls demo at E3, that won't change anytime soon (see page 74 for more details). Also, the console war started for you with PS3 and Xbox 360? Holy crap, we're old.

W Next-Gen Consoles Debate 28% ш Elder Scrolls Online Cheers and Jeers 2196 W More Mass Effect З Complaints (It's Getting Sad, People) 16% ш DRM Hatred 14% т Continued Darth Clark Rants 12% W ВЕ 6 Ashley/Sherry Birkin Confusion 9%

What’s your favorite video game sound effect and why?

continued from page 7

eft) Also at E3 were

three industry VIPs: Disney's Mariam Sughayer, 47 Communications’ Sibel Sunar, and GDC's Meggan Scavio. (Inset) Sony Worldwide Studios president Shuhei Yoshida was mighty impressed by Jim Reilly's snazzy suit.(R } Appar- ently they let anyone into E3. Case in point: Harmonix community manager (and GI alum) Annette Gonzalez, and Andy McNamara.

In issue 230, we asked readers if they are ready for a new round of consoles. Most respondents stated they hope next-gen consoles are still a couple of years off, but a few want the future of gaming to arrive as soon as possible. Here are some responses.

In all honesty, | fear the next round of consoles will bring about the next video game industry crash. A new generation of hardware is likely

to challenge console makers to the breaking point in their ability to deliver more powerful hardware at a price point consumers will accept, and software producers to bring games to the market that utilize the power of the new genera- tion (read: higher overhead on every title) without

raising prices.

Benjamin Kuhner

Right now | am excited for news about next-gen consoles, because | know that new consoles can only improve Al and graphics, which will lead to more complex and realistic games. Some people are not ready because they say the new consoles will be too expensive, but if they wait, there will be a price drop and by that time more games will have been released for them.

Spencer Wilson

New consoles?! I've hardly gotten use to the

current ones.

I'm not ready for the next round of con- soles. | only just bought my Xbox 360 six months ago with allowance money that took me forever to save up. Unless the next

Tyler Johnson

Xbox can play 360 games and the PlayStation 4 has the same Vita connection (I'm saving up for a Vita now) as the PS3, | think I'll wait for the next groundbreaking development in gaming before

| add more consoles to my overcrowded enter-

tainment center.

Kaitlyn Petrie

WINNER) 1 Chris Wilhelm There aren't many Star Wars: 1313 screens out there, so just pretend this is a boss fight or something.

Kody Lyle We get the impression that the Luma is the third wheel in this situa- tion 3 Michael Gembicki We give it until Darksiders IV until this series becomes re- enactments of Dio album covers.

Jocelyn Boyle Dovahkiin successfully tests out his new Dragon Woo shout.

Corrections: In issue 231, our Tomb Raider pre- view stated the game is coming to the Wii U. This was an unfortunate template error; Tomb Raider will only be available on PlayStation З and Xbox 360.

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 retum 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

Left) Tony Hawk and Chris Cole (front) took a break from skating to pose with Activision's Jude Moore and Scott Hawkins, and Sandbox Strategies' Corey Wade. Even skaters dress better than Dan! ( ) Kyle tried desperately to convince Airtight Games' Kim Swift that he was smart enough to solve Quantum Conundrum's puzzles. He failed miser- ably. jht) Telltale's Job Stauffer shared a snack with Ben Reeves after checking out episode two of The Walking Dead. Just once we wish Ben wouldn't resort to cannibalism during E3.

feedback 9

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As thousands of game journalists, developers, and retailers once again descended on Los Angeles for an- other Electronic Entertainment Expo, a sense of uncertainty hung over the

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conference. With retail game sales on a downward Slide and console sales sitting stagnant, many were hoping a next-gen announcement would give the industry a much-needed jolt of electric- ity. Outside of the already announced Wii U, no platform holders were willing to pull the trigger on announcing any next-gen plans, so most publish- ers went about their business ignoring the giant elephant in the room. Though most companies were hesitant, a few brave publishers like Square Enix (the Agni's Philosophy demo), LucasArts (Star Wars: 1313), and Ubisoft (Watch Dogs) unveiled tantalizing projects we believe are destined for next-gen consoles.

Outside of these brief glimpses of the future, everyone stuck to the same sequel-heavy script we've seen for years. The predictable march of the next Halo, God of War, Call of Duty, and Splinter Cell games left many show attendees longing for more risk-taking projects promising innovation, but no one could deny the polish these top games exuded. We may not have a lot of surprises to look forward to for the rest of 2012 and early 2013, but there is no shortage of impressive-looking games on the horizon. Read on to get all the news you need to know about E3: the winners, the losers, and all the announcements that made headlines at this year's show.

is year,

ААТА

XBOX LIVE SCORES MORE ENTERTAINMENT & SPORTS APPS

Spotlight: Xbox SmartGlass. Instead of making Xbox 360 owners purchase yet another gadget for their console, SmartGlass is a free software download that works with smartphones and tablets that most people already have (iOS, Android, and Windows).

corporate vice president Marc Whitten ated a variety of methods in which levices can interact directly with Xbox including the introduction of Internet r on the console. For videos, consumers start a movie on a tablet and pick up directly ere they left off on TV, and HBO's Game of °S will display a real-time map that tracks the current onscreen characters are in "5 sprawling world. Of course, game is in the mix as well, with Madden ing tablet playcalling, route drawing, £ arget selection, and Halo 4 tying into Waypoint unlocks and multiplayer game invites. For more on SmartGlass see the Gear section on page 34. - Despite all of the SmartGlass talk, Microsoft spent plenty of time on core games. The company kicked things off with an impressive presentation of Halo 4. A live-action trailer showed UNSC Marines aboard the ship Infinity getting pulled toward the mysterious planet

Master Chief is stranded on, and then things

Microsoft announced over 30 new content-provider part- nerships coming to Xbox Live in 2012. This is a list of all of the announced apps that are headed to the United States. Just as with the MLB.TV app that's currently on Xbox Live,

all three new sports apps are hamstrung by local broadcast blackout restrictions.

SPORTS APPS

Capcom's Resident Evil 6, and Activision's Call of Duty: Black Ops Il. Impressive trailers pro- vided looks at Gears of War: Judgment, Forza Horizon, South Park: The Stick of Truth, and Dance Central 3. Many of the third-party titles in this list also pledged that Xbox 360 would get DLC add-ons before any other platforms for an undetermined window of time.

Kinect got its time on the stage when Electronic Arts presented new voice controls for FIFA 13 and Madden NFL 13, like call- ing out substitutions on the soccer field and audibles at the line of scrimmage. During the Splinter Cell: Blacklist demo, the devs used Kinect to call out to unsuspecting guards to lure them into a trap. The biggest Kinect- focused title, however, was Nike+ Kinect Training. The workouts don’t seem to be all that different from past Kinect fitness games, but it's all built on the polished Nike+ workout- tracking system that originally started in 2006 and now boasts over 6 million online users. The game tracks users' NikeFuel number, incorporates phone data and reminders, and evaluates users every four weeks doling out separate fitness and athleticism ratings. This data can all be shared with Xbox Live and Nike+ friends of your choosing to help with accountability and encouragement.

Surprisingly, most of the console exclusives came from the Live Arcade arena. Signal Studios, developer of the Toy Soldiers games, showed

- gameplay footage of Ascend: New Gods, an

GENERAL APPS ` Rhapsody

. Ameba TV . Slacker Radio

. BreakMedia . SnagFilms

. GameSpot TV . The AOL On

Indie Flix Network

Machinima . The Weather

_ Nickelodeon Channel

. Paramount The Whistle Movies . Twitch TV

_ Revision3 . Univision

_ ESPN: This new update to the existing app will enable live television content through WatchESPN, including ESPN, ESPN2, ESPNS, and ESPNU (Launching later this year) .. NBA Game Time with NBA.com League Pass Broadband: Hundreds of live games, highlights,

and updated stats (Fall)

. NHL GameCenter Live: Over 1,000 live games, social interactivity, and highlights (Fall)

2227.

MORE DLC EXCLUSIVITY

e from THQ

| a cna ESSI 1 g

action RPG featuring asynchronous multiplayer. Twisted Pixel (Ms. Splosion Man) teased its next project, Lococycle, by panning around the titular vehicle in a dark garage and talking about "her" Skills in languages, melee combat, and assas- Sination. Microsoft is also working with Hollywood director Gore Verbinski (Pirates of the Caribbean) on a futuristic marble puzzle title called Matter, which somehow involves Kinect. Not exactly headline grabbing projects.

Just as last year, Microsoft trails both Sony and Nintendo in orig- inal, first-party content. Micro- Soft came out of the gates strong with Halo 4, but its only FINAL GRADE: other blockbuster 360 exclu-

sive, Gears of War: Judgment, C+

was limited to a brief trailer

rather than a live gameplay demo. In the absence of compelling software, Microsoft spent the rest of its time drumming up support for its multimedia

initiatives. SmartGlass has the potential to be Several years after Microsoft discontinued the Zune media device, it finally groundbreaking, but if game developers and video pulled the plug on the eponymous music and video service. The Zune store providers don’t support it, it will simply become a on Xbox Live is being split into two new services: Xbox Video and Xbox Music. nice way to navigate to Netflix streaming without An app called Xbox Games will also appear on Windows 8 PCs and tablets, having to power up a controller. It'll be interest- allowing players to check out their avatar, achievements, and friends (similar ing to see if Microsoft will help third parties with to current Xbox mobile apps). Despite the name of the app itself, you won't be ZUNE REBRANDED, XBOX development costs to get it off the ground. able to download and play any Xbox 360 games on either of these platforms: SPREADS TO WINDOWS 8

connect 13

E3 2012

` Ñ à d

Sony had no shortage of triple-A exclusives at the show, but it also reminded the audience

of the work it’s doing REMEMBERING with indie developers. THE INDIES

Jack Tretton revealed

that Journey is the number-one selling PSN

title of all time, and touted two more artistic

DLGs exclusive to Sony: Unfinished Swan

and Papo & Yo, both of which impressed us

enough to secure spots on our Top 50 list.

PlayStation All-Stars Battle Royale

ЕБНЫН‏ ڪڪ

With no hardware announcements outside of two Assassin's Creed-themed bundles for PS3 and Vita, Sony let its software do the talking at this year's press conference, and was better off for it. While some of the new technol- ogy demos were underwhelming, Sony had more promising exclusives than the other two console makers. The fact that Microsoft also didn't announce a next-gen system means Sony won't have to play catch-up, and its game lineup for the golden years of the PlayStation 3 looks solid.

Papo & Yo

pi:

FINAL GRADE: aC

w ^ Eur "S ; B m f 3 Wonderbook

connect 15

Z ЕЗ 2012

FAILS TO BUILD MOMENTUM FOR THE Wii U AT А

With the Wii U set to release this holiday season, it Despite the baffling focus on Nintendo Land,

à ; а playable demos of Pikmin 3 and New Super

| was imperative that Nintendo came out swinging Mario Bros. U proved that the first-party land- at E3. After all, it was its last chance to make an scape isn't completely barren for the Wii U. i ° ч Nintendo fans have been asking for a new

impression at the annual convention before con Pika i їс уга, and taere dban eral

sumers decide whether or not to put the console and in terms of gameplay. While predictable, on their holiday wish lists. For the Wii U to come Super Mario Bros. U presented the series

1 ы

A TRADITIONAL ALTERNATIVE

anywhere close to reaching the sales numbers of its predecessor, Nintendo has to showcase some serious software. But after the booths were packed up and the journalists headed home, it was clear that Nintendo had dropped the ball.

To give some perspective, the Wii wasn't strictly demonstrated with casual fare during ЕЗ 2006, months before its November release. Sure, Nintendo had the family- friendly Wii Sports phenomenon, but it also had playable demos of Super Mario Galaxy, Metroid Prime 3, and The Legend of Zelda: Twilight Princess. Family-focused gamers were wowed by the simple motion controls of tennis in Wii Sports, and longtime gamers were excited about new incarnations of their favorite series. This year, most of Nintendo’s software offerings were worse regardless

of your tastes.

From the way it was presented, the publisher clearly expects Nintendo Land to be the Wii U equivalent of Wii Sports. At both the press con- ference and on the show floor, this collection of minigames (which is what they are, regard- less of how Nintendo tries to frame them) was given more time and attention than Pikmin 3 or New Super Mario Bros. U. We hoped that Nintendo wouldn't end its presser with a game this basic, which is why we were excited when Reggie said "One last thing before you leave..." When that "one last thing" turned into another quick look at Nintendo Land, it was made pain- fully apparent that the publisher is going all-in with this one.

iconic gameplay in HD for the first time, and it looks and plays fantastic.

Many third-party offerings for the console are ports of games that have already been released. Nintendo fans will finally have access to block- busters like Mass Effect 3 and the Assassin's Creed series, but it remains to be seen how well these games incorporate the Wii U's hardware. We're hoping for new ways to experience these titles using the GamePad, so it would be disap- pointing to see straightforward ports that offer nothing we haven't seen before. One third-party publisher that is offering some new titles is Ubisoft, which demonstrated the solid Rayman Legends and the unique ZombiU.

Nintendo also showcased slight alterations to the newly named GamePad controller, with the most notable being the two analog sticks (complete with click functionality) that replace last year's circle pads. Nintendo's engineers added plastic grips to the back of the device, which makes it easier to hold sideways. A new TV button lets the GamePad function as a remote control. Near-field communica- tion capabilities will allow games like Rayman Legends to incorporate physical objects into gameplay, a la Skylanders. Perhaps most importantly, Nintendo announced that the console supports two GamePads at the same time (the company had previously said the Wii U would only support one).

Fans of the social aspects of gaming can use the GamePad's screen to write messages and draw pictures to share in the new Miiverse. Acting as the console’s home screen, the Mii- verse displays a collection of online Mii char- acters crowded around what they're currently playing. Gamers can communicate via text and drawings, and share screenshots of their recent

gaming experiences.

eS The name Miiverse doesn't

just apply to this hub area;

When the Wii launched with the Classic players can also access it Controller, it was primarily intended for in-game at certain points. As

use with Virtual Console games. For the Wii U, Nintendo has introduced a control alternative that should perform as well for modern games as it does for NES and over again, a Miiverse

an example, Nintendo men- tioned a hypothetical jump

in a Mario game that proved particularly hard. If you fell over

and SNES classics. The Pro controller prompt would ask you how resembles the Xbox 360 controller in many ways, outside of it made you feel. Once you the more traditional d-pad and a position swap between the entered your thoughts, it could

right analog stick and face buttons.

potentially appear (along with (continued on page 18)

CRITICAL JUNCTURE

Several kiosks at Nintendo's booth were dedicated to Wii U Panorama View. This demo began with the ability to select between several real-world videos. One is set in Kyoto, Japan, another is shot from a double decker tour of London, and the one we selected took place dur- ing Carnival in Rio de Janeiro. Footage on both the TV and my Wii U PANORAMA GamePad showed dancers and floats parade down a crowded street, VIEW

and moving my controller changed the perspective. It isn't a game, but

seeing the real-world footage was interesting. When aksed whether this would be a full retail release or a downloadable app, Nintendo reps stated no concrete plans are in place.

THE Wii U

LINEUP SO FAR

Aliens: Colonial Marines

Assassin's Creed III

Avengers: Battle For Earth

Batman: Arkham City: Armored Edition

Ben 10: Omniverse Darksiders II

Dirt

FIFA 13

Game & Wario Ghost Recon Online Injustice: Gods Among Us

Just Dance 4

Lego City Undercover Madden NFL 13

Mass Effect 3 NBA 2K13

New Super Mario Bros. U

Ninja Gaiden 3: Razor's Edge

Nintendo Land Pikmin 3

Project P-100 Rabbids Land Rayman Legends

Scribblenauts Unlimited

Sonic & All-Stars Racing Transformed

Sports Connection Skylanders Giants Tank! Tank! Tank!

Tekken Tag Tournament 2

Transformers Prime: The Game

Wii Fit U Wii U Panorama View ZombiU

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The Wii U was clearly Nintendo's focus at the show, but a few play- able 3DS units (tethered to mod- els) made their way around the Show floor as well. Only a hand- ful of games had a presence at THE 3DS? ЕЗ, including the predictably solid

New Super Mario Bros. 2 (with newly announced co-op play) and Castlevania: Lords of Shadow Mirror of Fate (above). During an after-hours software showcase, Nintendo presented a hands-off demo of Paper Mario: Sticker Star that impressed those in attendance. Many expected Nintendo to announce a redesign and show- case more new games, but they never materialized.

Two weeks after the show, Nintendo pulled the veil off its new super-sized handheld, the 3DS XL. Why didn't Nintendo showcase this new handheld during its press conference? Only the company knows, but it's a welcome announcement nonetheless. With a 90-percent larger viewing area, longer battery life, and a 4GB memory card, this is the new Cadillac of Nintendo handhelds. Many expected the larger unit to include a second ana- log stick, but the absence of one likely signals the end of publisher and developer support for the Circle Pad Pro. The 3DS XL goes on sale August 19 for $199, and comes in blue/black and red/black color schemes.

In other belated 3DS news, Nintendo also announced that Professor Layton and the Miracle Mask is coming to the handheld in November, and the company plans to release a new downloadable puzzle every day. In 2013, players can look forward to 3DS versions of Fire Emblem: Awakening and Animal Crossing.

NINTENDO DS XL

WHAT ABOUT

2 2 1 1 2

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(continued from page 16)

other players' comments) at that spot if another player is having the same problem. Nintendo says it plans to have a system in place to avoid spoilers, and that messages would need to be approved by moderators before they go live on the system. This means that posts may take approximately 30 minutes to appear, which is a relative eternity in Internet time. Miiverse mes- sages will eventually be accessible via phones and web browsers, but this feature may not be available at launch.

Nintendo pushed Miiverse as evidence that the company is getting serious about online features, but some big questions were left unan- swered. The much-maligned friend code system was never mentioned, but after the press con- ference Nintendo president Satoru Iwata said they are coming back in a more streamlined form. Other important features were similarly ignored, such as the ability to maintain a friends list, create parties, and easily invite other play- ers to a game. One thing that the publisher did briefly touch on was media apps, confirming that Netflix, Hulu Plus, YouTube, and Amazon Instant Video would be available on the console.

With ЕЗ over, Nintendo fans still don't know when the Wii U is hitting store shelves, how much they can expect to pay for it, or what exactly will be included in the package. Nintendo is still aiming for a 2012 launch, but kept all the specifics under wraps.

Since Nintendo failed on the grand stage in its last E3 before the Wii U launches, it will be interesting to see how consumers react to the lack of buzz. Pikmin 3 and New Super Mario Bros. U are sure to be solid games, but these experiences feel similar to those that have come before, and since both can be played with a six-year-old controller, they fail to leverage the capabilities that make the Wii U unique. In terms of new experiences that are exclusive to the Wii U hardware, Nintendo had next to nothing of significant value to offer. Most games on display were third-party ports of titles that have been long available on other consoles (Mass Effect 3, Batman: Arkham City) or others that felt like glorified tech demos (Nintendo Land, Panorama View, Game & Wario).

Nintendo's ЕЗ showing had a few bright spots amongst the disappointment. Pikmin is back, Mario is as solid as ever, and it's great to see these fran- chises in long-overdue high-definition resolution. However, the heavy focus on Nintendo Land and the publisher's hesitance to answer big questions

FINAL GRADE:

D+

regarding online strategy and the console’s launch is a shame. As longtime Nintendo fans, we left E3 wondering what the company was thinking. Its strategy with the Wii made sense, as it needed to try something drastically

different after the PlayStation 2 and Xbox trounced the GameCube. With the Wii U, Nintendo is chasing a market that won't understand or care about the new hardware capabilities. There’s still potential down the road for some creative uses of the GamePad, but Nintendo failed to excite gamers at E3 with anything in the short term.

К шы

ЕЗ is all about the bi makes the premit titl

conspicuous. Some

BioShock Infinite

Irrational Games (PS3 * 360 * PC) Release Date: February 26, 2013

This isn't a surprise, as Irrational announced that it was holding back the game from the show before ЕЗ as well as Europe's Gamescom - to better spend time working on the title. Also absent from publisher 2K's booth was the 2K Marin-developed XCOM. This FPS is in limbo, with an unspecified release date sometime before March

of 2013. Don't confuse this game

with Firaxis' promising XCOM: Enemy Unknown (see page 46 for more).

Bungie's Activision Game

Bungie Games

Release Date: TBA

Bungie's first game for the publisher is shrouded in secrecy, and before the show, Bungie confirmed it would not be there.

Professor Layton vs. Ace Attorney Level-5 (3DS)

Release Date: 2012 in Japan

This game has not been announced for the U.S., but given that both of the series have released multiple games stateside, we'd be surprised if it didn't arrive at some point. Too bad E3 2012 wasn't the coming out party.

Overstrike

Insomniac Games (PS3 * Release Date: TBA

The novelty of Insomniac announcing its first multi-platform game at E3 2011 has faded, and Overstrike's no-show at this year's convention hasn't helped its public perception. Overstrike publisher Electronic Arts also didn't show Respawn Enter- tainment's upcoming project (although CEO John Riccitiello did give a shout out to the studio at the EA press conference), or BioWare Victory's Command & Conquer: Generals 2 (2013).

260)

Contra

Konami

Release Date: TBA

Before E3 2011, Konami teased the Contra logo at a press conference, but still hasn't followed up with any details.

Ryse Crytek (Хро; Release Date:1 It's a shame that Microsoft couldn't bol- ster its E3 showing and Kinect support with more details for this first-person action title using the peripheral.

The Last Guardian Team Ico (PS3) elease Date: 2013

The game has suffered a talent drain and countless delays, so we weren't shocked it didn't show up to the convention. Still, this is a big mistake for a title that is already drawing concern from fans.

ДАКЕ ОА ио

3i

Thief 4

Eidos Montreal

Release Date: TBA

Publisher Square Enix is keeping this game tightly under wraps. Recent reports claim that high-level development talent has left the project. For more on another Square Enix no-show, Final Fantasy Versus XIII, see page 36.

Rainbow Six: Patriots Ubisoft Montreal ( * 360 + PC) Release Date: Similar to Thief 4, this title has seen an exo- dus of development talent. Still, since it's being published/developed by a company as solid as Ubisoft, we imagine it'll come out...after a few delays. The company also had a few other high-profile titles not at the show, including Beyond Good & Evil 2 and the Gearbox-developed Brothers in Arms: Furious 4. We wonder if the former project has been laying low because it's be- ing prepped for next-gen systems.

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ЕЗ 2012

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While we didn't see new hard- Ware from either Microsoft or Sony, E3 was packed with new ánnouncements that stretch out this current generation at least one more year. We spoke to some of the industry's key people to get their thoughts on i the show's developments, the | big titles on the horizon, and |

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m At E3 you announced Watch Dogs. What

was the purpose of

announcing that project at the show? We wanted to show it

because I think it's impor-

CEO, Ubisoft Montreal tant to show the industry

what we're doing. Definitely. with Watch Dogs we wanted to share our latest progress on this new IP. | think given the reception, we were right with that. There is nothing announced in terms of [next-gen] platforms right now.

You also unveiled Splinter Cell Blacklist from your new Toronto studio.

To me it's a proof of concept studio-wise in how to combine setting up a new studio with a lot of hiring and recruiting. We spent a lot of time on getting those people up to speed on how we make garnes at Ubisoft. It's a very ambitious objective for a new studio. The reception of Splinter Cell Blacklist proves to me that we were right on how we leveraged the talent and expertise.

The Far Cry 3 demonstration at E3 was very sexual and adult-themed. Why did you decide to lead with that for the demo?

We wanted people to follow the same path as Jason Brody in the game. We need to have this relationship between the player and the main character, especially in the first- person view mode. This insanity should really be part of the experience. That scene is a very efficient way to quickly put the players

in Jason's shoes.

You also announced Just Dance 4. The series has been mega-popular for Ubisoft and keeps on going.

| think this brand is the living proof the video game industry is not just for your typical gamer. | think it's the proof that everyone can have fun. The Wii version helped reach a mass audience, but that audience exists. As long

as a game is fun, then it's going to be played by millions of people. Don't think about the games industry as a very narrow industry.

ш So that's really the creative risk and challenge that we're

going after. We think it will

President, EA Labels lead to a bigger audience and

Where do you see Dead Space 3 going in terms of sales for the franchise? You obviously feel it'll be your highest selling game in the series so far.

| think this will be our best and biggest Dead Space yet. The trick with Dead Space is to innovate but at the same time not change what makes it so appealing to horror fans. You can't go all action with it. At its core it's still a horror game. One of the insights the team at Visceral had was when you go to a horror movie, it's more fun to be with somebody to get scared together. So that's what led us to add co-op.

better unit sales. We'd like to get in that five million unit range in sales.

In Dead Space 2 there was competitive multiplayer. For Dead Space 3 you removed that and are going strictly with co-op. What was the decision behind that?

We put it in Dead Space 2 and it wasn't that popular. It wasn't something fans resonated with. We talked about building out multiplayer again or was there a different idea? We built some prototypes and tested it with gamers. The co-op idea tested much better than trying to make the deathmatch stuff work better.

(continued on page 22) connect 21

(Frank Gibeau, continued from page 21)

CEO and C

You're adding new features and gameplay elements to Call of Duty: Black Ops II that the series has never seen before. How much did you think about the risk involved with tinkering with such a proven formula? This feels like a “damned if you do, damned if you don't" kind of equation for Call of Duty. You're tapping into the epicenter of the cre- ative challenge and dilemma, which is you have to provide innovation. You can't leave everything the same or there's no reason to come back. | think we've done that. With Black Ops Il, we're swinging that pendulum a little further. At the same time, you can't mess up the thing that people fell in love with and love about the franchise in the first place. The best thing | can say about Black Ops Il is it provides really big, new ideas for the fran- chise, and yet it still feels, plays, and moves like a Call of Duty game.

Skylanders is one of the biggest surprises of the last year. Did the game's success surprise you?

For Scribblenauts Unlimited, when did you first decide you wanted to do this title for Wii U? What's the devel- opment time on this game?

| think we were one of the first developers to see the Wii U. Nintendo came to our studio and demoed

it to us. A couple weeks later Warner Bros. got to see it, and we said we should do this. This game was originally a Wii title but later moved to Wii U. It's been about two years in development.

I know you're not a programmer, but from what you've seen of the Wii U's hardware, what are your impressions so far?

ision Publishing

We put in a lot at risk with that. That was a three-year develop- ment. We delayed the game an entire year to make sure it was great. We designed and manu- factured all of our own toys, and we marketed it with one of the biggest marketing spends of any game last year. So yeah, we had a lot of confidence in it.

Now, that doesn't mean it's a sure thing. Launching new IP is the hardest thing to do in this business. There was no bench- mark to show kids are willing

to collect toys and play them in conjunction with a video game. What kept us feeling bullish and doubling down on the investment was always the power of what we call, the “magic moment." We have yet to meet a kid who doesn't have their eyes pop out of their heads when they see a toy come to life in a video game.

There were lots of supply issues with the first Skylanders game. | assume you're correcting this for Skylanders Giants?

Our projections and the amount that we manu- factured with Skylanders were very ambitious. We were planning for success. The fact that we far exceeded that, I'd call that a high-class problem. So we'll try to get the supply and demand right with Skylanders Giants.

When do you think it's a good time to revisit the Guitar Hero franchise?

To this day, it remains one of the most beloved brands in entertainment. Will the game make a triumphant return to game devices and cul- ture? That really depends on our ability to re- invent it in a meaningful way. It ran out of gas profoundly, as did the entire rhythm/instrument peripheral category all at once. Those are hard-earned battle scars, and if we think we have a meaningful invention that brings it back with new reasons to engage, then we will, but not before.

It's definitely more powerful than Xbox 360 and PlayStation 3. It's kind of frustrating to see the rumors and speculation of people going back and forth saying it's weaker or more powerful. It's definitely more powerful.

Do you feel like the market is in

dire need of new consoles from

Sony and Microsoft?

| think we're getting really close. Especially seeing the press conferences from Sony and Microsoft, it definitely seems like they're holding back and waiting for their next thing. We're kind of at that end cycle. | think new blood needs to come in. It'll be interesting because the market has changed so much in so many ways since the Xbox 360 and PlayStation came out.

Shuhei Yoshida

President, Sony Worldwide Studios

Sony did not announce a price drop for

PlayStation 3 at E3. What is the reasoning behind that? We are very happy about how PS3 is going

in terms of sales. We had the best year last year. We have great games coming out for

What's one thing that bothers you the most in the game industry right now? On-disc DLC bothers the crap out of me. It's customer hostile. You're literally gouging the person. | would not personally ever do it. A publisher could not make me do it. Charging people for on-disc DLC is madness to me.

| think that's a really bad trend. | understand why they do it, but | think they could go about it a much better way.

What are some things that impress

you or make you glad you're a game developer today?

The game industry is going in so many differ- ent ways now. There are so many avenues now and types of game being made. One of the biggest things is that commercial game development is getting narrower where indie is getting a lot wider.

PS3. So we do not nec- essarily see the need for the price drop.

How do you feel PlayStation Vita sales are doing now?

In terms of numbers, it's kind of understandable how things are going. We have a list of things we have to do. People are giving us feedback every day. The number one thing we have to, as people are asking, is more games; more games from third parties and us. We are working on both fronts. We are also catering to smaller indie developers doing PlayStation Mobile titles so more and more people can create smaller contents for PS Vita as well as smartphones.

So the number one priority is to work on more content. We are happy about how the hardware and platform has come about. Our hardware teams are still working on system software improvements. We just announced the support of PSone classics. That effort still continues. Our network services teams are also working hard to get more services on PS Vita. We are working with the hardware guys to use Vita and PS3 in combination and making games that can work on both systems or use the Vita as a controller for PS3 titles.

Nintendo launched the 3DS at $249 and quickly dropped the price to $169 not too long after launch. Were there ever any discussions about dropping the price

of PlayStation Vita?

We've been experimenting with creating types of bundles to give more value. Recently, we've been creating bundle offers through retailers. But no, no strict price drop.

The Sony E3 2012 press conference showed very few PlayStation Vita titles. | got lots of tweets about that! We have 25 new games playable on the show floor. We can’t spend more time talking about these titles that are coming up very soon. There are many things that worked in collaboration to have a smaller representation of PS Vita

during our press conference. Our PR team worked really hard to make it shorter. We don't think the long press conference is good any- more. We still have to touch on PS3 titles and third parties’ work, Move. All these things we tried to pack into 80 minutes, and during the process we made a choice to not spend that much time on PS Vita.

Something big that you’re pushing is cross platform play between certain PlayStation Vita and PlayStation 3 titles, like Sly 4 and PlayStation All-Stars Battle Royale. The biggest issue stems from customers having to buy some of the titles twice to play on both platforms. Have you considered different pricing options or models going forward?

We are very aware of what people are look- ing for. When you look at our titles, we've already released some games like MotorStorm RC where you pay one price and get both versions. We worked with retailers when we launched MLB 12: The Show so people who buy both versions get a discount.

We are looking at the options we have in terms of having PS3 and PS Vita versions of games and we really would like people to try both versions because we're doing something interesting. We haven't announced what we're going to do when we launch PlayStation All- Stars Battle Royale or Sly Cooper 4. We're looking at individual cases.

What's the latest with The Last Guardian? Is it still in development?

There are some technical issues being addressed. There's not much to show what it looks like. At this period of time we are unable to give an update, but the game is Still in development.

Earlier this year you closed developers BigBig and Zipper Interactive. Can you talk about the decision behind this?

Was it strictly financial?

It's a very tough decision that affected a

lot of people's lives. But from the business standpoint, it's not like we're reducing the overall effort to make first-party games. We are growing some of the studios; some used to be one team but are now two teams work- ing on different franchises. At the same time we look at areas that are not as profitable as other teams.

As far as the rest of your first-party lineup the rest of the year, Sony doesn't have any mega-blockbusters like Uncharted or God of War coming in 2012. Sly 4 and PlayStation All-Stars Battle Royal are coming, but they're not Assassin's Creed or Call of Duty. Was this done purposely?

We'd love to have multi-million sellers for the holiday. But each title needs time to develop, especially new IP like The Last of Us. God

of War has always come out in March, so that's a natural time to aim at. Our strategy for Christmas is to go big on family-friendly titles. This is a neglected genre for the PlayStation 3, but as it matures, | think it's really important to have these games on the platform. | think we have a great lineup this holiday to complement third parties' big core games. &

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While plenty of great looking games were on display at E3 this year, the show was notable for its dearth of big game announcements. Perhaps thats why Square Enixs unusual tech demo, showed at a modest cocktail gathering after hours on the show floor, was such a surprise.

ilosophy, the gorgeous was one of the only projects t was openly touted as next- a high-end PC, the tech quare Enix's impressive new engine called Luminous Studio. The © did a beautiful job of showcasing this uction environment, revealing increased у in facial animation (particularly in the ), flowing hair and cloth animation, and particle effects. ignificantly, Agni's Philosophy ran in real er than as a pre-rendered sequence. Real-time images are created as time passes, meaning that the image quality is representative of what in-game visuals could look like. When the demo was paused, viewers could watch as the camera was rotated around a target, particle effect size and color were adjusted, and several other features were shown that acted as proof to Square Enix's claim.

While a glimpse at the upcoming visual technology from Square Enix was a treat for showgoers, the real buzz surrounded what this demo might represent. Agni's Philosophy was subtitled as a "Final Fantasy Real-Time Tech Demo,” which seems an odd distinction for a project that will never see any subsequent

development. In addition, the character of Agni and her detailed costuming smacked of a new heroine in the heritage of Cloud, Squall, or Lightning; the demo virtually begs for a follow-up with more details about who she is and the mission she's on. Finally, the demo exhibited a dramatic change of pace for the Final Fantasy game universe, filled with modern-day vehicles and weapons, soft drink bottles, and other oddities living side by side with Final Fantasy staples like summoned monsters and lightning- shooting mages. In short, the video looked like a direction Square Enix might go to revitalize its flagship franchise for a new generation of con- soles. With no outright denials to the contrary during the presentation, it seems highly pos- sible that Agni's Philosophy is our first glimpse at what will one day become the fifteenth num- bered Final Fantasy game.

We noted one other surprising element about Agni's Philosophy. While most of the named credits on the tech demo were mem- bers of the Japanese Square Enix team, two of the credited concept artists were part of the Crystal Dynamics team, the same studio currently creating the new Tomb Raider game. With Crystal Dynamics now a part of the Square Enix family, could it be helping out with future Final Fantasy projects? Whatever the answer, it will be a long time coming; now that the demo is out in the wild, Square Enix has once again fallen silent on the future of the Final Fantasy franchise. Ф

The real-time demo video opens on the view of a desert shantytown that wouldn't feel out of place in a Call of Duty game. Armed figures that look like terrorists assault a hidden conclave of magic users as they attempt

THE DEMO

to summon an unnamed beast. Gunfire echoes through the chamber, and the summoners turn to blast their attackers with lightning. The lead mage is fatally wounded, and passes a mysterious crystal to one of the young

acolytes. She (Agni) flees out onto the rooftop as her foes unleash mutated Wolf creatures in pursuit. She grabs what looks like a bottle of soda and speaks words of magic, which transforms it into a healing potion that she pours over a bullet wound. As one of the mutated beasts catches her, an eclipse passes overhead, and Agni speaks the final words of the summoning. A towering winged beast bursts from the summoning chamber and crashes down to defend Agni. The demo cuts to some indeterminate time later. Agni mounts the dragon-like creature, and they lift off from the favela and fly toward the horizon. In the distance, a glimmering futuristic city beckons, and viewers are left to wonder what comes next.

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77 E3 2012

WHAT THE DEVELOPERS AND PUBLISHERS WERE SAYING AT THE 2012 ELECTRONIC ENTERTAINMENT EXPO

26 connect

OHH

The Good

picked up the Ultimate Fighting ARTS Championship license after THQ couldn't make a profit on UFC 3. EA previ- ously tried its hand at mixed-martial arts with the EA MMA series, which produced only one title. The deal is a multi-year, multi-product

arrangement, but it's not known when the first title will hit shelves.

The Bad

its Miiverse social

N | NTEN DO structure for the Wii U, but it's not

UNVEILED going to be the communication free-for-all you might expect. The company announced that it will moder- ate any posts in your own Miiverse with three levels of filtering. Nintendo president Satoru Iwata even said that posts could take up to 30 minutes to appear. That's like sending a tweet via the post office.

38 STU D I 0S the developer headed by ex-Red Sox pitcher Curt Schilling, has imploded

J spectacularly. After taking out a $75 million loan from the state of Rhode Island and missing a payment to the state (as well as not being able to pay its employees), the developer declared bankruptcy and investigations by the state of Rhode Island have begun. Furthermore, Schilling is being

sued by Citizen's Bank for money he owes. The only people not sniffing around Schilling's shifty dealings are the MLB's steroids police.

AION ані з ‘CVE Эні ‘GOOD ан

Quotable

“We have molded our team into a crack squad of eager developers ready to push

the first-person action genre

in support of Activision's Call of

Duty franchise.”

Neversoft, Activision's former Tony Hawk developer, signals its new focus

connect 27

Want more details on download- able and independent games? Check out daily updates to gameinformer.com/impulse. For more in this issue, don't miss our £3 Hot 50 entries for The Cave (р. 79), The Unfinished Swan (p. 90), Papo & Yo (p. 96),

and our review of Quantum Conundrum (p. 104)

ай.

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Downloadable Games

You May Have

Ascend: New Gods Ascend (pictured above) gets a nod just for Xbox 360 exploring innovative approaches to tying players into each other's games. You control a half-giant warrior on a brutal action/RPG adventure, leveling up, exploring dungeons, fighting bosses, and collecting loot. You dedicate your hero's life to one of three powerful gods. As you play, you'll see ghostly versions of other players in the world, as well as their deific allegiance, and you can either bless or curse them. For an allied player, you might send a health boost or a loot drop. For an enemy, perhaps you unleash a pack of wolves onto them. You won't fight

28

them directly, but your Gamertag will appear over the heads of the attacking wolves, so they know who is after them, and can pay you back in kind later on. Eventually, your hero will become extremely powerful. You can continue playing with him if you want, or you can sacrifice him to your god and allow him to become an ascended hero. These high level characters now become Al-controlled, and begin to invade other player's games. When you start a new character, it comes with special bonuses that carry over from your first. It's a crazy idea, but I'm excited to see how it all comes together, especially since the game is being built by Toy Soldiers developer Signal Studios.

NT

Dust: An Elysian Tail some may recall Dust as the winner of 2009's Xbox 360 / / Dream.Build.Play contest. In the years since, devel- oper Humble Hearts has been working in partnership with Microsoft to bring the project to XBLA, and the gorgeous side-scrolling action/RPG is now on target to be one of

this year's Summer of Arcade titles. After playing an impressive demo, it reminds me of Vanillaware's sidescrollers Odin Sphere and Muramasa, blending high-detail hand drawn art with challenging action, upgradeable equipment, and fantasy storytelling. You play as Dust, a strange fantasy creature who has taken up the legendary Blade of Ahrah in the world of Falana. The sword's guardian, a flying fox-like critter by the name of Fidget, joins you on the adventure, floating perpetually at your side. Dust engages dozens of varied enemies at one time, and the combat system is deep and rewarding. Players level up as they progress in classic role-playing style, with plenty of choices about how to customize their characters. That customization carries over into gear, where different armor, rings, and augments can all make a difference. A crafting system lets you further personalize the experience. As a new developer, it's hard to know if Humble Hearts can deliver on the complexity of the project, but my playtime with the game instilled a lot of confidence.

Joe Danger: The Movie гта huge fan of Hello Games’ first project, a rollick- Xbox 360 / Z ing platformer-meets-racing title about a grizzled old stunt man trying to get back into the game. The success of that first project has enabled the team to blow out the options in the sequel. Joe Danger: The Movie (inset) is filled

with new vehicles and modes, and it plays like a dream. The game banks on its ability to provide dozens of unique gameplay variants, all wrapped around the story conceit of Joe working on different stunt scenes. Jet packs, unicycles, skis, mine carts, motorcycles, and all sorts of other unusual conveyances will be at your disposal. Hello Games claims that

Mark of the Ninja The creative team at Klei Studios (Shank, Shank 2) is trying

Xbox 360 its hand at a slightly different genre without abandoning their trademark sidescrolling style. Mark of the Ninja maintains the brutal cartoon aesthetic of Shank, but adds a host of new mechanics more suited to sneaking around than melee brawling. Throw-down fights are generally a bad idea in Mark of the Ninja. Instead, you're aiming to stay in the shadows and remain quiet as you kill with surprise or sneak past enemies. Cool gear like a zipline grappling hook flings you around the screen, and plenty of options exist to distract enemies with noises, or by knocking out a light from across the Screen. Every sound you make creates a visible bubble on screen to show how loud you are. Start sprinting and your bubble gets dangerously large and loud, and anyone inside the bubble can detect you. The storyline sounds generic; you play the chosen one from a clan of ninjas who must halt the threat of an opposing mercenary army. However, the fun sneaking gameplay | experienced should more than make up for any plot clichés.

Guacamelee the developers at DrinkBox Studios (Tales From Space) are intro- PlayStation 3, Vita ducing а new franchise about a luchador named Juan Aguacate. When El Presidente's Daughter (that's her proper name, apparently) is kidnapped by a skeleton, Juan leaps into action to save the day. Guacamelee embraces compari- sons to Metroid and Castlevania, as it has a big focus on exploration and combat across large and winding levels filled with secret chambers and upgrades. The game distinguishes itself in two big ways. The first is the ability to hop back and forth between different dimensions with the tap of a button. Each dimension might have a different set of platforms, walls, and other environmental details, so you'll have to flip between them mid-jump to ascend a high passage or cross a chasm. Guacamelee's other big plus is its zany humor. For instance, to squeeze through tight places, Juan transforms into a chicken. DrinkBox's new game also supports two-player co-op ~ a second wrestler named Tostada helps Juan when a second pair of hands is needed. The game has made big visual strides in recent months, and is rapidly ascending my queue of anticipated DLGs.

most individual contraptions only get used a few times; for example, over the course of the game's 100 levels, only two levels feature skis. Unlike the obstacle course structure of every level in the first game, this new project includes all sorts of crazy movie scenes, from dinosaur escapes to chasing fleeing crooks after a heist. A dramatically expanded level creator looks simple to use while offering plenty of flexibility, and the developer is working hard to improve the level sharing options. Add an extensive multiplayer component and extra "deleted scene" challenge levels, and Joe Danger: The Movie is shaping up as one of the biggest and most ambitious downloadable games we've encountered.

Reto City Rampage I've been looking forward to playing a final version of

atic Retro City Rampage for years now. Developer Brian Provinciano has slaved single-handedly on the project ri a jeng time, but the game may finally be nearing a release this summer. The 8-bit visuals of RCR hide a deep and lengthy experience that parodies many of the most beloved video game tropes and characters, from Super Mario and Mega Man to Contra and Grand Theft Auto. The sections we played were mostly from a top-down perspec- tive, but the game also pops out into a 2D sidescrolling style at appropriate moments. More recently, Provinciano has begun layering in extra minigame homages to some of his fellow indie developers, like a Super Meat Boy-inspired Rad Racer game, or an 8-bit version of 'Splosion Man. That's on top of the game's over 50 missions and dozens of leaderboard challenges. Filled with easter eggs and accompanied by an awesome chip- tune music score, Retro City Rampage should be a treat for old-school gamers. ©

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30

Y

The Yédr of the Action/MMO |

ne clear narrative cut through the massively multiplayer offeri

this year’s E3: A lot of companies think that the genre is ready to be taken

by shooters, and they're betting a whole lot of money on it Horg are the standout action-oriented MMOs from the show. : |

Planetside 2

The best MMO and PC-exclusive game at this year's ЕЗ put to rest any doubts about its gameplay chops M with an extensive hands- on demo. c

Dust 514.

The shooter companion to CCP Games' long- running space MMO Eve Online was finally playable at the show. The most impressive thing about Dust 514 is simply the fact that it works, putting dozens to hundreds of players together on enormous maps in battles that shape the face of the galaxy. Don't worry about finding your friends; all Dust and Eve players coexist in a single galaxy at all times. This might be the high- est-concept game of E3 2012 with how it gives players such unbelievable freedom to create their own experiences. Join a quick match for the chance to earn some easy credits against bots in high-security space, throw in with the revamped factional conflict system to win contested terri- tory for NPC factions in low-security systems, or dive fully into the real null-security endgame of Eve/Dust, where player alliances and corpora- tions draw their own battle lines and secret trea- ties completely free of NPC interference. Dust 514's first public beta event will have started by the time you hold this magazine, so head to the Official site to experience this free-to-play sand- box for yourself.

Defiance

PlayStation 3, Xbox 360, PC April

This sci-fi shooter MMO is remarkable for several reasons: It ties into an upcoming Syfy show of the same nare, it's coming to current-gen consoles as well as PC, and it does a good job of leverag- ing Trion's dynamic-content technology to create public events that draw players together instead of pushing them apart. The shooter gameplay feels great on either gamepad or keyboard/ mouse, and both instanced and public content is up and running. Console players in particular should keep Defiance on their radars, as it offers a less unforgiving, more directed experience than Dust 514 while maintaining the huge persistent public areas that we expect out of an MMO.

World of Warplanes PC* 2012

Brought to you by World of Tanks developer Wargaming.net, World of Warplanes is pretty much the same thing but with aircraft. This free- to-play dogfighting sim drops players into quick 15-on-15 battles between everything from early WWII planes through Korean War jets. One life per match is all you get, Counter-Strike style, so make your shots count. The concept is great I'm all for more arcade-style warplane shooters and Wargaming.net's vast experience and success with World of Tanks has me confident that the studio will sort out the problematic controls that were on display at E3. World of Warplanes natively supports keyboard, keyboard/mouse, gamepad, and flight stick input methods, so you should be able to find a good fit. I’m also keenly curious to find out how Wargaming.net's nebulous plans to unify World of Tanks, World of Warplanes,

and the upcoming World of Battleships in the future shake out.

The Rest of the

While shooters took center stage, three more traditional MMOs and a real-time strategy game also looked good this year:

Rift: Storm Le

PC Fall

The first expansion to Trion's fantasy MMO triples the game's landmass, offers each calling a new soul, and breaks new ground with outdoor raid boss mechanics.

Neverwinter

PC * 2012

Long in coming, this free-to-play D&D- based MMORPG eschews target lock-on for a more action-oriented style while sticking with an action bar for skills.

ESO looked good in video form at the show, though Zenimax Online didn't show anything new since our June cover Story. See page 88 for more.

End of Nations

PC * 2012

The MMORTS still looks good, as it has

Since our hands-on report in issue 229. Expect to see for yourself in a beta later this summer.

connect 31

ajpeag peg :0)0ud

The New Face of THQ

After reorganizing to focus on core gaming titles, THQ has brought in Naughty Dog co- -founder Jason Rubin as president to oversee publishing, marketing, and production. We spoke to him about his new role at THQ and

what his plans are for the future.

How did this come about? Did THQ come to you or did you go to them?

CEO Brian Farrell called me up and asked me to take a look at all the teams and the properties and tell him what | thought. We've known each other for a long time. So | did.

| went around and visited every team. The projects are all really cool and | think, espe- cially with the internal teams, the amount

of upside potential that’s there is great. The external teams live in a slightly different world; they self-govern, so they have their own thing going on. But the internal teams have a huge amount of talent and potential, and | want to help unlock that.

What are your short-term and long-term goals with THQ?

My short-term goal is to go out to the teams and make sure that they have what they need to make the right games and to make sure they're making the right games. My long-term goals with THQ are to focus on a small amount of titles and make those better.

What do you think of THQ’s current line- up? Is there anything you want to change from Danny Bilson’s original vision? Danny's vision was perfectly fine. THQ is a ship and I'm going to steer it, but it's not going to turn on a dime. A lot of the upcom- ing projects, Darksiders Il for example, are nearly final. Great game; not much | could do. It's just a time situation. Some of the other titles | might make some minor modifi- cations. Looking at the entire portfolio, | have to say at this point | think we have the right number of teams, so it's really a question going forward of, "Which are the right prop- erties for us?" In a lot of cases, such as with Vigil, it’s figuring out what the right title for them to do next is.

Another title Vigil was working on was the Warhammer 40,000 game that shifted from being an MMO-based title to a single-player focused one. Is this still in development? As of right now that title is still in development.

Devil's Third has run into some trouble. What's the latest with this game? Devil's Third is not coming out under THQ.

What about Insane, Homefront 2, and the

project from Turtle Rock?

Right now Insane is still under production.

The same with Homefront 2. I've played it. It's

great. The game from Turtle Rock is absolutely still on. | love those guys and the product.

During E3 it was announced EA acquired the rights to UFC. THQ also confirmed it laid off a number of employees from its San Diego studio. What's the situation? The studio is still open. We don’t have a proj- ect for them. They’re still under employment from THQ right now. We're actively working

to find things for them to do. On UFC, it was before my time, but THQ put into process what effectively was a transfer of the rights to EA. It was good for THQ. THQ got paid, and it was simply a matter of us looking at the title and looking at how the past titles have done. The latest got an 86 rating and did not sell the num- ber of units required to break even. Based on that, THQ thought that perhaps we weren't the correct place for UFC to be done in the future. Being paid to give it to EA, which may very well be the right place with the strong sports brand they have, seems like a win for everybody.

THQ hasn't had a 90-plus rated game in a long time. How do you balance increasing your review scores while not being able

to match the marketing and development budgets of some of your competitors, such as EA and Activision?

Let me pull it back from ratings for a second.

In general, how do you succeed with games

that aren't Call of Duty, Grand Theft Auto, and Assassin's Creed? The way the industry has been set up with all titles selling for roughly the same price at retail next to each other is that there's been a race to make the biggest, baddest-ass game. If you walk into a store as a gamer and see a massive $120 million dollar game next to a $30 million dollar game, and a $80 million marketing budget backed that $120 million game up, it's likely you're going to pull that one off the shelf.

Into this came THQ moving from a children's business into that business after everyone else had already started the race to the top. So

it was very hard for THQ to enter that mas- Sive, encumbered race with these huge titles. Additionally, | think THQ has tended to spread out and do a lot of titles to try to find something that works. At the size of THQ, that is probably not the appropriate way of going about this. If you look at a Naughty Dog-sized game, which |

can tell you is not the size of Call of Duty but is still an amazing game that's rated very well, | think we can compete in that area.

As time progresses, the entire industry will move Closer to what we see in the PC model emerging now, which is a lot of different-sized games and different types of games that all get a place in the sun because you can buy things that aren't $60 boxed goods. If you look at something like Portal, an excellent game that clearly is not a Call of Duty or Grand Theft Auto, bingo. If you look at World of Tanks or League of Legends, there's any number of these games that are not competing on a graphic level.

The first Company of Heroes was a 90-plus rated game, and done by Relic, one of our internal studios. It's one of the highest-rated RTS games. Why they didn't do another Company of Heroes until now | can't answer for you because I just started seven days ago. | will say this company has in it the ability of making a 90-plus rated game.

The Volition guys; incredibly talented. Under the restrictions that they've been under in this company in terms of the budget and time Schedule they've had for their products, to put out a game that doesn't necessarily compete toe to toe with Grand Theft Auto, but comp- arably, it's amazing what they've done with what they've had. That team, properly funded, properly led, and properly allowed to create,

| believe can create a 90-plus rated title.

Vigil; incredible art sense. | believe properly

led, given the right framework, and with some of the knowledge | have from making 90-plus rated games, can make a 90-plus rated game. Our other internal studio at Montreal is capable of making a 90-plus rated game. The answer to how you make a 90-plus rated game is you take these people and foster their creations not make a lot of other titles as well. That's what I plan to do.

When you look at the games industry now, what are some things that excite you? What excites me is | think the business is going to broaden out. | think it's good for the industry and it's good for gamers, too. | don't think gamers realize how good opening up the rules so that game developers can distribute and price as they want and do whatever they want is, because at the end of the day, the gamer will determine what succeeds and fails because they're the one with the dollars in the pocket. ©

1985

Andy Gavin and Jason Rubin release their first game together: "Ski Crazed" for Apple II

1989

Now named Naughty Dog, the duo release Keef the Thief their first title for Blectronic Arts. Rings of Power follows in 1991

1994

Way of the Warrior for 3DO brings the team to California

1996

Naughty Dog releases Crash Bandicoot for PlayStation. The four PlayStation titles in the franchise combine to sell more than 30 million copies worldwide

2001

Naughty Dog launches Jak and Daxter, its second major franchise. The three titles they worked on sell more than 12 million copies. Rubin and Gavin sell Naughty Dog to Sony Computer Entertainment

2005

After finishing Jak 3, Rubin and Gavin leave Naughty Dog in capable hands and take a much- needed break

2007

Rubin, Gavin, and new partner Jason Kay create Flektor, a media mashup tool. They sell the company to MySpace (Fox Interactive) within a year

2012 Rubin joins THQ as President

connect 33

4

THROUGH A

Xbox SmartGlass

Microsoft's new tablet and smartphone Xbox 360 integra- tion software was the centerpiece of the company's ЕЗ presentation (see page 12 for more). At its base level, SmartGlass turns your iOS, Android, or Windows mobile device into a remote for navigating menus or entering text into a virtual keyboard on your preferred device. For con- tent providers that adopt the tech, it can do much more.

While watching movies, the remote functionality allows viewers to easily scrub through the film to access any point of it instantly. You can also tap the "Who's on

34

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of The Beatles lof Lady Gaga e Is High

of Blondie

Days

of Various

pen lof Taylor Swift

[of Lady Gaga

Kenny Chesney

Screen?" icon on your tablet or smartphone to display a list of all the actors currently in the scene you're watching. When you tap on an actor's name it brings up a bio, film- ography, quotes, and scenes inthe current movie. The latter option means you can easily get to your favorite part of a movie without having to deal with predetermined chapter breaks. Say you're watching Animal House (not currently confirmed by Microsoft) and want to see the part where

© 5 songs

@ filter

You're Not Sorry he style of Taylor Swift Juads of Lady Gaga Lady Madonna in the style of The Beatles

Love Me Tender in the style of Elvis Presley

‘Alegandro ` in the style of Lady ,

Jim Belushi uses mashed potatoes to imitate a zit. You can easily browse all the scenes he appears in and pinpoint it quickly.

Movies and shows are great, but how do games fig- ure in? Mobile-friendly Ascend: New Gods features an "Oracle" that brings up a minimap of the dungeon you're exporing. You can also take a peek at the stats of a new boss or player that enters your world to inform your decision to fight or flee. We also saw an as-yet-unnamed karaoke title that supports up to 8,000 tracks. When one of your friends is singing at a party, others can browse the available tracks and queue up a playlist so there’s no waiting around between songs. This intriguing feature has also been confirmed for Harmonix's Dance Central 3. Another neat tidbit about the karaoke game? You can alter the key of the song via SmartGlass to better match your vocal range.

That's all we know about SmartGlass right now, but we'll be waiting in anticipation throughout the rest of the summer for new functionality concepts, media partner announcements, and release date confirmation.

Free | xbox.com/smartglass

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ROLEPLAYIN NGGAME

AME BOX SET

Mouse Guard RPG

Boxed Set

The makers of the Burning Wheel Fantasy Roleplaying System bring us this great tabletop RPG, which is ideal both for introducing young players to gaming and for experienced players looking for some- thing different. The full-boxed set includes the original game rulebook, a new book of supplementary rules and scenarios, and all sorts of gorgeous extras including a map of the game world and dedicated mouse dice. Mouse Guard uses an inno- vative rule set that deeply involves players in their characters motivations and goals. How will you survive this dangerous fan- tasy world in which everything is bigger than you?

$70.00 | burningwheel.com

у Soundfreaq Sound Kick Bluetooth Sound Dock

iPod sound docks are ubiquitous, but now that many consumers use their phone as their primary music device, a problem has arisen: If your iPhone is plugged into your sound dock, it's not available for taking calls, texting, or web surfing. Soundfreaq's Sound Kick solves this problem by allowing you to stream your music from your smart- phone to a portable speaker unit. The System has a built-in rechargeable battery, which makes it great for toting along to backyard barbeques or the beach. The Soundfreaq doesn't produce audiophile quality sound, but it has an expandable bass chamber that produces a decent low- end and an internal amp powerful enough to ensure it doesn't distort at top volume. At $99.99, it's also a third of the price of Bose's similar SoundLink system.

Every Goon

$99.99 | soundfreag.com

» Logitech m600 Logitech's newest wireless mouse looks more like an alien artifact

than a PC accessory, but we're happy that it crash-landed near our desktop. The m600's standout feature is its Flow Scroll touch sensitive surface, which allows you to scroll across documents or jump back through web searches with the swipe of a finger. The unit's elegant ambidextrous design, adjustable weight, and silent left and right buttons round out the feature set. The lack of macros or thumb inputs doesn't make it the ideal gaming mouse, but it's a great work or travel companion.

$69.99 | logitech.com

Z

BREAKING BAD: THE COMPLETE FOURTH SEASON

AMC's multi Emmy Award- winning show continues as chemistry teacher turned master criminal Walter White manipulates his estranged wife, DEA agent brother-in-law, and local meth kingpin allin an effort to stay alive.

$65.99 amctv.com

FALLING SKIES: THE COMPLETE FIRST SEASON

That one kid from ER stars in TNT's new hit show about the aftermath of an alien invasion. With most of Earth's defenses incapacitated, small bands of survivors struggle for survival on an inhospitable alien- infested planet.

$49.99 fallingskies.com

THE HERO'S GUIDE TO SAVING YOUR KINGDOM BY CHRISTOPHER HEALY

Check out this fantastic new twist on classic fairy tales. After the four prince charmings who saved Sleeping Beauty, Cinderella, Snow White, and Rapunzel are all rejected by their princesses, they uncover a plot that threatens their kingdoms and are forced to become true heroes.

$16.99 harpercollinschildrens.com

LEGO HEAVY WEAPONS: BUILD WORKING REPLICAS OF FOUR OF THE WORLD'S MOST IMPRESSIVE GUNS

Slingshots are old fashioned. This tome features colorful pictures and detailed instruc- tions on how to build 1:1-scale Lego replicas of a Desert Eagle handgun, a compact but deadly AKS-74U, and more. Better still, they actually work.

$24.95 nostarch.com/ legoheavyweapons

connect 35

Where is Final Fantasy Versus АШ

MANY GAMERS ARE LOOKING AHEAD to the next generation for excit- ing games, but for one of Square Enix’s most anticipated upcoming titles, we have to look backward. Final Fantasy Versus XIII was unveiled six years ago, but remains seldom-seen and mysterious.

At ЕЗ, Final Fantasy Versus XIII is announced as part of Fabula Nova Crystalis, as is Final Fantasy XIII and Final Fantasy Agito XIII. Along with Final Fantasy XIII, it is revealed as

a PS3 exclusive.

Nomura says Versus XIII is absent from ЕЗ. Versus XIII will feature some kind

of unique support for the PlayStation 3's

Sixaxis controller.

Versus XIII is absent from the Tokyo Game Show.

Versus XIII is absent from ЕЗ.

Gameplay footage in a closed theater at the Tokyo Game Show depicts Noctis running

Concrete answers about the game's status are rare, so we've assem- bled this timeline of Final Fantasy Versus XII S progress, major appearances, and related comments from director Tetsuya Nomura and producer Yoshinori Kitase.

Square Enix releases a new video adding more content to the original reveal trailer, showing a stylish fight and more of the protagonist's powers in action.

Nomura says Versus XIII is on hold while the team helps complete Final Fantasy XIII. Square Enix later denies this, attributing Nomura's state- ment to mistranslation

At the Tokyo Game Show, the protago-

nist's name is revealed to be Noctis, and the woman he was fighting in the previous trailer is named Stella. The first in-game footage is revealed in

around in various environments, but no combat is shown.

the form of a conversation between Noctis and Stella. The video shows no exploration or combat.

What Else Has Happened Since

Final Fantasy XIII (now multi- platform) releases in Japan. The North American release follows three months later.

Nomura reveals via Twitter that players can navi- gate the world of Versus XIII with an airship.

Square Enix announces that Final Fantasy XIII is. going multiplatform at ЕЗ. The company claims it has no plans to change the PS3 exclusivity of Versus XIII, which is otherwise absent from the show.

A new trailer debuts

at a Square Enix fan event, showing a new female character battling the protagonist.

Versus XIII’s Announcement?

» All three Mass Effect games released » The entire Assassin’s Creed franchise » The rise and fall of music games

» Four other main Final Fantasy titles: XII, XIII, ХШ-2, and XIV

» BioShock, BioShock 2 released

» Call of Duty 3, World at War, and

Black Ops released, along with all three Modern Warfare titles

Nomura affirms via Twitter that Versus XIII is being developed exclusively for PlayStation 3, saying: "The debate over porting is decided by the management based off the current market and the costs. All | can say right now as a developer is that Versus is being developed specifically for the PlayStation 3."

Voice casting begins in. Japan. Yoshinore Kitase says that Versus XIII might not release in 2011.

Versus XIII is absent from E3. Nomura claims that the game's storyline, character designs, and clothing designs are finished.

» The PlayStation 3's entire life » The Wii craze

» Sony and Microsoft introducing/re-

Listings for battle planner ; leasing their own motion controllers

and level design planner positions appears on the recruitment page on Square Enix's website.

Versus XIII is still in the pre-production phase, though Nomura says that the team is mak- ing preparations to enter full production. New screenshots are shown to selected press, but are not published or otherwise released to the public.

Square Enix files a new trademark application for Final Fantasy Versus XIII, indicating that the company still intends to move forward with the game under its current name (rather

than dropping the XIII, as many had speculated). » Duke Nukem Forever released

When asked about Versus XIII in an interview, Nomura tells Game Inform- er: "We would like to ask for your patience on an official announcement for this title. It always takes time when tackling the challenge of doing some- thing completely new, but we are doing our best to bring information to the fans as quickly as we can. Your patience is greatly appreciated.”

Versus XIII is absent from the Tokyo Game Show. Yoshinori Kitase confirms that the game has entered full production.

Versus XIII is absent from ЕЗ. Square Enix gives Game Informer the follow- ing comment: “We appreciate the excitement for this title, but at this time, we do not have any new infor- mation to share on its development. We are extremely thankful for the continued support for the Final Fantasy franchise and Final Fantasy Versus XIII."

Square Enix releases а six-minute trailer

highlighting the story, new characters, and the battle system in action. Nomura confirms that Versus XIII will not release in 2011.

Final Fantasy Agito XIII releases in Japan (under the new name Final Fantasy Type 0). No North American release plans were announced.

Versus XIII is absent from E3.

36 connect

Madden NFL 13 |

w

1 Ф est] ^ 0) ma] Gad w W

03.1 Reliving the Metal Booger

Total Recall is a classic film for a number of reasons: The metal booger, Arnold Schwarzenegger's eyes inflating, and, of course, a space chick with three breasts. A remake launches today, hopefully with all of these elements intact. We doubt the new lead Colin Farrell will be as good as Schwarzenegger, but one thing is for sure: He'll have more coherent DVD commentary.

03.2 А New Bourne

Film Without Bourne

Matt Damon doesn't have time to star in another Bourne movie. He's too busy trying to ruin his career with films like We Bought a Zoo and Contagion. So now а new Bourne movie, The Bourne Legacy, hits theaters today without Jason Bourne. Instead it stars Jeremy Renner (the Avenger no one likes) and Edward Norton (the Avenger everyone likes). That’s like making a Batman movie all about Robin. Is that legal?

07 New Releases » Persona 4 Arena (PS3, 360)

09 Star Trek's Five Captains Unite All five of Star Trek's TV captains are together for the first time and will appear on stage at this year's Wizard World Comic Con, held at the Donald E. Stephens Convention Center outside of Chicago. The show kicks off today and runs through Sunday. In addition to the strong Star Trek presence, actors from The Avengers and pretty much every science fiction and fantasy TV show ever made will be on hand. Even Joey Lawrence is going!

12 Xbox Live Avatar Toys?

Apparently everything bearing the Halo name must be adapted to an action figure. McFarlane Toys' newest Halo action-figure series is based on the unlockable Xbox Live Avatar items. That's right, you can purchase an avatar dressed up as a Halo character. This series of seven figures even offers a flaming ODST helmet. Since this series is packaged in blind bags, you won't know which avatar you are getting until you open up the package.

14 New Releases » Darksiders Il (PS3, 360)

» Jaws (Blu-Ray)

» Sleeping Dogs (PS3, 360)

17 Now With

Chuck Norris Roundhouses

Some people thought The Expendables starred every prominent action star from the last several decades. While that's mostly true, a few big name actors were not a part of the cast. That's being fixed with the sequel that opens today. Chuck Norris and Jean-Claude Van Damme, two "actors" known for their abilities to kick and do the splits, are joining the team. The only significant holdout now is Steven Seagal, but we said “big name” action stars, so technically this film's cast is complete.

18 New Releases » The Hunger Games (Blu-Ray, DVD)

21 New Releases » Sniper: Ghost Warrior 2 (PS3, 360)

07 [- Persona 4 Arena `

23 Celebrating 1313

LucasFilm's annual Star Wars Celebration invades California's Orange County Convention Center this year. This show usually reveals the year ahead for this beloved universe. LucasArts’ Star Wars: 1313 will likely be a part of the festivities. Star Wars legends Carrie Fisher (Leia), lan McDiarmid (Palpatine), Peter Mayhew (Chewbacca), and Tim Rose (Admiral Ackbar) are on the bill. Star Wars clinger-on Seth Green will be there, too.

28 New Releases

» Damage, Inc. Pacific Squadron WWII (360) » Madden NFL 13 (PS3, 360, Wii, Vita)

Transformers: Fall of Cybertron (PS3, 360)

31 PAX Prime Begins

The most enjoyable video game convention of the year begins today and runs through the weekend. Dozens of unreleased games are on-hand for all to play. If you need to take a break from the gaming, this show is loaded with interesting panels and talks featuring the top talent in video games.

connect 37

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ith Nintendo finally showing Wii U games and Sony and

Microsoft putting off next-gen

talk until next ES, the focus of this year's convention was on games. Thankfully, the show floor was packed with them. From future blockbusters like Assassin's Creed III to quirky titles like The Cave, there was something for every type of gamer at the show. We put together 60 pages of new pressions for the games that impressed us the most. Read on to get a guided tour

information, screens, and hands-on im- through the best of E3 2012.

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Assassin's Creed III

The Assassins rise to the top

able looking games, but none impressed us quite like Assassin's Creed III. Ubisoft

Montreal came to the show with guns blazing, with three distinct single-player demos, play- able multiplayer, and a stunning new cinematic trailer. For sheer wow factor, it was a hard game to beat, making good on promises to improve combat, expand the sandbox of navigation, and flesh out a new protagonist. Ubisoft also intro- duced a new naval combat component, teasing the fantasy of riding the high seas and board- ing Templar ships. Perhaps Ubisoft's greatest trick at ES was its ability to show off so much of Assassin's Creed III and still leave so many mys- teries unanswered for when the game releases later this year.

Assassin's Creed Ill started off the show with a bang at the Ubisoft press conference. An action-packed trailer starred new hero Connor as he single-handedly turned the tide in a battle against the British redcoats. The video sequence got viewers' blood pumping, but the live onstage demo of the game in action was the star. Connor races through a snow-swept forest, leaping from cliff to branch in pursuit of a herd of deer. For the first time, we see the newly implemented hunting system in action as Connor uses his bow and arrow to bring down a buck. As he moves up to skin the deer, a small pack of wolves attacks and a short battle ensues. The pack proves no match for Connor, as he quickly dispatches the circling wolves one by one.

Afterward, Connor trudges through the heavy

E 3 2012 showcased a number of remark-

snow to a nearby encampment, where he

turns in the hunted meat to a quest provider; it's an early glimpse into the economic system that fuels exploration in the New World. From the encampment, Connor heads on to a more familiar style of mission, climbing a cliff in search of an assassination target. As he approaches

a British fort, Connor starts off with a direct assault, and we're treated to some full-on group combat. Connor opens the fight by flinging out his rope dart, which hoists one of the redcoats onto the same tree branch Connor is dropping from. As the soldiers draw a bead with their rifles, Connor grabs a nearby combatant and

uses him as a human shield. Seamlessly flowing into close quarters, Connor starts tomahawk Slicing one foe after another; the smoothly ani- mated fight seems to favor far more offensive tactics than in previous games.

Later, Connor ascends the fort from a backside cliff climb, and it becomes clear how much flex- ibility Ubisoft Montreal has added to the traversal gameplay. Once inside the fort, our hero sets off a gunpowder explosion, and uses the distraction to hone in on his target, a Templar named Silas. Connor kills soldiers in his way as he runs and barely slows down before descending eagle-like onto his target with a piercing bayonet strike.

» Platform

Wii U PlayStation З Xbox 360 PC

» Style

1-Player Action (8-Player Online)

» Publisher Ubisoft

^ Developer Ubisoft Montreal

» Release October 30

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Ubisoft did not detail how Connor ends up as the captain of a sailing vessel, but we're eager to find out

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Connor's frontier adventure sequence was impressive enough, but later that same day at Sony's press conference a second demo con- tained a big surprise. The addition of naval explo- ration and combat in Assassin's Creed Ill is more than a minigame; it's a whole new area filled with gameplay missions along the eastern seaboard of America. The demo had Connor captaining a vessel on the Caribbean Sea in 1778, in pursuit of a Templar target onboard an enemy ship. The player maintains full control of the ship and its weapons, including varied cannon ammunition like grapeshot and chain shot, and can even order crew to take cover as enemy fire comes in. As a storm sweeps in and some awe-inspiring waves begin to slap into the side of the ship, Connor brings his frigate alongside a crippled enemy vessel and prepares for boarding, yet

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Naval combat is not on rails; players maintain control of ship movement and weaponry

another major component of the naval fighting that remains unseen as the demo ends.

On the show floor, Ubisoft had a third full play- able demo showing off the open city of Boston. This colonial city feels more lively and varied than previous cities in the franchise like Rome or Acre, with all sorts of citizens going about their business, and even animals like dogs and pigs moving around. Connor has several new stealth options at his disposal, such as the ability to take cover and assassinate from a building's corner, or leap through a building's interior to trigger a chase breaker. We also witnessed the first hints of how the redesigned Brotherhood system works. At one point, Connor raises his hand and we hear a familiar eagle call. However, instead of a devastating assault from above, the covert action brought in a small squad of fellow

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Assassins in the garb of redcoat soldiers. In the guise of troops escorting a soldier, Connor could easily slip past enemy checkpoints.

After seeing so much of Connor's adventure, we got our hands on the newly evolved multi- player game, which maintains many of the fun- damental ideas first introduced in Brotherhood. Players still work to remain inconspicuous while attempting to complete objectives and surrepti- tiously kill enemies. However, the new mode we played, Domination, adds a twist. Players explore the map to gain control of three ter- ritories around the board. Spend enough time near the flag, and the base becomes yours. This familiar multiplayer staple is passed through the Assassin's Creed filter, since territory owners are the only ones who can Kill targets in that area. To retake a territory, you'll need to sneak in and remain undetected long enough to change the territory allegiance.

This new Domination mode took place in one of the new period-specific maps called Northwest Passage, a large snowy wilderness area filled with several places to hide. Plenty of new character avatars were on display, including a Native American warrior woman and a British army commander. During the round, we noticed some changes to the gameplay, including a third ability slot that is now reserved exclusively for a ranged attack, like the poison dart. New abilities included the invisibility-inducing glimmer and a shield, which blocks an opponent's use of abili- ties against you.

After all the fun we had exploring Assassin's Creed III at the show, it was easy to forget that Ubisoft is still playing plenty of cards close to the chest. We've yet to hear about how the pres- ent day adventures of Desmond fits into the story. What will replace the old economic loop of rebuilding structures and shops? How will the new XP-style synchronization feature factor into gameplay? We're excited to learn more about this mammoth game, but E3 gave us plenty to chew on as we wait. » Matt Miller

Unlike previous Assassin's Creed heroes, Connor can freely 5 move through wilderness environments, including treetops

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E A A A AM

Platform PlayStation 3 Style

1-Player Action (Multiplayer TBA) Publisher Sony Computer Entertainment Developer Naughty Dog Release

2013

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mong the many quality titles at Sony's

E3 press conference, The Last of Us

earned the coveted final slot. This can either send the audience away with excitement and enthusiasm or can sour the tone of the whole presentation. Naughty Dog took full advantage of the opportunity and went out with a literal bang, with protagonist Joel blasting a scavenger directly in the face with a shotgun after an already violent trip through a flooded hotel. This gameplay has Since been released online and on Late Night with Jimmy Fallon, but we attended a behind-closed- doors theater presentation that showed off a completely different approach to the same area that goes much deeper into the level.

In the alternate demo, main characters Joel and Ellie stop to take a look at an old movie poster for something called Dawn of the Wolf.

It seems that if the player stops and looks at it, Joel and Ellie will start chatting. Ellie is confused as to why people would enjoy gory entertain- ment since she's so used to it in everyday life. Joel brushes it off as just a “dumb teen movie."

They continue inside and spy a ladder up on some scaffolding. It's highlighted in a strange glow that makes it stand out as a goal/interac- tive object, mildly breaking the otherwise stark realism of the game. They find a laundry cart and Joel rolls it over and boosts Ellie up. She pushes the ladder down. Joel grabs it, moves it over to another area, and climbs up. It appears that he can move and place it anywhere, so we wouldn't be surprised if Naughty Dog has hidden stashes of supplies or secret collectibles in hard-to-reach areas.

Once they get up to the new area, a group of survivors start searching the place. Joel grabs an empty glass bottle and tosses it into an open window to distract them. One of the guys goes to investigate and the pair moves to another room. Joel sneaks up behind another guy and chokes him. Next they enter a bathroom and find two long-dead corpses in the tub. Joel grabs some bandages out of a drawer and

The Last of Us

Naughty Dog's human enemies ground combat in unsettling reality

A couple has ended it all long: pier -

Scavenges a metal pipe off the ground outside. They move up to the next floor and are looking for an exit when they hear some coughing. Another patrol starts searching this floor as well, and Joel opts for a more offensive tactic. He picks up a brick and smashes the man's face. Another enemy sees it and darts off to warn the others. Joel pulls out a revolver and lets off a few rounds, but the guy ducks away. Out of nowhere, another goon tries to grab Joel from behind. He prompts the enemy with the gun to shoot Joel while he's got a hold of him. Joel quickly reverses the hold and the attacker is shot instead. Then Joel shoots the man with the gun. He flanks around and catches another enemy off guard. He throws a glass bottle at his head and dashes at him with a metal pipe. After a brutal beating, this guy is most certainly dead. The final scavenger tries to escape and Joel chases him with his gun. Suddenly, it seems alittle too quiet. Joel creeps through the hall, calling out to the goon. Out of nowhere, he

springs out of a doorway and tosses a Molotov cocktail at Joel, but he misses and ignites the wall. The man charges as Joel stumbles away from the flames. Joel pulls himself together quickly and shoots him down.

Ellie joins up with him and they move toward the abandoned elevator shaft. It creaks menac- ingly as they jump down onto the roof of a car. Joel boosts Ellie up to an open elevator door and, as the camera zooms in, you can see a sizable gash on Joel's face that is seeping blood. The moment he gets her up the car gives out and Joel falls with it a few stories. When it slams into the bottom of the flooded shaft, Joel bounces violently off the roof of the car and splashes into the water. He manages to swim back to the surface to the sounds of Ellie calling out his name. He says he's okay and flips on a flashlight to wade farther into the darkness. The demo fades to black and we're left to wonder what happens next. » Bryan Vore

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Platform PlayStation 3 Xbox 360 PC

Style

1-Player Action Publisher Bethesda Softworks

Developer Arkane Studios

Release October 9

okolov must be taken alive. I'm not told

why for the purposes of this hands-on ЕЗ

demo, though I'm sure there's a reason embedded in the Dishonored plot that devel- oper Arkane Studios is keeping tightly under wraps for now. All | need to know is that | must make it past tight alleyways and crumbling bridges crawling with guards to kidnap this influ- ential scientist and make it back out alive. How | approach this problem is entirely up to me.

To start, | try scaling the rooftops to avoid conflict. This works well until | run out of roof and need to drop to ground level to progress. Blindly jumping down proves to be a bad move, as a trio of guardsmen easily down me with a few brutal sword and pistol strikes.

I'm more prepared for my second attempt, locating a safe drop zone with a Dark Vision power that highlights bad guys through walls. A few stealth kills later, I'm staring at the heav- ily guarded front door of Sokolov's mansion. Given how poorly a head-on fight went last time, | shimmy along exposed pipes that carry water to the building, ride a water wheel to an underslung catwalk that leads to a mainte- nance entrance, and creep undetected into the mansion proper.

Aided by Dark Vision and a few short-range teleports from the blink power, | stay hidden on my way to re-wiring a wall of light to fry enemies who pass through it instead of killing me. | eventually find a service elevator that looks like a handy escape route after abducting Sokolov. | botch possessing a guard to try and make it through a tricky hallway and bring down a half- dozen of them on me, but a quick time-stop. lets me effectively vanish into thin air. While they start combing the mansion for the intruder they now know is there, I’m long gone up to the rooftop garden where Sokolov is doing some kind of nefarious science.

The guard patrolling up here didn't hear the commotion downstairs, so I'm able to sneak up and dispatch him from stealth. Sokolov is easily choked out while distracted by his experiment. | loot the place, finding a valuable alchemical potion recipe, several lore objects that detail bits of Dishonored's retro-futuristic world, and helpful combat supplies like crossbow bolts and bullets. With Sokolov over my shoulder, I Slowly make my way down toward that service elevator | previously activated.

Dark Vision lets me slip past the still-alerted guards, and the elevator deposits us at the mansion's front door. Only a single, easily stealth-killed guard is left here I’m assuming the others got called in when | alerted the inte- rior guards to my presence - so | haul Sokolov into the grimy alleys that form the last challenge between me and my extraction point.

Here | finally confront the deadliest enemy Arkane has shown off so far: the stilt-wearing tallboy. After clumsily killing a set of soldiers in a pedestrian underpass by chaining together several time stops, the tallboy strides into view and immediately sends me packing with an explosive barrage.

He can't fit into the underpass | retreat to, so | burn through a half-dozen grenades and special pistol bullets trying to kill him from cover. Nothing penetrates his armor, and every time | approach the exit I'm nearly killed by his power- ful weaponry. Stealth is out of the question with the tallboy blaring my location, and so | fire off yet another time stop and try to take down the tallboy with conventional weapons.

After that spectacular failure, | reload to

Something says that there won't be any great moral quandary about kidnapping the mad scientist Sokolov

a checkpoint back on the roof directly after knocking out Sokolov. My fully upgraded blink power lets me fling myself over the rooftops on a different route, and | rendezvous with my row- boat escape vehicle inside 30 seconds using this alternate strategy. As awesome as protago- nist Corvo is in combat with his supernatural powers and explosive gadgets and grenades, Dishonored richly rewards players who think critically and come up with a plan that suits their play style and powers.

This tiny slice of the game could have been completed in dozens of different ways. | didn't even touch the rat swarm power or half of the gadgets Arkane added to this demo. Extensive routes through sections of the level went entirely unexplored. Who knows how many pieces of the environ- ment with specialized uses | walked right by, and how many secrets and stashes | failed to notice? The only thing I’m sure of is this: Given how wonderfully Dishonored plays, I’m already blocking off a serious chunk of time to dig deeply into it when it comes out on October 9. » Adam Biessener

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Pistols sound like Tchaikovsky's cannons when they fire. You learn to respect them very quickly in Dishonored

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The rat swarm power is gross, but effective in a variety of ways

The parry mechanic works well and feels great when you pull it off

Tallboys are not to be messed with

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Platform PlayStation 3

Xbox 360 PC

Style

1-Player Strategy (Multiplayer TBA)

Publisher 2K Games

Developer

Firaxis Games

46 ЕЗ НОТ 50

Release October 9

Levitating sniper. Levitating sniper!

XCOM: Enemy Unknown

Another strong showing bolsters our expectations

eople talk about the “dumbing down” or

“console-ization” of hardcore PC games.

Having finally gotten my hands on an extended demo of Firaxis’ upcoming remake, XCOM: Enemy Unknown, | can say with convic- tion that this project is anything but dumbed down or simplified in some futile quest for main- stream acceptance. XCOM is a hardcore, yet approachable, strategy game.

Take the example of a mission set in a Chinese dockyard. | chose to send my Skyranger here instead of to a simultaneous help request from the American government. | send my squad out to canvas the area, bound- ing from cover to cover and trying to maintain vision in every direction to avoid any nasty surprises. Unfortunately for XCOM's soldiers, the alien menace specializes in nasty surprises. The rookie in the vanguard (why would | risk an experienced squad member as a scout? Good luck, kid) spots a pair of sectoids. The aliens see him as well and immediately take cover in a nearby security-guard shack. Commanding the rest of my soldiers to open fire on the sectoids accomplishes nothing at this range, as they fruitlessly spray bullets around half the dock- yard. These low-level soldiers equipped with basic weapons are far from accurate. The game

gently reminds me that the heavy who leveled up in the tutorial mission has a new toy to play with, though: the mighty rocket launcher.

Of course, he isn't any more accurate than his squad mates. The rocket misses badly, slam- ming into the shack a full meter from where I told him to shoot. | didn't expect my dude failing an attack roll to be the event that pushed me head-over-heels in love with XCOM, but when the entire shack explodes and | spot two sectoid corpses among the rubble | know I'm lost.

Throughout the mission, I'm fascinated by how well XCOM plays on the Xbox 360 pad. The movement cursor snaps intuitively to desti- nations that offer partial or full cover, which are denoted by clear icons. The interface remains uncluttered at all times, with tasteful flyouts denoting friendly and enemy unit status with simple icons and the minimal action wheel only appearing when you open the tactical menu to give an order. Within minutes, l'm expertly flying through turns. Dozens of actions whiz by in seconds: overwatch, double-moves, rocket launchers, grenades, reloads, and regular attacks. The dockyard mission consists of perhaps a hundred discrete inputs from me, and yet | never feel like I’m navigating menus or fighting the Ul.

Many strategy games, particularly turn- based tactical ones, push players into trying to find a tiny shred of advantage by manipu- lating in-game math. In XCOM, good tactics make intuitive sense: Find cover, flank the enemy, don’t overextend your squad, and use explosives or indirect fire to solve otherwise intractable problems.

Back at XCOM base, the Americans scream bloody murder at the perceived slight | dealt them while the Chinese show their apprecia- tion by sending me a crack team of engineers to help outfit my soldiers. My demo ends here, but not before I'm treated to a tour of the base. Here, it's easy to both keep track of the global situation and assign priorities for your soldiers, scientists, and engineers.

XCOM's October release can't come soon enough. As much as | want to dig deeper into more mission scenarios like the one | played, the superpowered soldiers Firaxis showed in a second, hands-off demo are even more intrigu- ing. | must mind-control an alien to force him to eat his own grenade, fly a sniper up on a jetpack to headshot enemy after enemy from above, and send an invisible shotgun ninja grappling to the top of a building to surprise a bad guy. | simply must. » Adam Biessener

Borderlands 2

Clear your schedule for late September

e've seen Borderlands 2 several times

Since our September cover story, and

it somehow keeps getting us more excited with every showing. We broke down the abilities of the playable characters Salvadore and Maya after we saw the game at PAX East, and at E3 we had a chance to get our hands on the other two characters, Axton and Zero.

Gearbox art director Jeramy Cooke selects the soldier Axton, and | opt for the robotic assassin Zero. For purposes of the demo, each character is granted 20 skill points that you can assign to your desired perks on the skill tree. | focus on making Zero a dangerous melee fighter that remains deadly at long range. In conjunction with Zero's hologram ability, it makes for some excit- ing combat scenarios.

With a press of the left bumper, | can become invisible as a hologram of Zero distracts enemies. Various mechs and human enemies focus their fire on my doppelganger, allowing me to sprint behind and slash them to death with my sword. | activate a perk that causes me to do more

damage when attacking from behind, which made Zero's slices all the more deadly. Cooke tells me that if a player focuses their skill points on this perk along with shotgun strength, they could effectively become a shotgun ninja. The variety of ways you can build your character is staggering, and should give Borderlands 2 even more replay value.

Gearbox is intent on presenting a genuine nar- rative this time around, so these firefights have a purpose. After antagonist Handsome Jack exterminates all of Claptrap's fellow droids, our robotic friend has an axe to grind. He decides that one way to strike a blow to Jack's public image is to vandalize the numerous statues of him in Pandora. We approach the first statue and attempt to take it down, but our bullets and rockets don't quite do the trick.

To obtain some more firepower, Claptrap directs us to a disabled enemy constructor and suggests that we hack it. With the press of the X button, the large robot comes to life and begins floating, and we are tasked with

protecting it as it cuts down the bronze statues with its laser. After fighting off waves of robotic enemies and sawing down several statues, Claptrap informs us that the area is free of Jack's image. He tells us to activate our constructor's "dance mode," so we press the indicated button on the robot. It slightly bounces around for a few seconds before exploding. “Oh, it exploded...! guess that's kind of like dancing,” Claptrap says.

A huge part of the Borderlands experience is the constant progression, loot collection, and customization, but it is still a blast in a standalone experience like this demo. Gunplay is fast and responsive, and the enemy variety is signifi- cantly improved over the original. Considering it's already this fun in demo form, I'm looking forward to sitting down with the final game and developing my character.

Several triple-A games were on the E3 show floor this year, but I'm anticipating Borderlands 2 more than any other title | saw at the annual con- vention. My hands-on time has me counting the days until its September release. » Dan Ryckert

Platform PlayStation 3 Xbox 360 PC

Style 1 or 2-Player Shooter (4-Player Online)

Publisher 2K Games

Developer Gearbox

Release September 18

E3 HOT 50 47

S A AO A

Platform

Xbox 360

Style

1 to 4-Player Shooter (16-Player Online) Publisher Microsoft Developer

343 Industries Release November 6

Halo 4

Meet Master Chief's new foe

alo fans could be forgiven if they entered

ЕЗ alittle skeptical about the next

installment of their beloved franchise. The series creators at Bungie have been the stewards of Halo for a decade; how will this new team at 343 Industries handle the responsibil- ity? Thankfully, all signs at ЕЗ pointed to some thrilling content on the way in Halo 4. While both single-player and multiplayer elements revealed a project deeply rooted in the franchise gameplay and fiction, 343 is also introducing new elements to reinvigorate the series. Over the course of the show, Halo 4 demonstrated deep connections between Master Chief's campaign story, the competitive War Games mode, and the brand new Spartan Ops cooperative adventure.

ES finally gave us a clear glimpse of the Prometheans. This brand new enemy type is an entire collection of foes, akin to the Flood or the Covenant in terms of breadth and variety. The Prometheans are a variety of Forerunner Al or construct left behind on the Requiem artificial world presumably, they've been stranded on Requiem for millennia. Three distinct varieties were on display in the ЕЗ demo, each offering a new set of challenges for Master Chief. The Promethean Crawler seems to be the most plentiful and standard enemy unit. Looking like a cross between a giant ant and a wolf, these agile four-legged opponents can easily leap to new vantage points, and are effective in both close-quarters and long-range combat. The Promethean Knight is a major step up - a two-legged combatant with all sorts of tricks up its sleeve. These commanding units deploy hardlight shields on the fly to block incoming fire and some can even teleport around the battlefield. Knights can deploy Watchers, a third Promethean variant that look like flying drones. Watchers can heal and buff other Promethean units, and can also catch and fling back gre- nades. In combination, the new enemies offer a new set of challenges for players.

John-117's adventures on Requiem look great, but 343 also showed more details on the new cooperative Spartan Ops mode. The Spartan Ops story picks up six months after the conclusion of the core campaign, but in the real world, players will get the first episode at launch. You'll play as a member of Majestic Squad, a new team of Spartan IVs housed aboard the massive UNSC Infinity vessel.

343 has not offered a name yet for this new hulking UNSC vehicle

Master Chief's new armor is the most detailed seen in the series to date

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Spartan Ops will roll out as a weekly episodic series that comes free with Halo 4. Each week will bring a brief CG movie and five brand-new cooperative game missions, most of which will use new level geometry and locations distinct from Master Chief's story. We got to play one brief mission that pits our squad against some dangerous Covenant in search of an ancient

Forerunner artifact. As the demo continued, Promethean enemies joined the fray, and we tried out one of their cool new weapons: the Scattershot, which is basically a shotgun with ricocheting, bouncy rounds.

We also tried the competitive multiplayer. In Halo 4, all competitive play is meant to be part of a series of war games conducted on the

It looks as if Master Chief won't be riding solo for the entire campaign

Infinity's combat deck. We played on the new Longbow map, a large polar environment built around a towering mass driver. Competitive play feels tight and well balanced, and the tempo of fights should feel just right to long- time Halo players. We took special note of the remarkable audio design work throughout our hands-on time weapon sound effects are punchy and terrifying, and explosions are equally impressive. The game also uses atmo- spheric music near the end of matches to add tension to the fight.

Across all the game modes, players gain points to build their own personal Spartan. These points can be spent for both cosmetic and functional improvements to your character, and we're hopeful that this system encour- ages players to cross-pollinate between the different modes.

Some fans might never accept the fact that Halo 4 isn't made by Bungie. However, our experience with the game indicates that 343 Industries may be just the fresh blood this franchise needs to get back on top. » Matt Miller

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Our time with Dead Space 3 reassured us that the game Should be just as terrifying as previous titles, but players who want to experience a different flavor of the game can tackle the single-player campaign with a friend. Isaac's partner in Dead Space 3 is Sergeant John Carver, an EarthGov army grunt. We revealed Carver in our feature last month, but creative director Ben Wanhe gave us some deeper insight into Carver's character at E3.

"Underneath it all he's a family man who is just not good at it. He's a horrible father; he's a horrible husband," Wanhe says. "He's kind of torn up inside, but he's not the kind of guy who wears his emotions on his sleeve. Much like Isaac, Carver has his past buried inside. As you play through the game you start dredging up some of what makes Carver who he is and what's haunting him."

Carver witnesses a necromorph outbreak on the planet Uxor, and it's possible that he came in contact with a marker during this event. Carver's motivations are still mysterious, but he seems to be on a hunt for his family and could be suffering from the same hallucinogenic episodes that have tormented Isaac for months.

LALA

The Original Co-op Plan

Some fans spoke out against EA's decision to add co-op to Dead Space 3, fearing that the addition of a partner could dilute the frights. However, what many people don't know is Visceral Games originally intended to include co-op in the first Dead Space. "We had a working prototype with Dead Space 1 and it was actually quite a bit of fun," explains

creative director Ben Wanhe. "But the technical problems it brought up, in terms of the density of the artwork included in the environments and all that, were issues that we were

not well equipped to handle at that time, so we punted it." We'll have to wait and see if Dead Space 3 remains as ter- rifying in co-op as it is playing solo, but in some ways, Dead Space 3 fulfills the original vision better than fans realize.

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54

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Platform PlayStation 3 Xbox 360 PC

Style

1-Player Action (Multiplayer TBA) Publisher Ubisoft Developer Ubisoft Montreal

Release TBA

Watch Dogs

Information is a weapon in Ubisoft’s exciting new IP

n an ЕЗ year that contained few surprises

and a wealth of sequels, Watch Dogs stands

out as one hell of an exception. This new IP from Ubisoft Montreal wowed gamers with a live gameplay demo complete with high-tech espio- nage, close-quarters combat, and an intense shootout in a crowded city intersection.

Watch Dogs is an open-world game set ina modern-day Chicago that is controlled by a cen- tral operating system, dubbed CTOS. This system runs all of the city's networks, including subway lines, traffic lights, surveillance systems, and elec- trical grids. CTOS also connects these systems to the personal data of its citizens, which it mines from various information networks. The result? "A computer now controls a major city," the demo teases. "But who controls the computer?"

We still don't know who the titular Watch Dogs are, but Aiden Pearce, the game's antihero, is a skilled hacker capable of accessing and manipu- lating CTOS at will, adding a new layer of options to the normal activities we expect in open-world action titles.

Pearce displayed some of his abilities during the demo, which had him tracking down acquit- ted murderer Joseph DeMarco to a downtown art gallery. As Pearce walks down the crowded city street, data points pop up above some of the Citizens standing in line for the show. Standing off to the side, Pearce interrupts the bouncer's phone call by jamming the reception of all nearby phones. The bouncer swears as he checks his signal, walking out onto the sidewalk in hopes of find- ing better coverage. It's just the window Pearce

needs to slip into the gallery unnoticed.

Once inside, Pearce meets his contact, reveal- ing that the eccentric artist is his target and that Pearce is acting as the bait to draw him out. It's working; the other attendees have recognized the mysterious protagonist and are whispering about his presence. Pearce's contact slips him a gun and disappears. All that's left to do is to wait for DeMarco to appear.

To make sure things are going according to plan, Pearce must identify DeMarco's associate. To do so, Pearce uses another one of his digital tools, dubbed the Profiler. The Profiler can scan individuals and display personal information about them pulled from information networks. Pearce scans the nearby individuals: a regis- tered voter, a cable subscriber, and a woman who's been charged with plagiarism. One man has a low credit rating. Another is HIV positive. Finally, Mary Blass pops up as an employee of DeMarco. Pearce listens in on her current phone call; she's alerting her boss that Pearce has crashed the show.

DeMarco reveals that he's driving to the gallery, and to not let Pearce leave. Blass reassures him that security is on it. It's time to move.

As Pearce walks toward the exit, Blass alerts security to his presence, another call the protagonist is in on. The guard in front of Pearce pops up on his network, indicating his probability of violence. Pearce beats him to the punch, pulling out a telescoping baton and quickly rendering him unconscious. The baton is Pearce's melee weapon of choice, and the

encounter points to quick, brutal combat.

Back on the street, Pearce waits in the rain for DeMarco to arrive. He pulls a bandana over his face and taps into the traffic-light grid. As DeMarco's ride approaches, Pearce switches all the traffic lights at the intersection to green. The target's SUV T-bones an unsuspecting car, and is quickly trapped in gridlock. Dazed motorists began exiting their vehicles, and onlookers rush to the assistance of a shaken driver. A fire erupts at a nearby gas station.

As Pearce approaches DeMarco's vehicle,

a guard opens fire looks like the bandana didn't help preserve his anonymity. Pearce aims his gun at the attacker and time slows down slightly, allowing the protagonist to take him down with a single shot. More gunfire erupts from nearby guards, and Pearce runs to cover behind a stalled car. He opens the passenger door and pulls out a scared civil- ian, telling him to stay down.

The on-screen minimap reveals a group of gunmen to the north. Pearce flanks them, shooting down one assailant before seam- lessly sliding over the hood of a car and taking down another. He picks up the slain attacker's assault rifle and makes short work of the remaining henchmen. The flaming gas sta- tion explodes in a column of fire that fills the Screen and sends Pearce rolling to the ground. With no one left in his way, Pearce walks up to DeMarco's car, shatters the window, and pulls his target onto the street.

"This is suicide, you understand that?"

BRAD F $-

DeMarco yells from the ground. "You kill me, and you open a door you'll never close."

Pearce tells DeMarco that he's going to deliver a message for him, which DeMarco is more than willing to agree to. The message, however, is a bullet to the head a clear indi- cation that Pearce isn't messing around.

With helicopters hovering in the background, Pearce hops into a car and speeds down a side street. He facilitates a clean getaway with one last demonstration of technical prowess; by activating a drawbridge to open as he drives towards it, Pearce gives himself just enough time to make a cinematic jump to the other side, leaving behind the pursuing police cars.

As Pearce drives to safety, the camera pans out to a figure watching from a rooftop, with the username Bixxel 44 hovering over his head. A voice instructs the second character that he wants up д everyone to track and protect Pearce at least ғ - P 29) 5 E for now. A last-second flyover of the city shows + ^ . + k Several other usernames populating the area. It's a clear hint at a multiplayer component for Watch Dogs, but what will it entail? Ubisoft isn't clarifying.

Despite this and other lingering questions, we saw more than enough to get us excited for this new

open-world action title » Jeff Marchiafava

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» Platform PlayStation 3 Xbox 360 * PC » Style 1-Player Action ^ Publisher Square Enix

^ Developer Crystal Dynamics » Release March 5

56 ЕЗ НОТ 50

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Lara’s bad vacation continues in impressive E3 demo

rystal Dynamics' reboot of the long- C unning Tomb Raider series won't see its release until March, but the developer offered a new look at the survival-themed title at E3. Set shortly after her ship crashes, Lara gets put through the ringer for nearly 30 straight minutes.

Fresh out of college, the 21-year-old aspir- ing archaeologist finds herself overlooking the wreckage of her ship at the outset of the demo. Scrambling to find any potential survivors, she begins blindly exploring this unknown environ- ment. Lara walks over fallen trees and carefully climbs across a small, crashed plane before eventually finding a pile of supplies that may belong to her unfortunate group.

Attempting to communicate via a radio she found in the supplies, her queries are met with nothing but static. Night falls, and her breath becomes visible as she struggles to stay warm. She finds a single match in the wreckage, which she uses to start a small fire and survive the night.

When morning comes, Lara's need for warmth has been replaced by an immediate need to eat. While further exploring the area, she discovers a decaying body hanging from a tree. Normally this would be reason for concern, but all Lara seems to care about is the bow attached to the corpse. She climbs a tree and knocks the body down, falling hard herself in the process. With her new weapon, she's now able to hunt.

Lara takes down a deer with a couple of arrows, and is rewarded with XP upon skin- ning the animal. This experience system allows her to upgrade her items and weapons, and also grants new survival skills. These upgrades include Hunter, a perk that makes edible animals stand out, making them easier to hunt.

With her hunger temporarily satisfied, Lara heads inside an abandoned outpost. She climbs down a ladder and encounters a room filled with rotting meat. With a look of disgust, she pulls a tool out of one of the animal carcasses. Crystal Dynamics refers to this tool as her pry axe, and it can eventually be upgraded and strengthened as more XP is earned.

She exits the building to encounter one of her fellow survivors at a fire next to a shady- looking man with a crutch. He feigns friendliness before holding Lara's friend at knifepoint. As he escapes with the girl, Lara fails in an attempt to hit him with an arrow. She tries to pursue the man, but becomes ensnared in a bear trap.

With her leg rendered immobile, Lara is forced to defend herself against a pack of hungry wolves that leap through the tall grass surround- ing her. Once Lara takes several of the animals down, the rest of the survivors appear, including expedition leader Dr. Whitman, and help free her from the trap. Whitman and Lara then set off to find the captain of the ship.

The two adventurers climb stone stairs on their way up a mountain, and eventually come across a new camp. Wolves attack once again, and Lara and Whitman confront more dangerous- looking men once the animals are taken out. Lara is tackled and bound, then dragged to a

location that houses the rest of her (also bound) crew. She manages to elude her captors, and runs off with her hands still tied.

One man shoves her up against a wall, but Lara takes him down with a knee to his groin and a painful-looking bite of his ear. With the man knocked down, she scrambles to disarm him. He pounces on top of her, she struggles to point the gun at his head, and then shoots him directly through the skull. The man convulses on the ground, making nonsensical noises for a few seconds until finally dying. Clearly distraught over killing a man for the first time, Lara looks like she's ready to vomit. She stands up with the gun in her still-bound hands, and the demo ends.

It's a shockingly gruesome scene, especially for a franchise that has never been known for graphic violence. Considering this all happens so early in the game, we can't imagine how much more pain Lara will endure when the game releases next March. » Dan Ryckert

Planetside 2

Come on in, the shooting is fine

ave you ever left a shooter lobby want-

ing more, even in this age of kill:death

ratios, perks, and prestige? Having your performance matter in a larger persistent con- text is a dream that the shooter genre has been chasing for years with mixed results. Planetside 2 does away with discrete matches in favor of a constant three-sided war that stretches across entire continents, but makes no sacrifices in triple-A shooter gameplay along the way and it's entirely free to play.

After signing up for one of the three factions vying for resource nodes and fortified instal- lations, loading up a fully customizable kit and dropping into a fierce battle is only a few clicks away. Gameplay is exactly what modern players expect out of a sci-fi shooter, with a selection of vehicles and aircraft complement- ing the vast array of infantry armor types, weaponry, and gadgets. | loved the combina- tion of a versatile assault rifle and a jetpack when | played Planetside 2 on the ЕЗ show floor, but | saw dozens of other players using the turrets, miniguns, and deadly sniper rifles to great effect.

Great shooters give players room to employ creative tactics, and Planetside 2 does not disappoint in that regard. In one memo- rable sequence, | spent a few of my personal resources to spawn a light assault hovercraft. One strafing run later, my craft was in dire straits thanks to the volume of enemy fire | attracted. On fire and with a half-dozen alarms blaring through the cockpit, | sent my craft ona suicide charge at an enemy vehicle, ejecting moments before impact. Though the impact of falling from a few hundred feet will splatter anyone unwise enough to take that plunge, careful air-braking with bursts from my jetpack allowed me to control my descent well enough to land intact on top of a tower near the resource node we were fighting over. My assault

rifle's scope helped me score a few more kills before an enemy tank took notice of my exposed position and put a decisive end to my run with a high-explosive shell.

All of that chaos took place in about 30 seconds. Planetside 2 is unapologetically fast-paced, and expects players to respawn dozens of times in a play session. The speed could be a problem in an online game of this scale. The faster the gameplay, the more sensitive it is to latency and we're talking about hundreds of players actively participating in a single battle, which is just one of many that are occurring simulta- neously on the same server. The

Working together as a team is as important as in any shooter

total lack of latency effects while playing Planetside 2 at E3 was a

Sony Online hasn't optimized the game for budget machines yet, but it's awfully impres- sive running on a high-end PC right now

pleasant surprise. Planetside 2 offers deep pro-

gression and customization. You and patterns, clan logos, etc.), sidegrade Platform can tweak your loadouts with all the gadgets weapons (a pistol with higher damage but a PC and weapons you've unlocked, and your ever- slower reload, for example), boosts (extra XP Style growing pool of skill points can be used to boost or currency gain for a day), and other player Massively Multiplayer dozens of skills, from tank driving to rifle accu- convenience items. Online Shooter racy. The system is intended to be tall enough The original Planetside had similar goals, Publisher that there's room for dedicated players to make апа delivered an exceptional experience on Sony Online names for themselves as the best dropship pilot those rare occasions where sufficient concen- Entertainment on their faction, for example, or for squads to trations of players were engaged in relatively Developer specialize in particular types of combat through even battles. As impressive as the game's E3 Sony Online character progression. showing was, it tells us nothing about how well Entertainment The free-to-play concept can be both a Planetside 2 will handle that critical challenge. Release blessing and a curse, but Sony Entertainment All of my conversations with creative director Late 2012

Online is approaching Planetside 2's busi- ness model in a tried-and-true fashion. You can enjoy everything the game has to offer and compete on an even playing field without spending a dime. Real-money investments can be made in cosmetic items (armor colors

Matt Higby assure me that he and his team are well aware of the importance of incentivizing players toward fun activities, though, so I'm rea- sonably confident in Planetside 2's prospects. Just don't expect to play it on this generation of consoles. » Adam Biessener

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Platform PlayStation 3 Xbox 360 PC

Style

1-Player Role-Playing Publisher

THQ

Developer

Obsidian

Release

March 5

South Park: The Stick of Truth

Obsidian shows off the funniest game of E3

hen we visited Obsidian for our

January cover story, we weren't sure

what to expect from South Park: The Stick of Truth. Writers Trey Parker and Matt Stone are known to uproot the entire plots of South Park episodes at the last moment, and we didn't know how well these tendencies would translate to game development. Coupled with news regarding layoffs at Obsidian, there. was reason for concern when it came to Parker and Stone's first legitimate entry into the medium. Despite a delay that pushed the game into 2013, the duo appeared on stage during Microsoft's press conference and let the audience know that The Stick of Truth is still very much in progress. After seeing the game in action at an after-hours Microsoft event, the progress is reassuring for series fans.

Obsidian’s E3 demo begins with the introduc- tion of South Park's new kid. When the child arrives in South Park, his parents' first priority is to "christen" their new living quarters. The father dismisses the player by telling him to go find some friends, before making a speedy trip to the bedroom. When the new kid attempts to enter his new home for the first time, the now- naked father opens the upstairs window, this time screaming, "Go make some friends!"

The new kid can take a hint, and leaves his home to explore the neighborhood. South Park regulars including Stan are battling in fantasy gear, but they don't pay any mind to the town's unknown face. After walking around a bit, the new kid stumbles upon the doorstep of the per- petually friendly Butters. LARPing as a paladin, "Butters the Merciful" informs the new kid that he must visit the wizard if he hopes to join in on the role-playing fun. Unfortunately, the wizard is

revealed as the sociopathic Cartman.

Cartman introduces the new kid to his back- yard, which he refers to as "The Kingdom." Clyde peddles weapons in the armory, and the diabetic Scott Malkinson manages the stables (which consists of Cartman's cat). Vaguely important relics like the Pool of Vision (a kiddie pool) and the Rock of Insanity (a standard rock) litter the backyard, and Cartman makes it clear that he takes his kingdom seriously.

After showing him the sights, Cartman prompts the new kid for his name, which allows players to enter whatever they wish. No matter what is entered, Cartman responds with "You entered ‘Douchebag.’ Is this correct?" When

The boys battle three ranged opponents

the player chooses "No," Cartman ignores the request and lands on Douchebag as the new kid's official title.

Douchebag is granted a wooden weapon known as the Sword of Solace, and Cartman sets him on a quest towards the Kingdom of City Wok for a serving of Kung Pao chicken. Douchebag’s first objective is interrupted by an unexpected elf attack on Cartman's kingdom.

As children dressed like elves bully Cartman's friends and urinate in the Pool of Vision, Douchebag sees the perfect opportunity to prove himself. A battle breaks out, and it immediately resembles the timed encounters of Paper Mario and the Mario & Luigi series.

Attacks like the swing of a baseball bat become more powerful if a meter is stopped at the right moment, and special items like a revive taco can be used if one of your allies falls in battle. Once the elves are taken care of, the demo shifts to a new area. Vampire kids have set up shop in the cemetery, and Cartman and the new kid approach them for a fight. A boss character surrounds himself with lack- ies, which Cartman promptly takes out with his flame-assisted fart attack. The new kid attacks the stragglers with his Vibroblade sex toy weapon and Dragon's Breath sparkler

attack, which is followed by a summon of Mr. Slave. Once Mr. Garrison's pet is selected, he jumps directly on top of a selected enemy. If you've seen the Paris Hilton episode of the show, you have a decent idea of what fol- lows. The player is tasked with jamming the A button to “get ‘em in there," which means exactly what you think it does. Once the enemy is fully enveloped in his new tomb,

Mr. Slave sheepishly walks out of frame. A standard RPG end-battle screen pops up, granting the player more XP, gold, and the progression from uchebag" to “Butthole.”

Based on the trailer shown during Microsoft's press conference, plenty of familiar faces will pop up throughout the game. In the two-min- ute clip, we saw glimpses of the Mongolians, Crab People, the Woodland Critters, a UFO attack, a Godzilla-sized version of Clyde, and a Jesus summon.

South Park: The Stick of Truth's gameplay may not revolutionize the role-playing genre, but its E3 demo kept us laughing. With Parker and Stone putting their full comedic weight behind the project, we expect the final product to be nothing of hilarious. » Dan Ryckert

E3 HOT 50

о be the main antagonist

Resident Evil 5 implemented a competitive version of the popular Mercenaries mode, and SlantSix's dubious Operation Raccoon City offered a slew of uninspired multiplayer options. However, no numbered Resident Evil game has ever featured a truly fleshed- out competitive multiplayer mode. Resident Evil 6 producer Yoshiaki Hirabayashi says the campaigns are the main focus of the game, but adds this:

"We understand that gamers out there enjoy a little player-versus-player action. We understand that it's important to them. While I can't go into any specifics, just know that we understand that it’s an important aspect of gaming, so don't worry."

7 GP EP Р A

st. » Tim Turi MIU.

ЕССЕ

Platform

Xbox 360

Style

1 or 2-Player Shooter (10-Player Online) Publisher

Microsoft Studios

Developer Epic Games / People Can Fly

Release 2013

Р A A AV AV AY

68 E3 HOT 50

i

Gears of War: Judgment

Five reasons Epic’s prequel looks great

e already blew the lid open on Epic Games"

prequel in last month's cover story, but we

want to remind you why this one's worth getting excited for. » Tim Turi

OverRun Mode

Gears of War 2 introduced the world to wave-based co-op with the first ever horde mode. Gears of War 3 implemented beast mode, letting players attack the defending COGs as the Locust themselves. Judgment combines these two concepts with OverRun Mode, a five- on-five, class-based multiplayer mode. OverRun promises hours of chaotic, round-based fun, whether you like sup- porting your fellow COGs with stim-grenades as a medic or shredding enemy fortifications as a slithering Serapede.

An Early Look At The War

Judgment is set 15 years before the first Gears of War, with Baird, Cole, and the rest of Kilo squad standing trial for their unorthodox military tactics. The gameplay is delivered as the characters testify, allowing you to relive their harrowing moments while they recount them in the courtroom. This presents an interesting look at the days shortly following the first Locust attacks on E-Day.

Overwhelming Odds

Judgment delivers sadistic difficulty by cranking up the number of onscreen Locust even higher than its prede- cessors. Dozens of deadly enemies can emerge from underground during a single attack. The increased enemy numbers mean you're going to have to work even harder as a team to survive the early days of the Locust invasion.

Declassified Testimonies

Players can choose whether they want characters to recall specific details of their testimony as they're being told. These new details layer an extra challenge onto

the action. For example, a pack of attacking Wretches may become infused with combustible emulsion energy, making the entire encounter more difficult in exchange for rewards Epic isn't ready to divulge.

New Control Scheme

Past Gears of War games required players to clumsily cycle through weapons and grenades using the 360 con- troller’s mushy d-pad. Epic has remapped the controls to be much snappier so players aren't overwhelmed by the more intense gameplay. The Y button is now dedicated to weapon swapping, and grenades have been mapped to a shoulder button for easier access.

Platform PlayStation 3 Xbox 360 PC Style

1-Player Action Publisher Square Enix Developer

IO Interactive

Release November 20

Hitman: Absolution

Agent 47 kills with creativity іп IO's impressive Hitman reboot

on't be distracted by the recent Hitman:

Absolution trailer featuring Agent 47 beating on

a convent's worth of sexy nuns. IO Interactive shouldn't need to manufacture controversy to get fans excited for the upcoming reboot. Hitman's classic mix of action and stealth gameplay speaks for itself, as evi- denced during our hands-on demo.

The quick E3 mission tasks Agent 47 with eliminat- ing the King of Chinatown, a well-dressed drug lord located in a crowded marketplace. It doesn't take long to realize that 47 has learned some new tricks during his six-year hiatus from gaming, which will help him on his new adventure.

His most significant new ability is dubbed Instinct, which causes his target to glow red and secondary threats such as bodyguards and police officers to glow yellow. These silhouettes show up through walls, and trails on the ground reveal enemy patrol routes. These abilities sound heavy-handed, but using Instinct is optional, and it beats staring at triangles on your minimap as you wait for an enemy to walk into your trap.

Finding the King isn't the problem, as he's conspicu- ously standing in a pagoda in the center of the market. Killing him isn't a problem, either; at any point you could simply walk up to the hotheaded kingpin and shoot him with your trademark Silverballers. Killing your target without raising suspicion has always been the challenge of the Hitman series, and hiding in plain sight is 47's specialty. Blending in with a crowd is easy enough, as Chinatown is packed with wandering pedestrians. It's an impressive technical feat, but it also adds up to a lot of potential witnesses.

Later games in the series capitalized on the enjoyment of figuring out elaborate and creative ways to eliminate your target, and the level of Absolution we played offers you even more options for taking down your foe. You could always use the sniper rifle in a nearby apartment for a quick, public assassination, but why not go for something a little more elegant? Like using a poison- ous fish from a local food vendor to taint the King's food or cocaine supply. Or planting a bomb underneath his prized ride and luring him into blasting range by setting off the car alarm. Or shooting the rope on the pallet of

grain sacks hanging auspiciously over him when he stops to take a leak. Or throwing some gasoline on a flaming wok as the King walks by, lighting both him and the unfortunate chef on fire. Or you could act like a profes- Sional and nudge him into an open storm sewer, a fatal accident no one will know you orchestrated if you time it just right. You get the idea.

Figuring out the most efficient (or imaginative) kill plays out like a macabre puzzle. Plenty of challenges, rewards, and a scoring system that encourages rivalries with your friends ensure players will revisit each level multiple times until they've nailed the perfect assassination. After all, 47 is the consummate hitman; killing your target is a given. Killing with style is what counts. » Jeff Marchiafava

E3 HOT 50 69

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Platform PlayStation 3 Style

1-Player Action Publisher

Sony Computer Entertainment

Developer Quantic Dream

Release 2013

Beyond: Two Souls

Quantic Dream goes on a spiritual journey

efore E3, rumors circulated that Heavy Rain devel- oper Quantic Dream would announce its latest PlayStation 3 project. Many believed it would be tied to the stirring Kara demo that studio founder David Cage showed off at GDC, but no one was pre- pared for what the devel- oper had in store for them with Beyond: Two Souls.

Beyond merges the quick- time event driven gameplay and emphasis on story and characters of Heavy Rain with an intriguing action component. The game tells the story of Jodie Holmes (played by Ellen Page) and her life-long struggle to deal with her connection with a mys- terious spirit she calls Eiden (Jodie pronounces it “Eye-den,” but Cage refused to clarify how it is spelled). Beyond tracks Jodie at various stages throughout a 15-year period, with the choices that you make in one part of her life echoing in the others.

Eiden is always with her, but the relation- ship between the two is not simple. Jodie communicates with Eiden, but the spirit has a mind of its own. Players control Eiden at specifiic points, and in the E3 demo in particular, the spirit is an integral part of Jodie’s survival. At the beginning of this sequence, Jodie is a young woman on the run from the police aboard a train. Although

Different colored auras denote some of the actions you can perform on those people or objects

we don't know what events led her to this unfortunate circumstance, it's clear that her con- nection with Eiden has prevented her from living anormal life.

Players control Eiden in specific sequences, and the spirit can travel a fixed distance from Jodie and even phase through solid objects (which is helpful when performing recon). More importantly, players can manipulate objects in the environment with Eiden. This ranges from the whimsical (waking up sleep- ing passengers or knocking over objects) to the life-saving (possessing a SWAT sniper about to shoot Jodie and taking out soldiers around you). When players aren’t embody- ing Eiden, they're controlling Jodie, who navigates and manipulates the environment via free roaming, QTEs, and the occasional

intervention by Eiden.

This is amply demonstrated when the police stop the train to search for Jodie. A series of QTEs unravel as she flees from the cops, throwing obstacles at the chasing police, frantically opening train car doors, and grap- pling with officers on top of the speeding train. Twice Jodie calls for Eiden’s help, and the spirit resolves the conflict without player control: It opens a hatch enabling Jodie to scramble out onto the roof of the train, and later envelopes Jodie in a protective force field as she leaps from the train.

Jodie’s subsequent scamper through a dark woods with the police and their dogs in hot pursuit reveals that Beyond is a graphi- cally stunning game. The detail of the forest is exquisite, and the lighting and shadow play on

the foliage as police flashlights and a roving helicopter above scan for Jodie is evocative. Jodie's facial expressions also lend an emo- tional impact to the game. Cage says he specifically wrote the part for and recruited Ellen Page, knowing that only a grade-A motion capture and vocal performance would suffice.

After making it through the forest and into a town, Jodie is once again surrounded by hostile forces, only this time it's a SWAT team that has come to town to supersede the local sheriff office's parochial concerns. Naturally, the SWAT team brings in the big guns, includ- ing snipers, armored cars, and numerous foot soldiers. They corner Jodie on the street, and what follows is one of the more intriguing parts of the demo.

While cornered, players gain control of Eiden. From here, players have several choices in how to allow Jodie to escape. You could blow out lights to confuse the soldiers, blast cars, choke SWAT members, or possess an en . This last option is particularly handy, as it allows Eiden to crash a patrolling helicopter, make a soldier shoot his squad mates, send an armored car careening into a building, and throw a grenade toward a nearby gas station to create an explosion.

Cage says that in a setting like this where the players have several options, the Al enemies will react realistically to your actions, which should make events seem fluid and unpredict- able. It's unknown how much control the player has when possessing other characters and to what extent Eiden can manipulate each situa- tion, but Cage says that players will lose control of Eiden if the person it is controlling is physi- cally touched. NPCs also become suspicious of the possessed, as their eyes are noticeably glazed over.

It remains to be seen how Jodie's life on the run influences the rest of her life in Beyond, but once again developer Quantic Dream has capti- vated us with its commitment to telling interest- ing stories and presenting intriguing gameplay choices. » Matthew Kato

`—

76 E3 HOT 50

» Platform Wii U

Style

1 to 4-Player Platforming Publisher Nintendo Developer Nintendo

» Release Holiday

New Super Mario Bros. U

The Mushroom Kingdom, now in HD

riginally introduced last year as New Super О Mario Bros. Mii, Nintendo has changed the

name to New Super Mario Bros. U. It looks to be another fantastic entry in the rejuvenated 2D Mario lineage.

The Wii U GamePad's unique applications aren't entirely ignored, but the game is clearly meant to play like a classic 2D Mario title. Like the massively successful New Super Mario Bros. Wii, it allows up to four players to team up on a Goomba-stomping adventure. The art style looks similar to the rest of the New Super Mario Bros. series, but it's nice to see the iconic characters and environments in HD for the first time.

During the three stages | played, | didn't see any- thing particularly unexpected for a Mario game. As always, it centers on stomping enemies, grabbing coins, and collecting power-ups. One such power-up is the brand new flying squirrel suit, which grants its user the ability to slowly and safely glide through the air. A shake of the controller causes an updraft, which puts previously inaccessible areas within reach. It feels like a mix between Super Mario Bros. 3's raccoon tail and Super Mario World's cape, and it fits right in with the feel of the series.

Since you and your friends can play the game with four Wii remotes, it almost feels like a direct sequel to New Super Mario Bros. Wii. However, the Wii U GamePad can be brought into the equation if you feel like mixing things up. One player can use the GamePad in assist mode, which allows him or her to create platforms by tapping the screen. These can help other players collect hard-to-reach star coins or cross difficult gaps, and they turn into coin blocks when tapped twice. The GamePad player can add up to five blocks onscreen at once, although they all disappear after a matter of seconds. The GamePad can also be used to control a regular character in a traditional fashion.

New Super Mario Bros. U looks to maintain the series' high bar of quality by sticking closely to the gameplay that made it a phenomenon in the first place. I'm sure Nintendo is including some innovative tweaks to the formula in Mario's forthcoming 3D outing on Wii U, but for now it seems we can look forward to more of the fantastic 2D platforming we've become accustomed to. » Dan Ryckert

^ Style

1-Player Simulation (Multiplayer TBA)

» Publisher Electronic Arts

^ Developer Maxis Emeryville » Release February

SimCity Maxis breaks ground on a

new project

imCity has been out of the limelight for a while, but S the E3 demo signaled that it's on track to come

back in a major way. By blending accessibility with plenty of depth, the city builder looks to attract both new- comers and faithful fans. We spoke with lead producer Kip Katsarelis for more details. » Bryan Vore

What can you tell us about the new multiplayer mode? Multiplayer is a key focus of SimCity, and players are part of the SimCity world. Everything you do at your city level and your region level bubbles up, and you're all con- nected through leaderboards, through global markets, and through challenges that you can compete in. In SimCity, cities can specialize. So there are going to be several archetypes of cities you can build.

Are these archetypes something you select at the outset, or do they arise out of the way that you play your city?

We're definitely going to surface those city types to play- ers up front. You're going to be able to pick your path as you play along. Some of it's determined by your starting city. There's the tourist city, which is going to be really focused on bringing tourists into your city. The other city we're showing is really focused on harvesting coal and resource gain. It's going to look different, play different [it's about] building coal mines, and either selling that coal on the global market, trading it with other players, or turning it into manufactured goods. You'll be able to smelt it into metals or use it in coal plants.

These different city types can work together to build larger works?

The cities are all situated in a region, so think of it as amap, and there's going to be some number of cities within a map. We'll have some that are small, two or three city maps with a single great works site where players can choose which great work to build. They'll have lead- erboards, so the coal player has their own leaderboards, missions, and achievements. Playing alone, you're only going to get to a certain level. Your coal business and your city are only going to be so successful. Working

on these great works together, that's going to put you into the upper echelon of those cities and boost you. An international airport, for example, will allow the coal player to ship goods into and out of their city. For the tourist cities, without it, you can only get so many tourists into your region. Even though you've got your sports stadium all set up, your public transportation networks set up to funnel the tourists in, but you're going to need that inter- national airport to really pull in the tourists.

355sive placeholder announcement

n the book Boba Fett: Maze of Deception, of cargo is being transported by the two bounty ship through the breached hole, and is quickly Platform Boba Fett adopts the alias CT-1313 in an hunters. The cargo of note is a container holding jettisoned from whence he came via an alternate- TBA undercity of the planet Aargau. At this years а captive, an unidentifiable alien who makes a fire concussion blast. Style Electronic Entertainment Expo, LucasArts pulled dash for freedom, but is quickly contained again. With their ship plummeting further into TBA the curtain away from its latest project, Star As the vessel descends deeper into Coruscants Согиѕсапіѕ depths, the older bounty hunter Publisher Wars: 1313, a game set within the seedy under- bowels, another ship enters the picture from levels the playing field by throwing an enemy and LucasArts ground of Coruscant on level 1313. Who is the above, moving silently into attack position. a thermal detonator into an escape pod that he Developer game's protagonist? LucasArts isn't willing to say The bounty hunters aren't aware of their soon- launches directly into the enemy ship. It looks tO LucasArts just yet, but the game's name, and LucasArts to-be assailants, but realize that something isn't be in worse shape than their ship, but the bounty confirming that "players will take on the role of right. They draw their blasters and approach the hunters decide to board it by leaping onto its P пагано

a lethal bounty hunter" point toward a certain bounty hunter with a ding in his helmet stepping into the role.

The characters featured in the demo a snarky 20-something with serious agitation problems, and a grizzled bounty hunter who loves to spit out spiteful one-liners are just placeholder, used solely to show off the development team's full-body performance capture and facial- recognition technologies, both of which were most recently used by Industrial Light & Magic to capture The Hulk in The Avengers. Almost every nuance in an actor's performance is translated, even little details like lips sticking together at the corners for a split second as the mouth opens. The visuals looked good...almost too good for this generation.

LucasArts representatives wouldn't say whether or not the game was in development for current- or next-generation machines, but did confirm that the demo was running on a high-end PC using a heavily modified version of Epic’s Unreal 3 engine. This isn’t the first time LucasArts has shown off impressive technol- ogy at E3. The company’s Digital Molecular Matter demonstrations were fantastic, yet when inserted into The Force Unleashed games, became faint shadows of what was promised from the outset.

Star Wars: 1313's demo actually appears to be a game, however a game many ЕЗ attendees jokingly called “Uncharted in Space.” The team is drawing obvious inspiration from Naughty Dog's famed adventure series to deliver a thrilling ride for the unnamed bounty hunter. The demo begins with a ship on the sun-soaked surface of Coruscant descending into a vast tunnel that seems to have no end. The tunnel almost

cargo container. The older of the bounty hunters makes a suggestion, "Let's che-." An explosion rockets through the cargo hold. The bounty hunters and cargo containers are sent flying. The younger bounty hunter rolls on the ground with ringing in his ears. As he tries to gather him- self, a robot emerges from the smoke and grabs the container with the prisoner, dragging it slowly on the ground as troopers break off from behind him to provide cover fire. The two bounty hunt- ers fight back.

This is where gameplay starts. Much like the Uncharted games, the story sequence bleeds seamlessly into action. The younger bounty hunter (controlled by a LucasArts representa- tive) ducks behind a cargo container for cover. After firing one blind shot, he rises to dispatch a foe with a flurry of shots. Another blind-fire shot sends a second assailant into cover. The bounty hunter sprints to his location and lifts him over a container, finishing him off with a quick snap. of the neck. Just when it seems the battle has ended, another trooper leaps off of the second

burning exterior. An explosion sends the young bounty hunter flying back to a wing. As he tries to scale it, pieces of metal rip off in his hands. He's tossed around like a ragdoll in wind. This sequence brought back a flood of memories of an injured Nathan Drake scaling a train dangling off of a cliff. This is also where the demo ends. It's a quick snapshot of a game, but an impressive one that got everyone at ЕЗ talking.

We don't know who the game's protagonist is. We don't know what systems it's in development for. We don't know when it's coming out. The one thing we do know is that this is a different Star Wars than we've seen before free of Jedi and the Force. LucasArts also adds that Star Wars: 1313 is the first "mature" Star Wars game. This doesn't necessarily mean we'll be showered in blood and guts, but rather this is a project that allows LucasArts to explore "darker themes" in the Star Wars universe. Darker themes suited for a bounty hunter. » Andrew Reiner

To see Star Wars: 1313 in action, visit www.gameinformer.com/mag.

DB E AW AW ida

None of the characters featured in this demo (or these screen- shots) are the main protagonist. LucasArts hasn't announced who this character is yet. The "1313" seems to imply it will be Boba Fett, as he once used the alias “CT-1313"

appears to be a skyscraper turned inside out, brimming with technology and lit windows along

its walls. Inside the vessel, a dangerous piece Star Wars: 1313 offers a mix of environment

traversal and pop-and-shoot gunplay

E3 HOT 50 77

à \ à à ۹

Platform

Wii U (Additional TBA)

Styl 1 to 4-Player Platforming

Publisher Ubisoft Developer

Ubisoft Montpellier

13

78 E3 HOT 50

Release TBA

Platform PlayStation 3 Xbox 360 Style

Player Action Publisher Capcom Developer Ninja Theory Release January 15

Rayman Legends

Rayman showcases the Wii U controller’s potential

е know Rayman Legends has the

same gorgeous animation and visuals

of last year's excellent Rayman Origins, but its major selling point is a new cooperative mode built specifically for the Wii U that allows a second player to participate by using the touch- Screen on the GamePad.

During the E3 demo | never controlled Rayman directly, but I still had fun playing a secondary role. | used the Wii U GamePad to cut through grass to expose new areas, create platforms by cutting ropes, pull up walls for Rayman to bounce off, and touch Lums to increase their value. Almost everything in the level responds to your touch in some way.

| focused entirely on the tablet in my hands,

Devil May Cry

Shining a light on DMC's demonic underworld

secret order of demons quietly con-

trols our society. They watch from the

sidelines, manipulating our media with invisible strings and b rainwashing large portions of the population through consumer goods. During Devil May Cry's E3 demo, we watched Dante take the fight to the demons’ doorstep as he barged through the entrance of a nightclub owned by a demon named Lilith.

As soon as Dante enters Lilith's club, the demoness yanks Dante into Limbo the ether that exists between our world and the demon realm. It is a dimension of sharp edges and shadowy figures, and Dante's enemies are able to terraform Limbo's environment in ways that endanger Dante.

"Lilith is testing Dante's abilities and kind of Sizing him up," says Tameem Antoniades, chief designer at Ninja Theory. "She's doing that by putting him through a series of game-show-like challenges that get harder as Dante moves deeper into Limbo."

Fortunately, Dante has a few new tools that help him survive. Since Dante is half-demon and half-angel, he has access to both demonic and angelic weapons. Each weapon performs dif- ferently in combat. The demonic axe we played with is powerful and knocks enemies back with a sickening crunch, while Dante's angelic scythe is fast and a great option when working through crowds of enemies.

While Dante’s basic sword is a great, balanced

while the player controlling Rayman concentrated on the action on screen. The only occasions when l had to look up at the television were two scenarios where | manipulated rotating platforms using the Wii U GamePad tilt functionality. These segments were fun, but the real highlight was the rhythm game/platforming hybrid sequence.

As the player controlling Rayman moves through a high-speed platforming sequence, the tablet player taps along in an Elite Beat Agents-style minigame, tapping and swip- ing on elements of the environment to create platforms or remove obstacles in time with the music. Occasionally, guitar-playing grannies on flying surfboards fly by for the tablet player to poke into oblivion. When you miss a prompt

weapon, some foes will only be vulnerable to either demonic or angelic attacks, and players will have to switch between these three weapons while juggling their foes ‘through the air if they want to become the most effective demon hunter.

Dante also has a demon pull attack that lets him yank enemies toward him or pull out sections of the environment to create platforms, while Dante’s new angelic lift ability allows him to zip towards enemies or objects in the environment. It will take some time to master all of Dante's combat tools, but once you get the hang of switching between these angel and demon states, DMC's combat feels fast and rewarding.

Inside one of Lilith's challenge rooms, Dante battles a gang of undead across a flashing disco floor. When the tiles flash red, Dante must switch over to his demonic powers, but when they're blue, he needs to tap into his angelic side. If Dante fails to switch over in time, he takes extra damage from the floor. This sounds simple enough, but the sequence is designed to force

The smiley floating green guy is Murphy, and he is controlled by 0 the player with the GamePad

to remove an obstacle, Rayman can knock it down himself, but at the expense of losing pre- cious seconds which you know is a big deal if you've played any of the treasure-chest-chasing levels in Rayman Origins.

Rayman Legends may have virtually identical visuals to Rayman Origins (we're not com- plaining; the game looked phenomenal), but itis a brand new game. Its interesting blend of co-op, platforming, and rhythm make it the Wii U experience | am most excited about. Platforming fans can enjoy another great Rayman romp, and more casual fans intimi- dated by the challenging jumping sequences can instead participate by taking control of the easy-to-use GamePvad. » Kyle Hilliard

players into different playstyles, and tracking the floor during heated combat sequences requires intense concentration.

"DMC 1 pretty much invented the genre," says Antoniades, "and we wanted to bring back that essence of freedom and speed, so that when you finish playing this game other games would feel like molasses."

It's an ambitious goal, but DMC's action already moves at a lightning clip, and we quickly fell in love with the game's bombas- tic combat. Let's hope the January release also moves fast, because our taste of the title at E3 has left us hungry for the finished product. » Ben Reeves

The Cave

Two adventure game legends reunite to great effect

im Schafer and Ron Gilbert are respon- sible for creating incredible adventure

games, from Maniac Mansion to The

Secret of Monkey Island. Lucky for us, Gilbert is developing his new game, The Cave, at Schafer's Double Fine studios. Not to be confused with the developer's famous Kickstarter project, The Cave is a quirky new tale of seven adventurers searching for something important in a sentient, talking cave. The downloadable game combines 2D platforming and exploration, expressive and colorful visuals, and goofy puzzles that could only come from a team led by Ron Gilbert.

The game's stars include a monk seeking his master, a scientist hoping to help the world, a love-hungry hillbilly, a set of spooky twins searching for their parents, a knight hunting for a blade, and a time traveler questing to undo a mistake one million years in the making. Players select three characters to form their ragtag crew, and Gilbert encourages folks to play through the game multiple times to see what each member of the cast has to offer. Each character has a unique ability that is necessary to solve certain

puzzles, such as the knight's invulnerable shield and the hillbilly's ability to breathe underwater indefinitely. In one instance, the knight absorbs a dragon's fiery breath with his shield, allowing the scientist to sneak up from behind and steal a piece of gold.

Much like Trine or The Lost Vikings, players Switch between the three characters at will to solve environmental puzzles. The presentation | saw involved the hillbilly, knight, and scientist trying to lure a dragon under a crane. After much humorous trial and error, the hillbilly gets in posi tion at the controls of a claw machine, the knig} readies himself at an attention-grabbing bell, and the scientist grabs a hot dog from a vending machine. Once all the pieces are in place, the knight lures the dragon towards the hot dog by ringing the bell, which brings it just underneath the claw machine, allowing the hillbilly to snatch up the monster and clear the way. Double Fine's wacky imagination is in full effect, and the results are hilarious.

Point-and-click adventure games haven't aged incredibly well, so The Cave implements new

elements that make it more palatable to modern gamers. Instead of selecting your characters’ destinations and waiting as they walk across the screen, The Cave allows you to take direct con- trol. Light platforming elements make traversing the vast cave more rewarding, though diffici jumps aren't part of the equation. Each death only sets the character back to a few seconds before they died; The Cave wants its visitors to reach their goals.

Multiplayer is also implemented into The Cave, allowing up to three players to search the mysterious caverns together locally. We didn't see the co-op in action, but it sounds like a good way to hammer out tough puzzles with friends.

The Cave reminds me of a colorful, humor- ous mash-up of The Lost Vikings and Limbo. Like Limbo, players carefully examine their surroundings in order to solve puzzles without fretting about a finite reserve of lives. Like The Lost Vikings, the unique talents of three char- acters are used to accomplish the often-zany tasks. » Tim Turi

» Platform

PlayStation 3

Xbox 360 PC

^ Style

1 to 3-Player Adventure » Publisher

Sega

^ Developer

Double Fine

» Release 2013

E3 HOT 50 79

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Metro: Last Light EZ

Standing out from E3’s avalanche of shooters

n an ЕЗ filled with new shooter trailers, it was refresh-

ing to see 4A Games’ "bid to combat shooter fatigue"

amongst the pack. The developer's global brand manager Mark Madsen used that phrase to describe Metro: Last Light at the beginning of his presentation, and the demo backed up his claim of presenting a different breed of FPS.

As they did in Metro 2033, players assume the role of Artyom as he struggles to survive amid the destruction of Eastern Europe. In this radioactive environment, he's forced to don a mask and constantly replace its air filter. Artyom's watch was always visible in the demo | saw, and it counts down the quickly draining air supply.

Air filters aren't the only thing you need to keep tabs on. Your head-mounted light needs to be manually cranked on a regular basis. Your mask will frequently be covered with debris and blood, and you need to wipe it off with a dedicated button. If your mask cracks too much, you need to find another. Staying alive takes more than firepower.

The ES demo saw Artyom exploring the ravaged remains of a European city. Radioactive rain falls as he scavenges. At one point, he steps into the plane's wreck- age to find a cabin full of skeletons. Artyom makes his way to the cockpit, which triggers a flashback. Two pilots are chatting when an unknown disturbance suddenly shuts down the plane's power. As the plane plummets through the clouds, the pilots panic in an attempt to figure out how to prevent the imminent crash. Breaking through the clouds, a red sky littered with mushroom clouds is revealed before the plane impacts the ground.

Artyom exits the plane, ending the flashback sequence. A flying demon swoops down and picks him up, slashing at his face before losing its grip and dropping the protago- nist to the ground. Before Artyom knows it, he's assaulted by a pack of the werewolf-like creatures. In an attempt to find shelter, he sprints down a set of stairs to a subway station. There, fellow survivors fire flamethrowers at the creatures as a giant metal door closes shut. As the demo comes to an end, the survivors are temporarily safe.

While the demo made Metro: Last Night appear very linear, it was intense to watch even without having my hands on the controls. With survival horror elements and a haunting post-apocalyptic setting, this follow-up to Metro 2033 aims to affect gamers' heart rates just as much as their trigger fingers. » Dan Ryckert

PlayStation 3 Xbox 360 + PC

1-Player Shooter Publisher THQ Developer 4A Games

Release 2013

FIFA 13

Adding drama and unpredictability to the pitch

IFA 12, our 2011 sports game of the year, won us Platform over with precision dribbling that gave you more PlayStation 3 control in tight spaces and the addition of physical Xbox 360 + PC interactions like jostling between players fighting for pos- Style session. To take its premier sports franchise to the next 1 to 4-Player Sports level, EA Canada wants to inject FIFA 13 with more unpre- (22-Player Online]

dictability and a new level of Al intelligence. Publisher

This year your Al-controlled teammates will analyze EA Sports the space around them to make smarter runs and Developer more importantly act with intent. This should give you EA Canada more support in the final third of the pitch and open up Release more passing channels. EA claims its players can now Fall

think two plays ahead, putting themselves in advanta- geous positions. In my hands-on time with the game the renewed sense of offensive responsibility was evident, as backs and wingers moved more quickly to give my center midfielder attacking options. Hopefully this will also cure the lackadaisical nature of players who fail to pounce on free balls in the goal box when it deflects their way.

EA also made another pass on the dribbling system to give you 360-degree control, but the most important new addition to the possession system is a first-touch mechanic that creates more unpredictability when trap- ping the ball. Users must now consider how they want to receive the ball; trying to run through an aerial pass instead of easing up to trap the ball with a degree of control could cost you possession. Depriving every player of perfect touch slows down the overall pace of the gameplay, and the mis-touches create unexpected opportunities (or nightmare scenarios) on both sides of the pitch.

FIFA 13's improvements also extend to improved phys- ics, off-the ball battles, new tactical free kicks, and a deeper EA Sports Football Club experience that allows you to spend your XP to unlock things like throwback kits for your favorite clubs. Like its cover athlete Lionel Messi, FIFA looks to be at the top of its game. » Matt Bertz

E3 HOT 50 81

isi

^ Platform PlayStation 3 Xbox 360

» Style Player Action

» Publisher Konami

^ Developer

Platinum Games

82 E3 HOT 50

» Release Early 2013

Metal Gear Rising: Hevengeance

Raiden is reborn (again)

etal Gear's Raiden has been pulled from M the brink of death numerous times,

but his latest return might be his great- est resurrection yet. Metal Gear creator Hideo Kojima and Kojima Productions abandoned the project before Konami handed the development to Bayonetta developer Platinum Games. The katana slicing mechanic which was all the project was initially has been retained, and the demo | played at E3 proved that Revengeance is no one-trick pony.

| don't know if the demo was taken directly from the game or if it was constructed just for ЕЗ, but it clearly demonstrated variety. The demo opens with a tutorial sequence involving stationary objects and cyborg enemies, whom | dispatch using a variety of slicing techniques. Standard X/Y button presses cut up foes in a third-person camera, while holding the left trigger and using the right analog zooms the camera in over Raiden's shoulder, slows down time, and initiates blade mode. Blade mode isn't just a stylistic way to tear

through enemies; it allows you to perform precise

strikes via colored, rotating planes that show

the path of the blade. This can be crucial when you're trying to slice a specific body part, or in the case of the demo, avoid hitting innocent people held as human shields. While in blade mode you can also perform gruesome contextual kills when prompted to press a specific button, such as the spine-ripping Zandatsu finishers.

Whether using the face buttons or in blade mode (which expends rechargeable energy), Raiden's katana feels fluid and responsive. Running around the ruined environment, | agilely use both modes, although I’m occasionally disorientated when switching among multiple targets (I'm not sure if the game has an enemy lock-on for the third-person camera). I'm also curious whether Raiden can defend when in blade mode.

Even when Raiden's playing defense, he's on the attack. The demo's miniboss battle against a Gekko proves that even the cyborg ninja can meet his match. The Gekko is a thrilling foe, not only because it's one of the best creations in the Metal Gear universe, but because the beast

unleashes a variety of attacks. Blocking, dodging, and counter-attacking takes quick instincts, and it's fun to get the timing right and see Raiden hold back the towering Gekko's powerful foot stomp.

After defeating the Gekko and using Raiden's ninja dash to evade a missile salvo from a heli- copter overhead (you can also use it to deflect oncoming bullets), | enter a ruined temple in a clearing that serves as the staging ground for the battle against the vehicle. Two stashes of homing missiles enable me to punish the helicopter, but my finishing move is the real fun. After depleting the helicopter's health bar, it fires a last-gasp barrage of missiles. Using the ninja dash, | jump and run up them as they approach. Landing on the cockpit, | slice the fuselage of the chopper into pieces.

I'm curious to see how Revengeance's combat evolves and what other gameplay mechanics or situations Raiden will encounter. Perhaps the demo itself holds a clue to the rest of the game - it teasingly ends with a glimpse of Raiden facing off against a giant Metal Gear. Matthew Kato

Far Cry 3

Losing your mind in the jungle

ince its inception, Far Cry 3 has been all about Platform insanity and how it can affect you. Far Cry 3's PlayStation 3 Xbox 360 PC

showing at this year's E3 gave us a glimpse into how crazy the game can get, and also let us get our Style hands on the smooth gunplay. 1-Player Shooter

The demo begins with a new female character seduc- (Multiplayer TBA) ing you, doing a very good job of convincing you that you Publisher will be the one to kill Vaas, her insane brother. You turn їо Ubisoft find an entire army of shirtless tattooed soldiers chanting Developer at you, encouraging you to go after Vaas. Ubisoft Montreal/

The camera fades to black, and | find myself in the Massive jungle with a machete and a bow and arrow. | dive off a large cliff and make my way toward a man dumping a dead body off of a dock. As | look around underwater, | see all kinds of sea animals in the clear blue water, includ- ing a shark. After stealth killing the man on the dock and pulling him into the water, | make my way toward Vaas’ headquarters, making silent work of anyone | come across in the jungle.

Once Vaas knows | am in his base, all hell breaks loose. | throw a grenade at two soldiers taking cover behind a jeep, blowing up the vehicle and effectively ruining their day. As | sprint toward a large building that's doors are quickly closing, Vaas starts yelling at me over the loud speaker. I'm inside and there are TV screens everywhere, some with Vaas' screaming face, others with strange words and propaganda.

Vaas suddenly appears, stabbing me in the chest before | can react, which sends me into a bizarre hallu- cinogenic-fueled sequence where | find myself walking across a pathway of televisions displaying nothing but snow. It is strange, but absolutely absorbing.

Far Cry 3's setting and gunplay look and feel great, but the biggest reason I’m excited to play the full game is to learn more about Vaas. The man has a level of insanity and charisma that rivals Batman’s Joker, and l'm eager to see what he has in store for us.» Kyle Hilliard

Release September 4

The televisions, along with Vaas’ com- mentary, is reminiscent of the Batman Arkham games in the best way

Crysis 3

Prophet brings a bow to a gunfight

Platform PlayStation 3 * Xbox 360 + PC » Style 1-Player Shooter (Multiplayer TBA) Publisher Electronic Arts » Developer Crytek » Release February 13

hough Crysis 3 isn’t coming to store

shelves until next February, Crytek

was so confident in its progress that they allowed the press to play the game behind closed doors at E3.

The centerpiece of the demo experience was the new compound bow protagonist Prophet has at his disposal. While attempting to foil the Cell Corporation’s devious plan of harvesting the alien Ceph technology underneath the Liberty Dome shrouding the remnants of New York City, Prophet can pluck unsuspecting

Lost Planet 3

Interesting mech gameplay comes to franchise’s rescue

Platform PlayStation 3 + Xbox 360 * PC » Style 1-Player Shooter (Multiplayer TBA) Publisher Capcom ` Developer Spark Unlimited » Release 2013

uge mech suits have always been

a part of Capcom's Lost Planet

series, but they've never played Such a compelling role until now. Jim, the protagonist of Lost Planet 3, relies on his huge bipedal Rig for weathering brutal ice storms, mining for E.D.N. Ill’s valuable T-Energy, and fending off gigantic Akrid.

Players spend a good deal of time in and

out of the Rig. At one point Jim trudges into a gigantic freezing storm that covers his mech with a thick coat of ice. Our hero must rappel from his cockpit and shoot

enemies without ever coming out of his stealth cloak. The bow has four different types of ammunition: a standard arrow, an explosive arrow, a timed grenade arrow, and an electric arrow that comes in handy when a group of baddies is standing in shallow water.

Powered by the fidelity of the impres- sive CryEngine 3, Crysis 3 was one of the better-looking games at E3. If Crytek can hone the gameplay and endow the Al with some smarts, Crysis 3 could be one of the early hits of 2013.» Matt Bertz

off the restricting icicles using his rifle. Naturally, a pack of angry, wolf-life Akrid emerge from the snowy haze and attack. Jim must choose whether to take these foes out on foot, or hastily chip his Rig free and dispatch them using its tremendous claw and drill.

Developer Spark Unlimited (Turning Point: Fall of Liberty, Legendary) doesn’t have the most impressive track record, but Lost Planet looks wonderful. This could be the game that breaks its streak of mediocrity. » Tim Turi

ЕЗ HOT 50 83

» Platform PlayStation 3

Xbox 360 + PC

» Style

1 or 2-Player Racing (12-Player Online)

» Publisher

Electronic Arts

» Developer

Criterion Games

84 E3 HOT 50

» Release October 30

Need for Speed Most Wanted

Criterion revisits paradise with a new ride

riterion Games developed Need for ( Speed: Hot Pursuit in 2010, but perhaps

the game that Most Wanted most resem- bles is the studio's Burnout Paradise from 2008. Need for Speed Most Wanted drops players in an open world where you are encouraged to cause damage, burn down every road, and explore to your heart's content. As long as you can evade the police, of course.

The beauty of Most Wanted's world is not the variety of experiences, but that it seamlessly integrates its many different objectives. Escaping from the police down city streets blends effort- lessly with trying to get the fastest speed by bombing down a street with a speed trap set up. Or perhaps you'll spend your time crashing through all the billboards you find or trying to find the biggest jump humanly possible. If you've got an APB out for you, simply switch cars in an alleyway Jackspot or change the color of your car on the fly by going into a drive-through. Everything you do earns you Speed Points, which fuels your Notoriety and propels you up the Most Wanted list.

The updated version of Autolog lets you com- pare yourself against friends and see what new times or stats they've accomplished for you to beat. If you want to put them down in person, you can always meet up in the world and run through a playlist of multiplayer events (sorry, no

cops in multiplayer). Apart from the back-to- back nature of the playlists, in between events (like freeform checkpoint races, longest jump contests, etc.) the game will set up a meeting point somewhere in the map that everyone drives to instead of waiting in a menu. While you're traveling there and waiting for the next event to start, you can explore the map and rack up Speed Points at your leisure yet another nod to Burnout Paradise that erases the line between online and offline play.

Criterion's racing chops aren't just formulated on their excellent feature sets, but also through the feeling they impart to players. The sense of speed in the demos | played was great, and while the cars control well, in Criterion games you're only a split second away from spectacu- larly crashing into a wall or another car as you push your machine to the limit. In Most Wanted if you destroy another racer or cop, you get credit for a Takedown.

Electronic Arts has segmented its Need for Speed franchise into different subsets that are supposed to speak to different kinds of racing fans, whether it's the sim-based NFS: Shift 2 Unleashed or the story of NFS: The Run. But with Criterion behind the wheel of Most Wanted and the game's freeform, open-world structure, the developer may be creating the most com- plete Need for Speed yet. » Matthew Kato

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> Platform Wii U

» Style 1-Player Strategy ^ Publisher Nintendo

^ Developer Nintendo

> Release Holiday 2012

86 E3 HOT 50

Pikmin 3

Miyamoto's quirkiest franchise makes its long-awaited return

intendo fans are accustomed to seeing N familiar faces like Mario and Zelda at

the publisher's press conference, but they were greeted with the return of a lower- profile franchise this year. To the delight of GameCube owners, Shigeru Miyamoto opened the show by announcing a new game in the fan- favorite Pikmin series. After playing the game at Nintendo's booth, | came away confident that this installment will retain the charm and entertain- ment value of its predecessors.

Early in Nintendo's press conference, it was revealed that players do not assume the role of previous protagonist Captain Olimar. While the ЕЗ demo didn't elaborate on his whereabouts, it's likely that he's lost or captured. In his place, Pikmin 3 introduces four as-yet-unnamed "lead- ers." Nintendo implied that players can swap between the four characters on the fly, but this mechanic wasn't available during the dem

Collecting and using Pikmin is handled in the same fashion as the GameCube titles. Your leader can whistle to assemble nearby Pikmin, who will then follow him throughout the level

until they're thrown or killed. My demo required the use of the Wii remote and nunchuk as the primary controller, with the GamePad function- ing as a map. A Nintendo rep confirmed that you can play the game exclusively with the GamePad, but the recommended method is Still the remote and nunchuk. For the purposes of the demo, the GamePad was propped up at an angle below the TV, and | found that having access to a large, adjustable map at all times was handy.

Managing your army of Pikmin feels familiar, as does the basic gameplay. You won't be col- lecting parts of a ship as in previous installments, but you'll be directing your Pikmin to collect fruit and destroy enemies the same as ever. | only had access to two types of Pikmin in this demo: the standard red version and the new rock Pikmin. The latter are exactly what they sound like standard-sized Pikmin shaped like tiny rocks. They follow you around just like any other breed, and they're especially useful for destroy- ing hard glass-like structures that block paths or hide fruits.

Rock Pikmin were particularly helpful once I encountered a large boss creature. This cater- pillar-like enemy was armed with sharp pincers and protected under a hard shell. By directing a barrage of rock Pikmin at his exterior, | shat- tered it and exposed the skin beneath. Once | had his head and tail uncovered, | made sure he was covered in red Pikmin. As my red buddies stuck to his skin and assaulted him, | continued with a steady stream of the rock variety. This combination of attacks proved to be too much for the boss, and his death signaled the end of the demo.

Fans of the first two Pikmin games should definitely look forward to this long-awaited sequel, even if it feels familiar. It doesn’t seem to use many of the Wii U's control options, but the HD nature of the console makes for one of the prettier Nintendo games we've seen. Nintendo hasn't revealed the narrative, and the brief demo offered just a glimpse of the gameplay, but | walked away feeling that Pikmin 3 will be one of the early standout titles for Wii U. » Dan Ryckert

Call of Duty: Black Ops II

Activision holds off on new Black Ops II info

n last month's issue, we gave you

the first in-depth look at Call of

Duty: Black Ops II. We detailed the futuristic setting, the new Strikeforce missions, and a chaotic single-player mission set in downtown L.A. For its ЕЗ showing, Activision showcased this material publicly for the first time. While the publisher didn't reveal any informa- tion we didn't cover last month, they did release a few new screens set in Singapore and Yemen.

Reactions to the series' new direc- tion were mixed on the show floor, with some complaining about fran- chise fatigue and others praising the changes to the formula. If you find yourself in the camp that still gets excited for the annual November release, take a look at these new screens while we wait for news regard- ing the promised shake-ups to the series' multiplayer.

Strikeforce will allow players to inhabit a variety of soldiers and robots

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Platform Playstation 3 Xbox 360 PC

Style 1-Player Shooter (Online TBA) Publisher Activision Developer Treyarch

Release November 13

The 2025 setting allows for some interesting futuristic aircraft

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Madden NFL 13 Madden finds its big play ability

Platform PlayStation 3 * Xbox 360 » Style 1 to 4-Player Sports (6-Player Online) Publisher EA Sports » Developer EA Tiburon » Release August 28

feature sets between online and offline franchise mode, as well as Superstar mode. You can create a player or coach (and switch between the two), earn XP, and upgrade the attributes of your players as they complete short- and long-term objectives. It's one thing to make a few necessary tweaks, but Madden NFL 13 is looking to run up the score with an ambitious feature set that could make this the best version of the game in a long time. » Mathew Kato

he Madden franchise is in need

of an overhaul, and it looks like

this year's game is delivering it. Apart from a revamp for the passing game similar to the one in NCAA 13 (see our review on page 108), Madden NFL. 13 also introduces a new physics engine that institutes multiple points of contact for better tackles, as well as an RPG XP System and new franchise structure called Connected Careers. This all-encompassing mode means there is no difference in

The Elder Scrolls Online

Bringing Tamriel to life

Platform PC ` Style Massively Multiplayer Online Role-Playing Game

Publisher Bethesda Softworks » Developer Zenimax Online Studios » Release 2013

ow that more people have seen Elder Scrolls Online in action thanks to a behind-closed-doors showing at ЕЗ, a wider audience has confirmed what we already knew when we featured the game on our cover - this Zenimax Online project has promise. The Elder Scrolls Online's animations lend its world a life that seems missing from screenshots. While Zenimax Online hasn't

shown anything that we didn't already report on in our June cover stary, the positive reactions from otherg #ho saw the game has been gratifying for Р developer.

The studio still has our full Ognfidence that it can bridge the gap between familiar MMO mechanics and traditional Elder Scrolls freedom. Hopefully a beta will lend more weight to those statements in the near future. ı Adam Biessener

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Platform 3DS

Style 1-Player Action/ Role Playing

Publisher Nintendo

Developer Intelligent Systems/ Nintendo

Release Holiday

Paper Mario: Sticker Star

The first hard details emerge on the long-in-development RPG

t seems like Nintendo has released quite a few

Paper Mario games throughout the years, but Paper

Mario: Sticker Star is only the fourth game in the over decade old series. Normally, Paper Mario occupies the home console space with Mario & Luigi RPGs taking up the similar duty on portables. With Sticker Star, the flattest character in all of gaming is crossing over to handhelds for the first time.

During an event called the Sticker Fest, Bowser mucks things up as usual and disperses all six Royal Stickers across the world. Mario teams up with a small sticker fairy named Kersti (get it?) to get them all back. She'll most likely do all the talking and provide the comic relief while Mario performs the heavy lifting.

In the demo area we saw, a powerful wind blocks the path forward so Mario heads around the back. He finds the culprit: A huge, realistic 3D fan that stands out in the flat paper world. He turns it off and puts it in his inventory.

The turn-based combat incorporates active button presses as always, except now players queue moves by selecting one-time-use stickers from Mario's album. Options include Mario's classic jump and hammer attacks, kicking a koopa shell, and shooting fireballs to take out goombas lined up in a row. Using the right attacks against certain enemy configurations figures heavily in construct- ing an effective strategy.

Next, Mario finds Toad crying over his wind-ruined flower bed. With a tap of a button, Mario "paperizes" the game screen, turning it into what looks like a flat photograph lying on a desk. Dotted line squares hover over the Soil, and Mario can grab fire and ice flower stickers from his book and place them in the slots. When the normal screen is toggled back on, the flower stickers spring to life and Toad rewards Mario with more stickers and a permanent health upgrade. Paper Mario doesn't have an expe- rience-based progression system. Instead, players must help people, Solve puzzles, and search for hidden areas to progress their character.

Mario then hauls his new fan over to a special wall in town that changes realistic objects into useful Stickers (other examples include Scissors, a trumpet, and a faucet). Mario brings his new sticker over to a motionless windmill. In paper- ization mode, another dotted line square is visible. After sticking the fan there, a strong gale kicks up to unlock the path forward. These simple examples are the core puzzle mechanic of the game, but Nintendo promises that things will get much trickier. We can't wait to see more.

» Bryan Vore

ach time we see Fall of Cybertron, it

continues to look stronger, and the trend

continued with an excellent showing at this year's big show. High Moon Studios made the case that its upcoming Transformers game should please Transformers fans, but perhaps more importantly, that it offers a worthy play experience for the wider audience of action/ shooter fans.

The game banks on its ability to deliver a number of unique gameplay styles that work well individually and flow seamlessly from one to the next. High Moon showcased four dif- ferent demos at the show. Starscream's level combined stealth sequences and high-octane

Prime can call on Metroplex using a special ability with a cooldown; the air strike of missiles that results can wipe out whole squads of bad guys

Transformers: Fall of Cybertron

Now including a fire-breathing robot dinosaur

jet fighting across a series of platforms. Optimus Prime's demo played more like a traditional military shooter, including the ability to summon air strikes. In his case, this meant calling down the might of the city-sized Transformer called Metroplex. The Dinobot Grimlock plays as a melee juggernaut, mowing through hordes of enemies with sword and shield before transforming into a rampaging T-Rex. A fourth demo showed off the helicopter attack abilities of Vortex as he moved freely back and forth between ground and air shooting sequences. No matter the character, we were impressed with the breadth of weapon and equipment options available. Many offered awesome visual

effects and potent destructive potential, from a disc-blade that bounces off walls to a gun that creates black hole-like rifts in space.

High Moon is remaining quiet on some of the other major features; we've yet to see much of the competitive game in action, though High Moon confirmed that it supports six-on-six battles. However, the gameplay we've seen so far hints that it should have the reach to draw in a bigger audience than its predecessor. In a smart move for Activision, Fall of Cybertron releases at the end of August, hopefully assuring potential new players will have a chance to try it out before some of the other big holiday action games hit. » Matt Miller

Assassin's Creed III: Liberation

An impressive showcase for Sony's handheld

espite being destined for Sony's latest

handheld, Liberation looks like a full

console Assassin's Creed title. The game features the open world, impressive visuals, and excellent animation that fans expect from the series, plus some Vita-specific features.

Like Assassin's Creed III, Liberation takes place during the colonization of America. New Orleans is in the middle of a rebellion against the Spanish, who received the state of Louisiana from the French. The citizens of New Orleans are not happy about the trade pacts between Spain and France, and they are in revolt.

The ЕЗ demo begins with Aveline, the first female protagonist in the Assassin's Creed series, making her way from rooftop to rooftop. She comes across a series of soldiers and jumps to the ground, easily dispatching one just like we've seen Ezio and Altair do a thousand times. After taking a few more soldiers out using Assassin's Creed's familiar defensive combat Style, the game pauses, allowing the player to use the touchscreen to tap all the remaining enemies. Once the game resumes, Aveline takes out each of the selected enemies one by one with no input from the player. Reminiscent of

Splinter Cell: Conviction's Mark & Execute fea- ture, as Aveline performs kills and assassinations it charges up the Chain Kill Bar, allowing her to perform these special kills.

The demo also featured a horse-drawn car- riage sequence where the player taps the screen to speed up the horses, but the most impressive feat of the game was seeing Aveline climb the St. Louis Cathedral, pan the camera around the city, and jump to the bale of hay below. It is nearly indistinguishable from its Assassin Creed's con- sole brethren. » Kyle Hilliard

Liberation is built from the same engine as Assassin's Creed III. The Vita version is scaled back graphically, but only slightly

Platform PlayStation 3 Xbox 360 + PC

Style 1-Player Action (12-Player Online) Publisher Activision Developer High Moon Studios

Release August 28

Platform Vita

Style 1-Player Action

Publisher Ubisoft

Developer Ubisoft Sofia

Release October 30

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The Unfin ished Swan

Giant Sparrow creates a finger painter's dream

UMIZRABEL

Epic Mickey: Power of Illusion

Platform PlayStation 3 » Style 1-Player Adventure » Publisher Sony Computer

Entertainment » Developer Giant Sparrow » Release 2012

The best of the old and new

ast month we talked about the

opening levels of The Unfinished

Swan, which put players in a stark white world, tasking them to find their way around the environment by throwing paint on the walls to reveal the world's geometry. At ЕЗ, we had a chance to go deeper with the game.

One of the levels let us explore a castle courtyard painted in stylistic tones of black, blue, and white. Instead of throwing black paint, we threw blobs of water.

After finding a green seedling, we were

able to tease the plant up the side of a wall by throwing water in the direction we wanted it to grow, and these vines could be used to climb up to previously inaccessible areas.

The Unfinished Swan's use of color is as stunning as its premise, and the game provides a constant sense of wonder and discovery. We can't wait to see how the rest of the game sketches out this intrigu- ing premise when it hits PSN later this year. » Ben Reeves

Platform 3DS » Style 1-Player Platforming Publisher Disney Interactive Studios Developer DreamRift/Junction Point » Release November 18

tonly takes a few minutes of playing

DreamRift's new handheld Mickey

game to recognize its inspiration; from the way the character moves to the style of the backgrounds, Power of Illusion is intimately tied to the original Sega Genesis Castle of Illusion and its sequels.

Mizrabel the Witch is kidnapping famil-

iar Disney characters, and Mickey must traverse her illusions to save them. As

New Super Mario Bros. 2

Mario becomes Nintendo's literal golden boy

you adventure, you'll also be drawing and erasing objects on the lower screen that appear within the game, which is a fun twist on the expected sidescrolling style.

Power of Illusion was one of a few hand- held titles that caught our attention at the show. Between the nostalgia factor and the accessible and fun all-ages platform- ing crafted by DreamRift, Power of Illusion deserves a look. » Matt Miller

90 ЕЗ НОТ 50

Platform 3DS

Style

1 or 2-Player Platforming

Publisher Nintendo Developer Nintendo

Release August 19

an old triceratops friend, Reznor, not seen since Super Mario World back on the SNES.

After E3, Nintendo revealed that additional downloadable Coin Rush level packs like these will be available post-launch.

Though we didn't get to try it, NSMB 2 also

f you're not playing close attention, it's easy

to get New Super Mario Bros. 2 confused

with the other plumber platformer, New Super Mario Bros. U (see entry #18). This por- table title is a completely different game rather than a scaled-down version of the home console

full tail-powered flight. Mario traveled beyond the top of the screen this time, and we're sure there will be plenty of secrets in the sky throughout the rest of the game. Part three was a vertically scrolling castle environment populated with skeletal Dry Bones. The miniboss at the end was

title. The main differentiating factor of NSMB 2 is the obsessive focus on gold coins.

Mario can now pick up a new gold flower power-up that turns him into the sparkly pre- cious metal and enables him to shoot golden fireballs that change all destructible blocks and enemies into coins. In fact, one of the primary goals of the game (outside of rescuing Princess Peach, of course) is to collect one million coins. With power-ups like this and various high-value coin denominations, this shouldn't be as daunting as it sounds.

NSMB 2 also includes a new Coin Rush mode that tasks players with grabbing as many coins as they can across three levels and then trading top score challenges with friends via StreetPass. | played through an entire Coin Rush block and earned over 1,800 coins total.

The first stage features a constant barrage of flying Cheep Cheeps. | got the classic raccoon Mario power-up from Super Mario Bros. 3 (not the full Tanooki suit), but couldn’t try it out without plenty of sprinting room to fill up the p-meter. The second desert- themed level provided ample surroundings for

boasts a simultaneous two-player mode with Luigi throughout the entire normal game, bring- ing the feature set closer to the home console titles. Unfortunately, multiplayer is local wire- less only, so give up on your dreams of playing Mario online.

New Super Mario Bros. 2 looks to live up to the high quality bar the series is known for, and with an August release date it will provide Nintendo fans a Mario fix long before the Wii U edition’s holiday release. » Bryan Vore

Darksiders II

Death's journey begins

3 offered nothing new in terms of mechan-

ics for Darksiders Il, but it did give us our

first glimpse at the game's opening and some playtime with all the new features we've been hearing about since our cover story back in July of 2011.

We begin the game on horseback, which quickly distinguishes it from the original Darksiders. In War's journey, we didn't get a mount until much later in the game. Death moves much faster than War, jumping from enemy to enemy during battle, and scaling walls like he belongs in a Prince of Persia game. Along with the handhold-to-handhold

wall scaling you may expect, Death can also run horizontally along walls just by jumping toward them.

Combat allows for fast-paced combos with easy switching between Death's main weapon, his scythes, and his secondary weapon, which differs depending on your style. In this demo, I had a large imposing hammer. Flailing away at enemies makes numbers spout from them like blood. The numbers dictate how much damage you're doing, giving you an immediate sense of how powerful your weapons are. You can elect to change into Death's larger and more powerful Chaos Form as you could in Darksiders as War,

Lego City Undercover

Grand Theft Auto in bricks

Lego Grand Theft Auto game may seem

ridiculous, but that's essentially what

Traveller's Tales' Lego City Undercover is. Within a sprawling brick metropolis, undercover detective Chase McCain is tasked to take down Rex Fury and his gang of criminals.

Chase can commandeer over 100 different vehicles, ranging from sports cars to helicopters. He can also go undercover to open up new paths and infiltrate Rex's ranks. Holding true to the concepts that drive Traveller's Tales' array of licensed games, these disguises play out like different character classes. The firefighter outfit allows him to put out fires, whereas the miner is

equipped with dynamite. Chase even becomes a robber (with a crowbar tool) for specific mis- sions. His basic move set is heavily influenced by parkour, allowing him to scale fences, flip across poles, and slide kick to trip up enemies.

The GamePad screen displays a detailed map with key locales, and can also be used as a 3D scanner. When the GamePad is held up to a screen, the player sees a wireframe version of the city. Enemies previously hidden to the eye are illuminated with a red hue. Chase can lock on to their location and go in for the bust.

Lego City is the longest-running Lego toy line, and Traveller's Tales is bringing many of these

but you will also see Chaos Form appear periodi- cally in the middle of combos.

The other new element of Darksiders II that makes an appearance is loot. During the course of the demo, my boots, gloves, and second- ary weapon needed changing because | had found a more powerful version of them dropped by the assorted skeletons and monsters | destroyed.

With an August release date, Darksiders II is Closer to release than most of the games shown at E3. That is great news, because the game feels ready to go, and | walked away wanting to play more. » Kyle Hilliard

sets to life in the game, including the popular (and expensive) modular buildings. The game even takes players under the city into a mine, a linear level that plays out like the Lego games of old.

Lego City Undercover is a Wii U exclusive cur- rently slated as a holiday 2012 release. Wii U's ЕЗ software lineup didn't impress, but | thought Lego City Undercover looked fantastic, and should be on the radar for everyone looking to purchase a Wii U this winter. » Andrew Reiner

Head to gameinformer.com/mag for a video walkthrough of Lego City Undercover.

Platform PlayStation 3 Xbox 360 * PC

Style 1-Player Action Publisher

THQ Developer

Vigil Games Release

August 14

Style 1 or 2-Player Action (Multiplayer TBA)

Publisher Nintendo

Developer Traveller's Tales

Release Winter

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An Interview with Ed Boon

Ed Boon has been a well-known name in the gaming industry ever since Mortal Kombat became a cultural phenomenon in the early ‘90s. Despite having almost two decades of experience in the genre, Injustice is his first fighting game that exists entirely outside of the Mortal Kombat universe. We had a chance to speak with Boon

about his plans for the game.

How obscure are you looking to get with the character lineup? Are we going to get a lot of characters that only hardcore comic fans will recognize, or is it mostly going to consist of mainstream names?

T think the majority will be pretty mainstream, but we definitely have appearances that some of the more hardcore guys will be happy with. Obviously with a game like this when we're launching a franchise, fingers crossed, we want to appeal to as many people as possible with recognizable characters. But at the same time, we certainly aren't going to forget that these characters started out as comic book characters. They've expanded into a number of different media of course, but at their core these guys were comic book guys and we want to satisfy those fanatics.

Did DC have any input on what characters they wanted to include, or did you guys approach them with a list of who you were hoping for?

They definitely suggested some, but I don't think they ever said to us, "This person has to be in it.” We started this conversation quite a long time ago and we were aware of the New 52 launch that was coming, and we knew which characters were being

put center stage. We wanted to be consistent with that, because we're definitely not going to forget the comic book fans. But they never said to us, "You have to have Superman in the game, you have to have Batman," even though we would have done it for any other character.

Do you have a certain amount of freedom with the story?

The story for why they're fighting each other is completely original. We aren't following the timeline of the New 52 or any of the other timelines for the DC characters. The character designs are ours...the version of Su- perman is ours, the version of Batman is ours. It went through the whole DC approval process, certainly, and we worked with them with the story as well as the universe that we're creat- ing, which is a NetherRealm version.

How violent are you allowed to get with these characters? Understandably, a lot of people ask, "Are you going to have fatalities? Are you going to do this?" That's specifi- cally because we are NetherRealm Studios, we did Mortal Kombat, we have done a bunch of Mortal Kom- bats, and I think there is an assump- tion that this is part of every game that we do. But the real message

is that this is brand new, that this game has its own identity and we don't feel like we have to follow any kind of previous template of Mortal Kombat. While we are very proud of the Mortal Kombat legacy we have, it's certainly not part of this game. This game has its own identity.

How do you balance the powers of the characters? Is the story going to explain why Bruce Wayne can stand up against Superman in this universe?

Absolutely. Since we are trying to do a realistic interpretation of these characters, we aren't trying to make them look like the animated charac- ters or anything like that. You see a game like Marvel vs. Capcom and it has Thor, this gigantic, Superman- like character fighting someone

like Ryu or Ken or Mega Man. Not many people question that, because it's presented in such an animated way. But our stuff seems to be more like, "Okay, well seriously, how will Batman fight against Superman?" We definitely explain it in the story, and we try to keep it on some level of believability.

Considering that both the Arkham games and Injustice are under the WB banner, are you basing the

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look of the Batman characters on that series, or are you going your own direction with it?

We are going off in our own direction. The Arkham Batman is awesome,

I'm certainly a huge fan of it, but we definitely did not want to say that this is the Arkham Batman that you already have seen.

Some longtime Mortal Kombat fans complained about the lack of fatalities and gore in MK vs. DC Universe. Now that the Mortal Kombat name and the characters are out of the picture, do you think that those fans are going to bea little more accepting?

I certainly hope so. You know, that game did well for us. It was unfortu- nate that it came out while Midway was falling apart, but the game actually sold really well. I think the expectations came from both sides. Certainly with any game that has the name Mortal Kombat in it, there is an expectation of violence that's so strong it even warrants journalists to ask the question, "How violent are you going to make this game?" just because we made Mortal Kombat. While Mortal Kombat vs. DC had the name Mortal Kombat, it didn't have the over-the-top violence because it was a teen rating. I don't think any of us even wanted to rip Batman's head off or cut Superman's head off, you know? We were just answering the question "what if?" as far as the two universes colliding. From the Mortal Kombat side, I think there was an unrealistic expectation that we couldn't fulfill as far as violence was

concerned. I'm certainly hoping with this game that if you remove the Mor- tal Kombat from it, we just want to make a very intense, epic, superhero experience. I think we are on our way to doing that. As time goes by, I believe people will see this game as its own identity when there are more features revealed

It seems that the violence is less blood and guts and more about comic book action. Tell us about how that plays into the environ- ments of Injustice.

We replaced gratuitous violence, like blood, arms and limbs being cut off, and all that with spectacular, over- the-top events. In Mortal Kombat you might swing a sword at somebody; in this game you'll throw a car at some- body. In Mortal Kombat you might see blood come flying out from somebody when you punch them; in this game the person could fly through a build- ing when you punch them. That's really the identity of this game an over-the-top, extreme battle of the gods-type experience with interactive backgrounds. We want these arenas to let players perform these over-the- top events that have something to do with the fighting, that make you care about where you are in the arena

in regards to what opportunities are existing and mixing up that whole thing. 1 think that's going to really be what this game is

Your team introduced environmen- tal attacks in Mortal Kombat: De- ception in which opponents could be instantly killed if they were kicked into the right trap. Are there any instant-kill environmen- tal attacks in Injustice, or are they strictly about doing damage?

I don't think we're going to have ring outs so to speak, where you hit some- body over the edge of something and you've basically won the match. With Deception allowing 3D movement, it's not like you could be instantly backed into a corner and killed, because you could walk in 3D and remove that threat. In this game, it is a 2D fighting plane. There are edges, and while we definitely want opportunities and

danger zones, we probably won't go as far as to end the round when you kick somebody into something.

Tell me about the custom abilities that are tied to the B button for each character.

We wanted to have a feature for each character that was unique to that character. We didn't want everyone just to have the Batman version

of this thing, the Wonder Woman version of this special move. We wanted a button that was completely accessible, right on the face of the controller that would be something that was custom to all characters. Bach character almost feels like they are from a different game in regards to the function of that button. For someone like Grundy, it will be like this throw button and he has all of these chainable throws that can

beef up his defensive or offensive features. There's this whole kind

of metagame inside of this button

for Grundy. With Wonder Woman, it changes her fighting style. It literally changes from a floating fighting style to a sword and shield style with its own set of attacks. With Batman, he has a number of ways of controlling these bats that kind of fly around him that can be used in combos or for creating a shield around him. With Superman it will power him up. We have gadget characters, we have power characters, they interact with the backgrounds differently, and they have different functions for that button. We are looking for extreme variety in this game. These characters are just so radically different from each other, not only in their abilities in the universe, but also their abilities in this game.

Tell us about the super meter. Will we be seeing things like enhanced moves and breakers again?

Yes. Absolutely. Pretty much both.

We definitely don't want it to use

the exact rules of Mortal Kombat,

but our kind of super moves are the equivalent of the X-rays that were in the previous Mortal Kombat.

At one point during the demo,

Isaw the clash system that lets you wager bars of your super meter. Can you tell us a little bit about that?

When you're playing a game with a super meter that has these kind of segments in it, they become a kind of commodity that you're saving up. You can either use them in increments as you get them to enhance the move or breakers or whatnot, or you can use the strategy of saving them up. We're introducing this new mode where you basically have to bet, in

a sense. If you have four bars and I have four bars and we go into this mode, it's kind of like, "Okay, well how important are those bars to you? Is it worth losing this clash? Is it worth taking the damage that you're going to take from losing this clash?" We really wanted to mix up in the players' heads what they are willing to bet to win a clash. I think people will obviously make different choices. If you're saving up for a super and all of a sudden you go into a clash and you have very little power, it's like, "Okay, can І withstand the damage of this clash and continue fighting or do I sacrifice this super and bet all four?" That's the kind of mind game we want to introduce with that mode.

What kind of tweaks have

you made to the Mortal

Kombat engine?

It's running off of a highly modified Mortal Kombat engine. Another thing that this game has that Mortal Kom- bat didn't is multiple arenas. With this game the physical arena that you're fighting in has something to do with your fight. Like, if Fm in the Batcave I know that there are these rockets І can use on the left side. І can use these grenades. But then there's a whole other arena in the Batcave that has a different palette of things and functions that you can do scattered throughout. To allow us to switch between those two, we

obviously modified our engine to accommodate that.

The demo didn't feature the stan- dard "Round 1, Round 2" format we're used to seeing. Tell us about the health system.

I'm not sure if you're familiar with

a game called Killer Instinct, which came out many, many years ago.

It's kind of similar to that where, Story-wise, this game isn't a tourna- ment, so it's not as much like rounds. Basically, you can almost think of

it as two health bars and whoever depletes the other's two health bars down wins the entire match. We have a pause in between when you lose one, just to kind of break up the monotony and let yourself regroup and re-orientate yourself and what- not. The version that we had at E3 doesn't represent the entire experi- ence in terms of what event is going to happen when you deplete the person's first bar and what's going to be happening in between all of that, but the idea is that we're not reset- ting everything when someone loses a bar. We're just kind of giving them a moment's pause, a little breather.

One of the things that people really liked about the most recent Mortal Kombat was the huge as- sortment of modes. Can we expect to see that same wealth of single- player content in Injustice? Absolutely. One of the messages I've been trying to communicate and

talk about with this game is exactly that. I think that was probably one of the things that we were very much given positive feedback. You know, telling an elaborate story, giving

very long missions to someone who plays single player. We aggressively attacked that with Mortal Kombat and we certainly feel like that was a posi- tive lesson to learn that worked out well. People appreciate that and we plan on continuing that tradition.

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Scribblenauts

Unlimited

Maxwell and co. invade the big screen

Platform Wii U 305 + PC » Style 1 to 4-Player Puzzle

hen 5th Cell explored how to.

bring its Scribblenauts series to

а home console for the first time, the Wii U was a natural fit. The art looks great in HD, it's easy to enter in text on the touchscreen, and there is practically no limit to the number of objects players can put onscreen. On top of that, players can create their own objects for the first time.

We saw wheels and a saddle added to a

toaster to create a toaster mobile. Players

Publisher Warner Bros. Interactive

Developer Sth Cell » Release Holiday

can alter loads of properties, including PlayStation 3 jump height, speed, and what happens if Style it falls into liquid. And you can share these 1-Player Acti

š E s yer Action creations with friends online.

Unlimited also tells the story of Maxwell’s Publisher backstory for the first time, introducing Ed карч his twin sister, Lily, and showing how EMER he scored his magic notepad. Throw in Developer drop-in/drop-out multiplayer with up to Minority four people, and this looks like the total Release

Summer

Scribblenauts package. » Bryan Vore

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Forza Horizon

Hitting the open road

Platform Xbox 360 » Style 1 or 2-Player Racing (Online TBA)

Publisher Microsoft Studios

he Forza series is known for its sim-

racing, but Horizon takes things in

a new, open-world direction that mixes traditional race formats with free- roaming possibilities. The game is centered around the Horizon Festival hub, complete with competing racers, an auto show where you buy cars, car customization, plenty of atmosphere, and much more. YYou get Horizon Points for anything you do, from challenging a racer you meet in the streets to exploring, which is how you climb

96 E3 HOT 50

Developer Playground Games

Release October 23

Monster towers over Quico, but usually the two get along

the ladder. The game is set in Colorado, and as such it provides beautiful scenery and differing kinds of terrain. After experi- encing Horizon, will we ever be able to race ona track in Forza again? Matthew Kato

Papo & Yo

Imagination runs wild in Minority’s upcoming PSN exclusive

ony showed off a number of triple-A exclusives at

its E3 booth this year, so we can forgive you if you

didn’t hear about Papo & Yo. This PSN exclusive mixes platforming and puzzle solving in a surreal world where anything can happen.

Papo & Yo stars a young boy named Quico, who lives in a South American favela with his gigantic friend, Monster. Most of the time Monster makes for a fine (if somewhat easily-distracted) companion, and can help Quico solve the various environmental puzzles they'll come across. But whenever Monster eats a poisonous frog an unfortunate addiction Quico is trying to help the beast shake he becomes a dangerous and frightening figure that the small boy must escape.

The pair's relationship presents a novel experience to gamers and is based on creative director Vander Caballero's memories of growing up with an alcoholic father. Caballero is a industry veteran who has worked on series like FIFA, Need for Speed, and Army of Two, but grew tired of making games that regurgitate the same experiences. He told us he couldn't bring himself to make yet another shooter.

The demo we played took place in a large courtyard, and tasked us with finding and turning gears on certain buildings. Doing so would make the one-story homes stack up on a central tower in the middle of the level, which we could bend around the environment and use as a makeshift bridge. Other out-of-reach areas were acces- Sible by coaxing Monster near them with fruit, and then using his belly as a springboard. Other moments, such as pulling up strips of the level and dropping into the glow- ing, nebulous areas underneath, taught us early on not to take anything for granted when trying to solve Papo & Yo's puzzles.

Despite being a downloadable indie game, we were impressed by the scale of the level we saw, and activi- ties like bending the massive apartment tower to our will proved that awe-inspiring moments aren't exclusive to retail games. Caballero says Minority's goal for Papo & Yo is to create the epic adventure of a triple-A title for five per- cent of the budget, and cites games like Ico and Shadow of the Colossus as his main inspirations. So far, this download- able gem appears to be on the right track.

Jeff Marchiafava

Medal of Honor:

Warfighter

Carving a niche in the competitive multiplayer space

oming up with a strategy to differentiate Medal of

Honor from its military competitors Call of Duty

and Battlefield isn't easy. While Call of Duty mul- tiplayer focuses on fast-paced close quarters combat, Battlefield embraces scale, delivering teamwork-based matches featuring jets, tanks, and amphibious assaults. For Medal of Honor: Warfighter, developer Danger Close is once again poaching elements of both games to find a happy medium.

Warfighter embraces the smaller theaters of war found in Call of Duty, but injects an element of team play to encourage players to fight cooperatively. Rather than group you in a squad of four like Battlefield, Warfighter places you in a two-player fire team. The advantages of working together should convince even lone wolves to allow a partner to tag along. Once you choose a partner, his position is always visible to you on the battlefield. Fire team members can spawn on one another provided they are out of the line of fire, and if your buddy gets shot down and you take out his killer, he can automatically respawn on you instead of waiting through the countdown. Warfighter also rewards you with experience for working together and ranks your performance as fire teams, pro- viding more incentive to embrace the buddy system.

To vary the multiplayer experience, Warfighter features six types of soldier classes: demolitions, assaulter, sniper, point man, heavy gunner, and spec ops. Once players choose one of the 12 Tier 1 operator groups to represent, they can begin unlocking these classes, each of which has unique weapons and special abilities.

As the second shooter to use DICE's Frostbite 2 engine, Warfighter looks amazing. After a pedestrian outing with the 2010 Medal of Honor game, we'll have to wait until Warfighter ships in October to see if Danger Close has improved its approach to single-player cam- paigns. What we've seen so far adheres closely to the corridor meat-grinder template employed by the majority of modern shooters.

The concepts of fire teams and skill-based classes in multiplayer or roller-coaster campaigns aren't revolution- ary, but if Warfighter can leverage the considerable power and refinement of Frostbite 2 to deliver a unique experi- ence it could satiate the rabid military fans looking for a diversion from their everyday shooters. » Matt Bertz

Platform PlayStation 3 Xbox 360 PC

Style

1-Player Shooter (10-Player Online)

Publisher Electronic Arts

Developer Danger Close

Release October 23

NHL 13

EA Canada tightens up its laces

Platform PlayStation 3 * Xbox 360 » Style 1 to 6-Player Sports (PS3), 1 to 4-Player (Xbox 360) (12-Player Online) » Publisher EA Sports » Developer EA Canada » Release September 11

hough only a few weeks passed

since EA Canada showed us NHL

13, the team made significant strides in polishing the exciting new True Performance Skating mechanics. Taking control of the L.A. Kings on the ЕЗ show- floor, | could immediately tell that the defen- Sive controls were tighter so it's not as easy to get caught flat-footed.

Another noticeable change is the improved team strategies. If you want to play dump-and-chase hockey with your third line and a possession-style game with

your skill players, you can adjust the line strategies accordingly.

EA Canada also took in the initial fan feedback in regards to the player rat- ings and relented to create a wider gap between the elite NHL players and the third-line pluggers. Grinders will be rated in the 70s instead of the 80s this year, which should contribute more to player differentiation.

Couple these changes with the GM Connected mode, and NHL 13 looks like a highly coveted prospect. » Matt Bertz

Skylanders Giants

Bigger characters, greater challenge

Platform PlayStation 3 * Xbox 360 Wii * 305 » Style 1 or 2-Player Action Publisher Activision » Developer Toys for Bob » Release Fall

etween now and the launch of

Skylanders Giants this fall, you

should take the time to progress all of your characters to level 10. Toys for Bob polled players of Spyro’s Adventure and found that one of the most common requests is for a greater difficulty level in the sequel. Should players want a harder challenge or reason to play the game again, Toys for Bob

has created multiple difficulty levels for Skylanders Giants.

Toys for Bob hopes players spend more time in each level. New collectibles are hidden in each stage, many falling into secret areas that can only be accessed by specific class types. Optional elemental zones are much bigger in the sequel, and their art styles are better tailored to the element in play. » Andrew Reiner

E3 HOT 50 97

bs o zl i S = | o ы

100

During the demo Trevor passes à woman who is trapped behind an invisible barrier. The game reveals that Trevor needs light magic in order to help her. Unfortunately, the demo ends before Trevor can acquire any magic. Konami says fans can expect a similar magic system as Lords of Shadow's dual light/dark magic, but that it will be changed up à bit.

`

The Prince of Darkness Takes the Throne in Lords of Shadow 2

Castlevania fans have been hunting and destroying Dracula for years. This dark ritual had cemented itself as a series tradition with few deviations all the way up until Lords of Shadow. That's why I sat stunned as the game's end credits rolled for the first time spoilers incoming there was no final fight with Dracula. My confusion turned into shock when the post-credits cinematic revealed Gabriel becomes Dracula himself, complete with à hint that a sequel would take place m modern day. A year and a half later we finally have some answers in the form of a trailer and some tidbits from producer Dave Cox. After battling Dracula since Castlevania’s debut in 1986, gamers play as him for the first time ever in Lords of Shadow 2.

The trailer shows the vampiric Ga briel stalking the halls of his medieval castle. He still looks very human in the video, but the stoic vitality in his face

K R 7

is replaced with pale sadne: army of armored knights accumulate at his doorstep. Gabriel morphs into a smoky reddish mist and teleports onto the battlefield. He extends his arm and

A huge

a glowing, red, impossibly long energy whip extends, cutting huge swaths through the soldiers’ ranks. Hundreds of hapless knights fly into the air as Gabriel uses his mist form to shift around the one-sided battle.

Eventually a huge, mechanized colos sus rises from the earth behind Gabriel The vampire plucks a beaten but living soldier from the ground by his head. He brings the victim's neck to his mouth in à fluid motion, drains the life from his veins, and discards him. Konami wants to provide the full Dracula experience, and confirms that bloodsucking plays a role in Lords of Shadow 2's qameplay and health system. Revitalized, Gabriel morphs into

a tremendous smoke dragon and the:

towards the behemoth before the trailer cuts to black

Konami is reticent to reveal too much about Lords of Shadow 2 beyond the trailer, but has offered a few more details. Producer Dave Cox says 1t will wrap up Dracula’s story with a “very satisfying conclusion.” Cox appears eager to provide fans with a compelling trilogy, and aims to finish things up before the welcome is wom

Lords of Shadow 2’s story comes after plenty of story build-up m both Lords of Shadow and Minor of Fate. Cox wants to make Dracula's origin story memorable, which is why the team dedicated the en tirety of Lords of Shadow's story to setting up the rest of the senes

"We needed to show his world betore the darkne: "We needed 10 show the day before the night, so to. speak. We couldn't just set the game

; we had to show a world

and ERAN within it. I think when people take all three games m the trilogy

together they will see the big picture

and recognize that the journey of Gabnel becoming Dracula is a profound one and certainly we intend to go to a very dark place indeed. Once all is said and done, this will feel much more like what people expect from a modern retelling of the Castlevania story."

‘The Lords of Shadow 2 trailer also got fans buzzing because of a surprise ap: pearance of a pale, dark-clad figure that looks an awful lot like Alucard. Not lim- ited to his appearance in Mirror of Fate, Alucard has been confirmed for Lords of Shadow 2. We're not sure whether the hybrid is playable or simply a supporting character, but he appears to have busi- ness to settle with his dear old dad.

We wish there was more to share on the final exciting chapter in the Castleva- nia's new lease on life, which hits 360 and PS3 next year, Despite not seeing the qame in action or actually getting our hands on it, we already know the thing that should keep fans excited for Lords of Shadow 2: You are Dracula

ЕЗ HOT 50 101

x

102

AMES MONTH

со

ч

6

Outstanding. A truly elite title that is nearly perfect in every way. This score is

given out rarely and indicates а game that cannot be missed.

Superb. Just shy of gaming nirvana, this score is a high recommendation because the game reviewed is head ompetition

and-shoulders above its

Very Good. Innovative, but perh everyone. This

ps not the right choice for

ore indicates that there are many good things to be had, but arquably so.

Average The game's features may work, but are nothing that even casual players haven’ game from beginning to end.

seen before. A decent

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

m

MO +

small quantities. if at

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

| Bad. While some things work as planned, the majority of

this title either malfunctions or it is so dull that the game falls short as a whole.

Painful. If there is anything that's redeeming in a game of 5 caliber, it's buried beneath agonizing gameplay and ition in its features or theme.

Broken. Basically unplayable. This game is so insufficient in execution that any value would be derived in extremely l

38 Studios Finance Simulator.

jarneinformer AMe% MONTH

Bio B

qomenformer

SILVER

gamenformer

DAMES

108 NCAA 13

NCAA 13's revamped passing game and new scouting options for your Dynasty opens up the title and helps you succeed in new ways on and off the field. These additions and more help make the game a standout for the franchise.

JM

MONTH

Awarded to games hat score between 9.75 and 10

‘Awarded to games that score between | Gand 9.5

| Awarded to games | that score between | 8.5 and 8.75

| The award for the | most outstanding. | game in the issue.

(P TOYOTA

moving forward

rl u S Meet the Toyota Prius c. With an available navigatio ll have an intelligent guide to help you navigate to wherever life takes you.

‘Availability and accuracy of the information provided by the navigation system or any XM servi relying on information provided. Services not available in every city or roadway. Periodic i le at additional cost. See your Navigation System Owner's Manual or contact XM for details. "MSRP excludes delivery, processing and handling fee of $760. Ex le and other available or regionally required equipment. Dealer price will vary. THE GAME OF LIFE is a trademark of Hasbro and is used with permission, ©2012 Hast : ©2012 Toyota Motor Sales, U.S.A., Inc.

lied) are dependent upon many factors. Use common sense when youtube.com/priusc

PC

» Concept

A Portal-style game that lets players warp the density

of objects, slow down

time, and alter gravity. Mastering these dimensions will help you navigate

а neurotic professor's labyrinthine mansion

» Gra s

А simplified cartoon

design gets the job done, and it's fun to see how the design of environmental objects especially wall paintings changes through the four

different dimensions

» Sound Actor John de Lancie does a great job portraying Professor Fitz Quadwrangle. The game’s music is playful if largely unmemorable

3o!

» Pla Plaforming moments coul use some work, but cycling through dimensions and testing how they work is easy and fun

» Er ent It's a lot of fun to switch through four different dimensions (five if you count our own) and experiment with how they play off each other. Solving some of the challenging late-game puzzles is also highly rewarding

» В у Value

Moderate

Quantum Conundrum also releases on PSN and XBLA later this year, but we didn't receive these versions before this issue went to print. We'll evaluate both versions at a later date and publish

a separate review if either version warrants one. If not, please consider this the definitive review.

104 reviews

Thi

he thrill of a good puzzle is something of a

mystery. Many gamers enjoy brainteasers,

but the act of solving one is rarely enjoy- able. A good puzzle makes us stretch the ana- lytical parts of our brain in ways that sometimes feel like work. An unsolved puzzle makes us feel stupid and incapable. Being stuck without a solution is uncomfortable, and yet after we reach that “Eureka!” moment, all is forgiven. All those uncomfortable moments spent pull- ing our hair and biting our nails were worth it, because that brief second of insight has proven how clever we are. Quantum Conundrum is a game filled with these seconds. It gives your brain a workout, but you'll love it.

It's hard to talk about Quantum Conundrum

without drawing comparisons to Portal. Not

Quantum Conundrum

1-Player Puzzle only is the game's creative director, Kim Swift, one of the DigiPen students Valve originally hired to create the Portal series, but the game has you wandering through a series of rooms and solving physics-breaking puzzles while a disgruntled, disembodied voice walks you through the experience.

Fortunately, Quantum Conundrum has enough going for it that it stands on its own. The main protagonist is a 12-year-old boy who comes to visit his uncle, the brusque Professor Fitz Quadwrangle, at his mansion laboratory. A failed scientific experiment has trapped the professor into a pocket dimension. Using the professor's latest invention, the Interdimensional Shift Device (IDS), you work your way through his twisted mansion, solving puzzles by flipping through a series of oddball dimensions, and eventually returning the professor to reality. The professor talks you through the history of his manor with some occasionally amusing dialogue, but the narrative isn’t this game's strong suit.

Quantum Conundrum's main attraction is its dimension- jumping puzzles. Using the IDS device, you can shuffle through four different dimensions, each with its own unique properties. For example, the fluffy dimension turns everything softer than a roll of Charmin, while the heavy dimension makes everything 10 times denser and heavier. The puzzles make creative use of

Square Enix

Airtight Games ase June 21

these dimensions. In one room you might have to reach a high ledge. If you switch over to the fluffy dimension you can drag large pieces of furniture over an industrial floor fan and hitch a ride as it floats towards the ceiling like a feather. | loved discovering how these dimensions worked in conjunction with one another. To get across large gaps, for example, you can switch over

to the fluffy dimension, pick up a heavy object and throw it, then switch over to a dimension where everything moves at a snail's pace and use the suspended object as a floating platform. These dimensions work together in a number

of ways, but figuring out how they play off

each other is half the fun of solving Quantum Conundrum's brainteasers.

Serious puzzle fans will be happy with some of the late-game challenges, which require thinking outside the box. | just wish the game relied more on creative thinking and logical problem-solving, because many puzzles involve a significant amount of manual dexterity, requiring you to time your throws or land on a specific platform. | enjoy platform jumping, but the platforming isn't as polished as the dimension-altering mechan- ics. A number of times | missed a jump because the controls didn't feel tight enough to facilitate this kind of gameplay.

With its physics-warping mechanics, thoughtful brainteasers, and playful atmo- sphere, Quantum Conundrum should appeal to the legions of Portal fanatics. Some may complain that it's not as funny or as clever as Valve's hit series, but Quantum Conundrum is a unique experience that deserves attention nonetheless. » es

(Editor's Note: Quantum Conundrum won one of our Best of E3 awards, and would have been included in our Hot 50 if not for its presence in our reviews section this month.)

ASI HEUSERE

AFTERGLOW WIRED AND WIRELESS HEADSETS AVAILABLE FOR PREORDER AT GAMESTOP.COM

2 1.8

3 360

» Concept

Ahigh school cheerleader chops up waves of zombies in a B-movie- inspired adventure

? Graphics

Every visual element, from character animations to environments,

looks outdated by Several years

Sound

A bizarre combination of music genres, like punk and oldies, forms a surprisingly fun soundtrack

» Playability

The controls are sluggish, but

the game rarely demands more than

it can accommodate. Loading screens are annoyingly frequent

> Entertainment Hit-and-miss humor and repetitive combat lead to uneven enjoyment, but the characters and premise make steps toward redemption

» Replay Value Moderately High

106 reviews

Lollipop Chainsaw

Don't wade into this zombie horde unprepared

Style 1-Player Action Publisher Warner Bros. Developer Grasshopper Manufacture Release June 12 ESRB M

have spent a significant (some might say embarrassing) portion of my life watching bad zombie movies. | say “bad,” but my fellow horror fans know the term is more affectionate than derogatory. These films may fall short by all objective measures of qual- ity, but the formulaic gore and campy humor strike a charming chord for those willing to forgive some glaring faults. Bringing the same mindset to Lollipop Chainsaw is the only way to appreciate the best the game has to offer. The premise is purposefully ridiculous. You control Juliet, a zombie hunter/high school cheerleader who carries around (and chats with) her boyfriend's enchanted severed head. It has a bit of a Buffy the Vampire Slayer vibe, with a cavalier Juliet fretting about typical high school problems as she slices through an army of the undead. This scenario leads to plenty of funny moments during the approximately six- hour campaign. Not all jokes hit the mark, but they shine brightest when they focus on the contrast between innocence and violence. Though the writing can be entertaining, Juliet spends the bulk of her time slaying zombies. Combat doesn't have the depth of a game like Bayonetta, but it requires more than simple button mashing. You string together combos using the chainsaw and pom-poms, chopping off heads in an entertaining series of stylish and acrobatic contortions. The soundtrack accom- panying the action is an eclectic mix that works surprisingly well | laughed out loud the first time | activated Juliet’s super mode and Toni Basil's "Mickey" started playing. You progress through blocked-off arenas that

require you to kill a specific number of zombies before proceeding, though sometimes you get to do something different. These diversions range from amusing (driving a combine through a zombie-filled field) to dreadful (protecting your boyfriend as he runs bases in a ballpark), and each time | was thankful to return to the normal undead dismemberment. The gameplay is straightforward, but something about simulta- neously decapitating a crowd of zombies amid a shower of rainbows and hearts remains satis- fying all the way to the end.

Performing multiple kills earns you bonus medals, which are used to purchase more moves as well as upgrades for stats like health and strength. After buying certain powerful moves, Juliet's effective- ness in battle sKyrockets, but | didn't feel like her

from zombies who call Juliet a wide variety of crass and unprintable female-specific names to classmates who express thanks by saying

"| never thought I'd get rescued by someone with such great t---!" Instead of adding shock value, this constant abuse is distracting and pointless and feels like it was written by a kid who just learned about bad words and is eager to try them all.

Not all of the dialogue is a problem. The exchanges between Juliet and her family are among the game's high points. | wanted more interactions with Juliet's dad and younger sister and less ham-fisted vulgarity from the bad guys. That approach could be more Buffy the Vampire Slayer than the developers intended, but it might have made Juliet feel more like a real character rather than a kooky concept.

ability progression was well paced. | wish she knew more moves from the beginning; buying basic and unimpressive combos only delays players from getting to the good stuff, which isn't even available to purchase until you reach specific points in the story. Super-sexualized women are nothing new to gaming, but Lollipop Chainsaw doesn't stop at displaying a busty protagonist in a short skirt. Dialogue often crosses into the realm of misogyny,

Life After The Credits

Though the core campaign is short, Lollipop Chainsaw good job enticing you

you only clear each stage once. Going back to rescue eve nate (which is required to s e ing), collect me your dad's high provide incentives to return to the ion.

After finishing Lollipop Chainsaw, | was left with the same feeling | had after playing other titles from creative director Suda 51. Like Killer 7 and No More Heroes, the premise is exciting and imaginative, but the gameplay execu- tion has too many holes to embrace completely. However, also like those previous games, I'm glad ! played Lollipop Chainsaw. » Joe Juba

opec Ops: The Line

A powerful but uneven d

I've blasted though countless waves of

gun-toting virtual humans with nary a thought of the Geneva Conventions. Nine times out of ten these encounters begin with the ene- mies shooting at me, so | have no philosophi- cal qualms about shooting back. Sometimes an innocent civilian catches a stray bullet, but most shooters don't make you think about the ramifications of your actions. Spec Ops: The Line does.

Spec Ops begins with the opulent city of Dubai in shambles. After a series of deadly sandstorms hit the luxurious desert oasis, the 33rd U.S. bat- talion was sent in to help with the evacuation. They never came back. Roughly six months after they were ordered to lead a caravan of Survivors out of the city, the military receives a strange audio transmission from the acting commander, Colonel John Konrad. To find out what went wrong, the military sends in a cocky

() ver the course of the last 20-plus years,

three-person Delta team led by Captain Walker, a

Konrad protégé.

Allusions to Joseph Conrad's Heart of Darkness and its spiritual cousin Apocalypse Now are evident throughout the narrative. Some work at creating the chilling mood, like Konrad's warped philosophical ramblings. Others fall flat, like the out-of-place Vietnam War-era music blasting from radio towers in a time where most soldiers would probably be listening to hip-hop and metal. Like the two works of art it pays homage to, Spec Ops chronicles the protagonist's struggle with psychosis as he tries to understand why Konrad has ceased commu- nication with the military, declared a permanent state of martial law, and kept his battalion in an unsustainable, hostile environment.

The mission quickly goes from recon to rescue

ascent into madness

when your Delta squad finds some butchered American troops on an abandoned road. But when you first encounter your fellow Joes, it's not the reunion you expect. As you navigate the derelict hotels, malls, and high-rise apartments, you're forced to take arms against groups whom armies normally protect, like the stranded refu- gee population and the U.S. soldiers you were sent in to find. As you explore the decimated city, audio recordings fill you in on how this city spiraled into hysteria.

This compelling set-up fuels the single-player campaign and ultimately forces you to make tough decisions about the excessive use of vio- lence, who to trust, and how you remain sane in an insane situation. Some of the scenarios offer the hollow, binary "morality choice" posed by many games, but other actions you take have stunning unforeseen consequences that impart a real sense of guilt. Eventually the gauntlet of dis- turbing situations the squad encounters erodes their valorous determination and their camarade- rie begins to shatter.

While the story remains riveting up to its questionable conclusion, the minute-to-minute gameplay is uneven. The basic third-person shooter mechanics are loose but adequate, the only distinguishing factor being you get one second of slow-motion bullet time if you land a headshot. Guns lack the visceral pop of top-tier shooters, the touchy cover mechanic can fail you at inopportune times, and your Al-controlled squad is anything but battle savvy. You can designate priority targets at the tap of a bumper, but often they aren't smart enough to carry out orders. | once sat for five minutes watching my dynamic duo try to take out a lone gunman posi- tioned behind a turret. | also saw them chuck grenades through walls and take cover on the

Style 1-Player Shooter (8-Player Online) Publisher 2K Games Developer Yager Release June 26 ESRB M

wrong side of an object, leaving them completely exposed to incoming fire.

Players spend the majority of the game moving through straightforward corridors that offer the occasional flanking position. At times you will come across a window holding up a wall of sand. Shooting out the panes creates an ava- lanche that can take out multiple enemies at once. This environmental hazard is fun at first, but by the seventh time you use it, its luster wears off.

Sand plays an integral role in multiplayer as well. Each map is susceptible to sandstorms during the middle of a match, during which your character moves slowly and your map bugs out, and there are several environmental hazards you can activate to bury your enemies. Outside of this unique mechanic, the offerings are rather boilerplate. Spec Ops features a healthy selec- tion of conventional modes, and includes a decent collection of perks, weapons, armor, and kits to unlock as you rank up to level 45.

Spec Ops makes an admirable attempt to inject morality into a standard shooter experi- ence. The narrative unravels at the end and the controls feel subpar compared to the top-tier competitors, but the journey into madness is unlike anything I’ve played before. » Matt Bertz

» Concept

Shoot your way into the dark heart of a storm- ravaged Dubai

» Graphics The desert setting gives Spec Ops a unique look amongst modern shooters

» Sound Though it brings Apocalypse Now to mind, the Vietnam War-era rock is an ill fit for this modern drama

» Playability The shooting controls are adequate, but the cover system and teammate Al need work

» Entertainment

А rare narrative-focused shooter that asks gamers to analyze their actions

» Replay Value Moderately low

reviews 107

8.15

Concept

Subtle tweaks to the gameplay and feature set move the chains in a way that hardcore fans will notice

Graphics

The motion blur is understated enough to not get in the way, but it is a nice addition Sound

Nessler and Herbstreit return, but they still have no chemistry. The commentary can be out of context and absent in key moments

Playability

The changes to the passing game make NCAA fun again

Entertainment

NCAA 13 is a refined experience that mainly appeals to the year-in- year-out crowd

Replay Value High

NCAA Football 13

EA Tiburon makes a fourth-down conversion during a crucial drive CAME MONTH SILVER Style 1 to 4-Player Sports (2-Player Online) Publisher EA Sports Developer EA Tiburon Release July 10 ESRB E

ый. 01^.

ж

f you've been waiting for the NCAA franchise

to hit its stride and capitalize on the time

developer EA Tiburon has had with the cur- rent generation of consoles, that moment has arrived. | don't think this applies to the casual fan, but if you've been playing this series for as long as | have, you're going to be heart- ened by some of the changes and additions in NCAA 13.

The passing game is revitalized by a slew of improvements that make slinging the ball less frustrating and more fun than ever before. Even with an average quarterback, | like being able to throw to many different parts of the field through a combination of factors like the new ball trajec- tories, added placement control, and variable throwing speeds. Timing deep balls is still a little tricky, but it’s good to know that you can throw to more routes than ever before. Elsewhere, the improved play-action, new quarterback avoid- ance moves, and quick pass animations also bolster the aerial attack.

TM

م

The passing game is also improved because the linebackers’ jumping abilities have been toned down. This means you can finally throw medium-ranged routes around the middle of the field with confidence. That being said, defenses aren't at a loss in NCAA 13; you have to be careful with the ball. When a defensive back is visually tracking the quarterback and the receiver, they'll aggressively jump routes for interceptions. This is great, but the flipside is that receivers are still too passive, never chal- lenging for the ball and thus having a disadvan- tage in jump ball situations. NCAA's offensive and defensive balance is also maintained by the fact that receivers drop more balls outside of their normal catch radius and lose more con- tested balls than in previous years.

The on-the-field gameplay sells this game, but scouting in NCAA's Dynasty mode is another important addition. The mechanic is straightfor- ward, where you're granted information for the more time you put into it, but | like how scouting and recruiting work together. You can uncover gems and busts, which in turn influences where those players are on your recruit board.

However, | still think the recruiting feature needs more points distinction among the different pitches you give recruits, and overall Dynasty mode needs to be injected with some color and personality.

Similarly, both Road to Glory and the new Heisman Challenge (where you can play and unlock Heisman campaign seasons for historic winners of the trophy in a player-focused format like Road to Glory) introduce a new mechanic that offers a limited boost. Reaction Time is a replenishing resource based on your players' awareness meter that lets you slow down play in real-time. | didn't mind this gimmick in the Road to Glory/Heisman Challenge context, because at least it makes these modes more fun than they normally are.

NCAA games are always different from year to year, but this year's additions are notice- able improvements. NCAA 13 doesn't take the kind of giant leap forward that will be noticed by the masses, but it's an installment that will be built upon and which we may look back at as a key moment in the franchise's larger history. » Matthew Kato

The Heisman Challenge lets you play as past winners in a format similar to Road to Glory

RUSHING

RECEIVING

ESET

Players’ overall ratings will change as you scout them, and you can find out who is a bust or gem

108 reviews

PS3 360

» Concept

Drop gravity manipu- lation into an other- wise unremarkable third-person shooter

» Graphics

Much of the game is unpleasant to look at, even for a game largely set in a post-apocalyptic wasteland

» Sound

Feel free to put this on mute. Nothing in the game, from its soundtrack to the voice acting, stands out

» Playability Other games have toyed with similar mechanics, with more satisfying results

» Entertainment

There are too many shooter alternatives out there to recommend this to anyone

» Replay Value Low

Inversion

A mediocre shooter weighed down by its gimmick

Style 1 or 2-Player Shooter (12-Player Online) Publisher Namco Bandai Games Developer Sabre Interactive Release June 8 ESRB M

henever you see a happy family in a W game's opening act, chances are the

children are going to be abducted, infected, or worse before the credits roll. Inversion follows the increasingly popular vengeful dad template, with a missing daughter giving Davis Russel the motivation he needs to do a lot of crazy stuff.

A mysterious force has invaded his home turf, and in the ensuing chaos Russel's wife is killed and his daughter has gone missing. Russel, a police officer, and his partner Leo Delgado set out to find her while uncovering the mystery behind the assault. Who are these hulking monstrosities? Where did they come from? And where are they taking Earth's children?

Russel leaves no stone unturned during his rescue mission. Fortunately for his lower back, he quickly gains access to the invad- ers’ Gravlink technology, which allows him to manipulate gravity at will. It's a powerful tool, or at least it is conceptually.

Using it, Russel and Delgado can either reduce or increase the gravitational pull in a small area. Affected objects are then tem- porarily made weightless or yanked down to the ground. You can also pull off a couple of additional maneuvers, such as blasting nearby enemies with a concentrated dose of deadly

gravity or covering yourself with a puny shield. Most of the time, | used the Gravlink to pull enemies out of cover and fling them away. Thanks to their limited range of animation, they don't seem to mind much when you render them weightless.

Inversion's gravitational gimmick extends beyond the scope of your arsenal. Some levels feature glowing grav- ity pools, which rotate the world when Russel and Delgado step on them. Suddenly, the floor becomes another wall, and enemies are firing at you from what was once the ceiling. It's disconcerting at first, but at least it's a little interesting. The same can't be said for Inversion's hor- ribly tedious bosses. They're cheap and frustrating, and most of them are the same guy, who you end up killing Several times over the course of the game.

By the time the final boss encounter came around, | wasn't looking forward to a satisfy- ing conclusion. | was just ready for the game to conclude. Other games have toyed around with gravity in the past, and most of them have had more success. As far as Inversion goes, it’s a mediocre shooter that’s actually weighed down by its distinguishing gimmick. » Jeff Cork

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Concept

Traveller's Tales' first open-world Lego game breathes new life into the brand, but struggles to deliver interesting ideas in the expansive play space

» Graphics

Gotham City is extravagantly detailed with giant Lego statues and Bruce Wayne's ominous black skyscraper. All of the hero and villain characters look great especially the Flash's speed-related effects. The framerate takes a subtle hit in co-op splitscreen

» Sound

This is the first Lego game with spoken dialogue. While I'll miss the goofy pantomiming of old, Traveller's Tales scribes penned a hilarious script heightened by excellent voice work. Superman's movie theme is used in the perfect spots

> Playability The dynamic duo's gadget- based suits are more interesting in this sequel, yet are used far too often for the same puzzle solutions. The vast overworld is fun to explore, despite the clunky flying controls

» Entertainment

Lego Batman 2 offers a more engaging story and better action sequences than the first game, but many of the solutions tied to secrets lack the creative spark this team is known for

» Replay Value High

110

reviews

Lego Batman 2: DC Super Heroes

A bigger and better Lego Gotham

Style 1 or 2-Player Action Publisher Warner Bros. Interactive Developer Traveller's Tales Release June 19 ESRB E10+

Arkham Asylum's escapees are behind

us; the Caped Crusader finds his voice in Lego Batman 2. Despite being made entirely out of plastic pieces, this version of the char- acter closely mimics the Batman from the animated shows. He speaks in deep tones, is cold and calculating, and above all, reminds us how he hates Superman.

This is the first time characters have spoken in a Traveller's Tales Lego game. The series’ brilliant use of pantomiming to deliver story may be missed, but don’t think for a second that the humor is gone. The banter between characters is funny, and the animators are responsible for a handful of great sight gags. The dialogue exchanged between Batman and Superman is the high point, and nearly worth the price of admission alone.

Switching to spoken dialogue helps deliver a coherent narrative, something the first Lego Batman didn’t do. The story draws parallels to Batman's animated shows; the Joker rudely interrupts Gotham City’s swank “Man of the Year” award ceremony, and Bruce Wayne, who is a nominee, ducks out to change into his Batman costume. From here on, the plot revolves around the ensuing chase.

As Joker rampages across Gotham and more villains are thrust into the spotlight, Batman eventually calls upon Superman and

his Watchtower-based friends for help. This escalation of events is divided into three acts (although the game doesn’t label them as such). The game starts with Batman and Robin working together for a few levels, shifts to Batman and Superman (the World's Finest) for a few stages, and then

T he days of Batman mutely stalking

concludes with a small group of DC's mightiest heroes (the Justice League) working together.

Although Lego Batman 2 still drops players into linear levels filled with construction-based puzzles, 10 hidden Minikits, and rooms filled with Lego objects that can be smashed, this is the first Lego title set within an open world. Lego Indiana Jones 2 explored the idea to a degree, but this game represents the full realization of that concept. The entire city can be explored from the outset, and is loaded with hundreds of secrets.

Soaring across Gotham's skyline as Superman is a treat, especially since the Superman movie theme kicks in as soon as he takes flight. The flight controls work well in open spaces, but can be troublesome near buildings or in tight areas. Screaming down Gotham's streets in the Batmobile (a thrill | hope to experience in a Rocksteady Batman game someday) is equally exciting, but rarely used for anything other than driving from the Batcave to the mission.

As beautiful as Gotham's architecture is (much of it including giant, metal Lego titans), the activ- ities in the overworld are repetitive and lacking the creative spark Traveller's Tales has shown in its Lego games. If one gold brick is found behind a steel plate only Superman can remove, you should be on the lookout for a dozen more. Many of the gold bricks are hidden in the same ways, and it becomes a laborious task to hunt them all down. Don’t worry, this isn’t Grand Theft Auto you don't need to search high and low without guidance. All of the hidden bricks, unlockable characters, and citizens in need of help are highlighted on the map. Traveller's Tales has even included a handy marker that will lead you to your desired location.

The most enjoyable secrets to track down are tied to Batman and Robin’s different suits which often require a platform-heavy ascent up a skyscraper. The suits in the first Lego Batman game clashed with the Batman mythos. In this sequel, Robin's hamster-ball power is a head scratcher, and | don’t know why Batman would ever engage any villain without invisibility on, but for the most part, the new multipurpose suits fit into the universe. Robin wears a hazmat suit to clean up Joker's chemicals. He also wields Mr. Freeze's ice gun. Batman once again has his heavy armor and makes good use of his cape for gliding.

Playing as the different Bat-types is fun, but their usage for puzzles and secrets is repeated far too often. The Justice League characters bring a wealth of new powers, but they are mainly used in the final stages and for the post- story secret hunting. The Justice League char- acters are a blast | just wish they were a larger part of the game. Flash's speed is harnessed beautifully, and Superman is the unstoppable juggernaut we've always wanted him to be in video games. This isn't saying much, but Lego Batman 2 is the best Superman game yet.

Traveller's Tales took some chances with Lego Batman 2. The addition of spoken dialogue paid off well, and | hope it becomes a standard for all of this developer's games moving forward. Moving the classic Lego gameplay into a vast overworld is also a success, but the redun- dancy in secret solutions in this play space hurts the experience, almost turning it into a mundane collect-a-thon. Thankfully, the clas- Sic Lego gameplay dominates the main game, making Lego Batman 2 another goofy brick- building blast. » Andrew Reiner

Diablo ||

A new high water

gamenformer COLD

gamenformer: GAMER MONTH

passions between announcement and

release as Diablo Ill. The follow-up to one of the most popular PC games of all time was destined for a historic level of scrutiny to begin with, and one controversial decision by Blizzard after another poured jet fuel on the already blazing bonfires of fan anticipation and outrage. The auction house, radical skill system redesign, and always-online require- ments pose serious questions to fans. The ultimate tally comes out well in Blizzard's favor, but not without reservations.

The first five days after launch were rocky for would-be heroes as server problems, extended emergency maintenance, and bouts of crippling lag rendered Diablo III unplayable during peak hours exactly what fans had feared would happen after less-than-stellar results from pre-release stress tests. Players who prefer to confront hell's minions alone were rightfully furi- ous that Blizzard's decision to remove traditional offline single-player from the game locked them out of the game they had dropped $60 on. The servers have been rock-solid since launch week and the rough start will hopefully be forgotten, but players with no interest in multiplayer have every right to be angry.

Server problems aside, Diablo Ill is an excel- lent action/RPG that carries the genre's torch well and sets a new standard. The story is finally respectable, even if it's not BioWare-caliber, and much better integrated into the gameplay. Combat is still the heart and soul of the game, and hits all the notes fans expect. Skills that would be laughably overpowered in any other game start unlocking before level 10, and they're not just ultimate attacks many are what pass for regular attacks in Diablo III.

The ability to respecialize your character with no restriction or cost still divides the Diablo

N о game in my memory has inspired such

mark for action/RPGs

Style 1-Player Action/Role-Playing (4-Player Online) Publisher Blizzard Entertainment Developer Blizzard Entertainment Release May 15 ESRB М

community, but | wouldn't have it any other way. One of Diablo III's foremost joys is experiment- ing with new skills and runes and the tactics they allow. l've switched primary attacks on my wizard a dozen times, and every time it's almost like playing a different class.

Don't expect to spam one skill over and over and win with any regularity. The most impres- Sive aspect of Diablo Ill is how its enemy design forces players just far enough out of their comfort zone to make them think on their feet without completely screwing over any one build or archetype. Regular monsters employ dozens of variations on ranged attacks, nasty melee strikes, teleports, buffs, debuffs, and zones of death on the ground. Minibosses come with randomly generated special abilities, like mortar foes who launch devastating fireballs and frozen enemies' deadly frost mines. Story-based bosses are reminiscent of MMO bosses, with different phases and attack patterns players must survive while chewing through their epic health pools.

I'm currently playing my wizard as a crowd- controlling passive attacker who lets blizzards and venom hydras slow and poison entire armies of foes while avoiding incoming attacks a useful tactic in later difficulties when monsters can tear heroes apart in seconds. Compare that playstyle with the glass cannon fireworks of my friend's wizard, who relies on extreme-damage disintegrate beams (which he affectionately calls “LAZORZ’) to obliterate his enemies before his rotation of defensive codldowns ends. While we play the same class, our styles are completely different and complementary.

I've never played a game that encouraged co-op so strongly and made joining up with friends or random Internet people so effortless on a technical level. The emphasis on co-op extends beyond the outstanding interface for

meeting friends, though. Normal difficulty is triv- ial, but co-op makes harder modes much easier when, for instance, one player is slowing and freezing everything and another is LAZORing

it to death. You can progress by yourself, but you'll have a much better time with a friend at your side.

Diablo Ill's combat is the best the genre has ever seen. The loot game, on the other hand, is brought down somewhat by the presence of the auction house. Sets and legendary items are almost entirely restricted to the level-cap game, which removes one of the better hooks from the first 40 hours you play any given char- acter. The enormous player base ensures that you can almost always find a level-appropriate item with nearly optimal stats for a relatively trivial cost at the auction house, which removes much of the thrill of finding the perfect loot drop on your own.

For all the gnashing of teeth over the real-life auction house, the heavy cut that Blizzard takes out of every transaction restricts the vast major- ity of its use to super-powerful high-level items. It is also trivial to avoid if you're opposed to paying real money for in-game loot.

Diablo Ill is a great game, and every bit the landmark achievement in the genre that every- one expected out of Blizzard. The presentation and combat are second to none, and the co-op focus is well executed and a natural fit for the genre. It's a shame that the online requirement is a deal-breaker for some, whether because of a moral stance or a crappy Internet connec- tion. The cheapening of good items thanks to their ready availability on the auction house is a bummer. Whether or not you stick with the game for the long term through Inferno difficulty, though, | can't imagine the gamer that wouldn't have a great time with Diablo III for a trip or two through the story. » Adam Biessener

9

Concept Slaughter your way through the hordes of hell with powers that make angels and demons alike tremble in fear, collecting endless loot along the way » Graphics Anyone who thinks this is too bright or cheery needs their eyes checked. Animations are amazing, and the environments look like gorgeous concept art dropped directly into the game Sound The score is good enough to stay un-muted for 40-plus hours, but at that point you're just scratching Diablo Ш'з surface Playability The interface is appropriately minimal. Finding and joining co-op games is so easy you almost have to actively avoid playing multiplayer » Entertainment This is a fitting addition to one of gaming’s most celebrated franchises, though the auction house and itemization hurt the sense of discovery that drove me through hundreds of hours of Diablo П

Replay Value High

reviews 111

8.5

» Concept

Add religion and espionage to Civ V while changing some balance issues and fleshing out previously underserved eras like World War I

» Graphics

It looks great. This expansion maintains the strong, clear iconography and interface design that sets the bar for Strategy games

» Sound

The sound and music are simple and unobtrusive, which is pretty much ideal for a game like this

» Playability

The new additions are slotted into the existing interface perfectly, presenting their information and options without adding clutter

» Entertainment

This is the new definitive Civilization experience, and comes highly recommended to all but the most diehard Civ V haters

» Replay Value High

112 reviews

Civilization

Still the king of strategy

gamenformer SILVER `

and unapologetic. Gods & Kings is an outstanding expansion for players like me who found reasons to sink 200-plus hours into the base game. The major features it adds, religion and espionage, integrate smoothly into the Civ V experience and add interest- ing options without introducing unnecessary tedium or micromanagement.

One of Civ V's strongest aspects is how forthright and direct the consequences of your decisions are, and Gods & Kings maintains that core design tenet. Each belief incorporated into a religion or skulduggery undertaken by a spy has an obvious, powerful impact. Instead of adding together minor multipliers to tweak your research efficiency, you're rigging city-state elections,

M y love for Civilization V is enthusiastic

Units’ relative strength has been rebalanced, giving previously underpowered units like spearmen a powerful role.

stealing technology outright, converting whole Cities to new beliefs, or enabling entirely new religious buildings.

Gods & Kings' greatest success is how it enhances the Civ V experience without adding appreciable complexity. With rare exceptions, the player's input into matters of religion and espio- nage are limited to single decisions every five to ten turns or so. As streamlined as it is, Civ V is Still a massively complex strategy game. The way that the expansion keeps the player's attention on big-picture global politics and empire devel- opment is a significant accomplishment.

Fleshing out a great deal of diplomatic nuance that the base game lacked is Gods & Kings" third pillar. Though your responses to rivals' statements are still binary in most cases, most have real consequences now. Chiding a belliger- ent empire's aggression toward a friendly city-state could spark a war, while forgiving their actions dramatically hurts relations with that minor nation. Breaking a promise to stop expansion near a neighbor has wide-reach- ing negative diplomatic effects. Rather than the often-obtuse decisions by Al leaders in the base game, you can usually see the path of reasoning that led to the current state of geopolitics. Additionally, the quests given out by city-states to win their approval are much more varied, and foster richer interactions.

V; Gods & Kings

Style 1-Player Strategy (8-Player Online) Publisher 2K Games Developer Firaxis Games Release June 19 ESRB E 10+

Balance is different in the expansion, and I'm torn on whether it's an improvement or a step back. The addition of new luxury resources as well as the ready availability of happiness boosts through religion makes it much easier to maintain civic order. This makes expansion far simpler, and unfortunately the Al often can't keep up. Even with a large, sprawling empire, | have been able to maintain happiness in the 30s and higher (levels unheard of in vanilla Civ V) while largely ignoring happiness buildings like colosseums and theaters. As in the base game, Al leaders regularly leave vast swathes of terri- tory inexplicably uncolonized and consequently get buried under larger empires. Rapid expan- sion has always been the dominant strategy in Civilization, and the change to happiness in Gods & Kings swings the needle farther in that direction after the base game went to such pains to ensure that smaller empires had a viable path to victory.

The Civ V Al that many players despise is improved in Gods & Kings, but not by a lot.

It still fails to capture cities it should easily roll over thanks to baffling tactical stupidity, and it still doesn’t expand as far as it should in most cases. At least you don't run into unimproved tiles around Al capitals in the mid to late game anymore, and it's much better about upgrading its units instead of sending warriors to die use- lessly against crossbowmen.

My enthusiasm for Civ V has continued unabated for a full year now, and this expan- sion adds new fuel to the fires of conquest that still burn in me. Despite the days of playtime I've put into the base game, | can't imagine going back after a few rounds with Gods & Kings. | strongly recommend this expansion to all Civ V players though you may need to jump a difficulty level to account for how pow- erful the new toys are. » Adam Biessener

Gravity Rush

1-Player Action/Adventure Sony Computer Entertainment Sony Japan Studio June 12 T

riginally planned as a PSS title, Gravity Rush has

finally found its way to the Vita (despite missing

the system's launch window). With an intriguing gravity mechanic and relative lack of gimmicky motion controls, Sony's Japan Studio has created one of the more enjoyable early titles on the Vita.

You play as a young girl named Kat, and the game doesn't waste much time in introducing you to the unique gift she possesses. Thanks to the aid of a mystical cat named Dusty, she's able to bend gravity to her will, allow- ing her to travel the airborne city of Hekseville with ease. Utilizing the R button to shift gravity (changing which direction is *down"), Kat is free to collect hidden gems and take out hostile monsters. Most of these baddies feature specific weak spots, and you shift gravity until you have just the right angle for a flying kick. This makes for some interesting combat scenarios, but it also makes the very act of navigating the city enjoyable.

As you progress, the 21 episodes do a good job of mixing up the action. You may find yourself fighting a con- stant stream of monsters in one episode, followed by a platforming-heavy section that limits the use of your grav- ity mechanic in the next. The hidden gems you collect along the way are used to upgrade Kat's health, increase the length of time she can manipulate gravity, or make her attacks more deadly.

Kat's gravity-shifting powers are the star of the show in Gravity Rush, as the story struggles to maintain focus. Characters are constantly introduced and dismissed throughout the narrative, leaving you wondering who's important and who's disposable. Despite this, the upgrade system and gravity mechanic kept me engaged throughout Kat's adventure.

Guide the protagonist Kat through a gravity-bending adventure

Gravity Rush's anime-like art style suits the game perfectly

Poppy and upbeat tunes accompany you throughout the city of Hekseville

While occasionally disorienting, the gravity mechanic is a lot of fun to play with.

It may not feature constant jaw-dropping moments, but the game remains entertaining throughout

Moderate

Sins of a Solar Empire: Rebellion

1-Player Strategy (8-Player Online) Stardock Entertainment

Ironclad Games June 12 P

his expansion to the real-time strategy game

from 2008 that fuses galactic empire-building

with impressive tactical spaceship battles is a fantastic reason to revisit one of the better recent franchises in PC gaming. The elements it adds enormous Titan-class ships, tiny corvettes, and minor differences between six sub-factions are squarely aimed at experienced players, but the package is so good that there are very few PC gamers | wouldn't recommend this to.

Sins of a Solar Empire's stately pace allows the game to feel halfway to Civilization or Master of Orion while remaining real-time. You colonize new planets, build sprawling trade networks, spread your culture through the stars, and construct massive fleets full of varied ship types and sizes. The purpose of this entire enterprise, though, is war. Grand space battles pitting empires against each other are both awesome and inevitable.

Sins was a deep, complex game when it initially released. The two micro-expansions since (both included in this release) added a lot more, with huge customizable starbases and richer diplomatic interac- tions. Rebellion's additions feel about the size of those two combined, and make the total package a vast game that takes weeks of exploration and experimenta- tion to understand, much less master.

The new ship types, one larger and one smaller than those previously available, add diversity to fleets. Titans are mostly fun because they're a fleet unto themselves, and who doesn't like smashing an opponent with a planet-sized ship? Corvettes give brand-new tactical options in battle, like the ability to disable and otherwise mess with enemy fleets. I'm not convinced that Sins needed more ship types, as the existing frigate-cruiser- capital triangle works so well, but longtime players will appreciate having new tools to play with.

Each of the three races now has two sub-factions with slightly different tech trees that specialize farther in one direction or another. TEC players, for example, choose between advanced capabilities in system defense or raiding. The variations are minor, but again present a nice change of pace for veteran players.

Rebellion isn’t a massive departure for Sins of a Solar Empire, but it’s a good enough reason to get back into the game or to discover for the first time one of the more interesting evolutions of the strategy genre in recent memory. 3 n

Add two new ship classes and three sub-factions to the grand real-time space strategy game

Stardock insists that the engine is significantly improved, but I can't see it. Not that it matters; Sins is still a fine-looking game

More audio cues for the many goings-on in the mid to late game would be nice, but that's a minor quibble

You usually don't notice the interface, which is a high compliment for a game

like this

Building space empires and smashing massive fleets together has never felt

so good

High

reviews 113

Ico & Shadow of - . Sint Hill HD Collection 8 Apr-12 Assassin's Creed Revelations 8.75 Jan-12 Јов Danger: Special Edition 8.5 Feb-12 Adventures of Tintin, The 7.75 Feb-12 the Colossus Collection, The 9.75 Oct-11 Silent Hil: Downpour 7 Apr-12 Asura's Wrath 8.5 Apri2 Jurassic Park: The Game 55 Jan-12 All Zombies Must Die 7.5 Mari Jak and Daxter Collection 9.25 Mar-12 Skulgits 8 Jun-12 Awesomenauts 85 Ju-12 Kinect Disneyland Adventures 75 Jan-12 Amy з Mar-12 Journey 9 Apri2 Sniper Elite V2 8.25 Ju-12 Battlefield 3 9.25 Dec:11 Kinect Star Wars 55 Jun-12 Armored Core V 6.5 May-12 Jurassic Park: The Game 5.5 Jan-12 Sorcery 6.75 Ju-12 Binary Domain 7.5 May-12 King of Fighters XIII 7.75 Feb-12 Assassin's Creed Revelations 8.75 Jan-12 King of Fighters XIII. 7.75 Feb-12 Soulcalibur V 85 Mar-12 Blades of Time 4.5 May-12 Kingdoms of Amalur: Reckoning 8 Mar-12 Asura's Wrath 8.5 Apr-12 Kingdoms of Amalur: Reckoning 8 Mar-12 SSX 7.75 Apr-12 Bodycount 5 Oct-11 Kung-Fu High Impact 6 Feb-12 Awesomenauts 85 Jul-12 Kung-Fu High Impact 6 Feb-12 Starhawk 7.5 Ju-12 Call of Duty: Modern Warfare 3 9 Jan-i2 ^ LEGO Harry Potter Years 5-7 7.5 Jan-12 Battlefield 3 9.25 рәс-11 LEGO Harry Potter Years 5-7 7.5 Jan-12 Street Fighter X Tekken 8.75 May-12 Crimson Alliance 8.75 Oct-11 Madden NFL 12 75 001-11 Binary Domain 7.5 May-12 Madden NFL 12 75 Oct-11 Syndicate 8 Apr-12 Darkness I 7.5 Mar-12 Major League Baseball 2K12 6.75 May-12 Birds of Steel 7 Jun-12 Major League Baseball 2K12 6.75 May-12 Tales of Graces f 7.75 Apr-12 Dead Island 8.5 Oct-11 Mass Effect 3 10 May-12 Blades of Time 4.5 May-12 Маз Effect 3 10 Мау-12 Tiger Woods PGA Tour 13 8 May-12 Deus Ex: Human Revolution 85 Oct-11 Max Payne 3 925 Ju-12 Bodycount 5 Oct-11 Max Payne 3 9.25 Ju-12 Trine 2 8.75 Feb-12 Devi May Cry HD Collection 8 Мау-12 Minecraft Xbox 360 Edition 875 Ju-12 Call of Duty: Modem Warfare 3 9 Jan-12 Metal Gear Solid HD Collection 9 Jan-12 Twisted Metal 85 Apri2 Ой Showdown 75 Ju12 NeverDead 4 Маг-12 Darkness II 7.5 Mar-12 МІВ 12: The Show 8.75 May-12 UEFA Euro 2012 6.75 Jun-12 Dragon's Dogma 8.5 Jun-12 Nexuiz 6 Мау-12 Deus Ex: Human Revolution 8.5 Oct-11 NeverDead 4 Mar-12 Ultimate Marvel vs. Capcom 3 8 Jan-i2 Elder Scrolls V: Skyrim, The 9.5 Jan-12 NFL Blitz 8 Mar-12 Devil May Cry HD Collection 8 May-12 Мехи 6 May-12 Uncharted 3: Drake's Deception 9.5 Deo-11 Fable Heroes 4 Ju-2 NHL12 8.75 Oct-11 Dirt Showdown 75 Ju-12 ` NFL Bitz 8 Mar-12 Walking Dead Fez 9.25 Jun-12 Ninja Gaiden 3 6 May-12 Disgaea 4: A NHL 12 8.75 Oct-11 Episode Опе: A New Day, The 8.25 Jul-12 FIFA Street 7.25 May-12 Otomedius Excellent 3.75 Jan-12 Promise Unforgotten 8.25 Oct-11 Ninja Gaiden 3 6 May-12 World Gone Sour 6.75 Jun-12 Final Fantasy XIII-2 8 Feb-12 Prototype 2 8.5 Jun-12 Dragon's Dogma 8.5 Jun-12 Prototype 2 85 Jun-12 WWE'12 5.5 Jan-12 Forza Motorsport 4 9.25 Dec-11 Quarrel 85 Apri2 Elder Scrolls V: Skyrim, The 9.5 Jan-12 Ratchet & Clank: All 4 One 8.75 Dec-11 Yakuza: Dead Souls 7.75 May-12 Fruit Ninja Kinect 8 Oct-11 Raving Rabbids Alive & Kicking 5 Јап-12 FIFA Street 7.25 May-12 Rayman Origins 85 Dec-11 Game of Thrones 6 Ju-12 Rayman Origins 85 Dec-11

Final Fantasy XIII-2 8 Feb-12 Resident Evil: Operation Ghost Recon: Future Soldier 7.5 Ju-12 Resident Evil: Operation Game of Thrones 6 Ju-12 Racoon City 6 May-12 Ace Combat: Assault Horizon 8.25 Dec-11 GoldenEye 007: Reloaded 7 Jan-12 Racoon City 6 May-12 Ghost Recon: Future Soldier 7.5 Jul-12 Resistance 3 7 Oct-11 Adventures of Tintin, The 7.75 Feb-12 Gotham City Impostors 8 Apri2 Ridge Racer Unbounded 6.75 Jul-12 God of War: Origins Collection 95 Oct-11 Ridge Racer Unbounded 675 Ju-12 Alan Wakes Grand Slam Tennis 2 8 Apri2 Rocksmith 8.25 Deo-11 GoldenEye 007: Reloaded 7 Jan-12 Rochard 8.25 Feb-12 American Nightmare 7.75 Apr12 Guardian Heroes 825 Dec-11 Saints Row: The Third 9 Dec-11 Gotham City Impostors 8 Apri Rocksmith 8.25 Dec-11 All Zombies Must Die 7.5 Mar-12 ^ Gunstringer, The 8 Oct-11 Shank2 7 Aprt2 Grand Slam Tennis 2 8 Apri Saints Row: The Third 9 Decii Ату 3 Mar-12 Нар: Combat Silent Hill HD Collection 8 Apri2 Shank 2 7 Apri2 Armored Core V 65 May-12 Evolved Anniversary 8.5 Jan-12 Silent Hill: Downpour 7 Aprt2

the score

114

the score

3 | Steel Battalion: Heavy Armor

Platform 360 Release June 19 ESRB М

Steel Battalion: Heavy Armor is as fun as fumbling around for your keys in the dark while being pelted with billiard balls. The mech-combat genre isn't overflowing with alternatives, but they do exist. Save yourself the aggravation and pick any one of those. Jeff Cork

6 | Heroes of Ruin

Platform 305 Release July 17 ESRB T

Heroes of Ruin has technical issues, poor economics balancing, and combat that can't quite keep up with its own speed demands, but there is enough loot to collect to keep you fighting if you're looking for a cooperative diversion. Kyle Hilliard

7 | Resistance: Burning Skies

Platform Vita Release May 29 ESRB М

While the visuals won't sell you on the handheld's power like Uncharted: Golden Abyss, this Resistance campaign packs the big boss fights and unique weaponry you expect from the series. As long as you're not hoping for a console-quality multiplayer experience, Burning Skies should satisfy fans. Dan Ryckert

6.5 | Test Drive: Ferrari Racing Legends

Platform PS3 * 360 Release July 3 ESRBE

The combination of a solid racing framework with the Ferrari license could have worked out, but this is a zero-sum game that appeases nobody. Ferrari Racing Legends does not exhibit the best of what the sports car brand nor the developer have to offer. Matthew Kato

7.75 | Metal Gear Solid HD Collection

Platform Vita Release June 22 Rating M

Konami seems to be making a focused effort to wear out fans' patience with this handheld HD Collection. It isn't ideal for newcomers or for longtime fans, diminishing both its audience and value. Joe Juba

1 | Pokémon Conquest

Platform DS Release June 18 ESRB E

Pokémon Conquest places Pokémon into the world of tactical turn-based strategy with little kicking and screaming. Unfortunately, its simplicity will turn away tactical purists, and its complexity and management demands will turn off fans of the traditional Pokémon RPG. Kyle Hilliard

Visit gameinformer.com for the full reviews

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SSX 7.75 Apri2 Might& Magic Heroes VI 8.25 Dec-11 E ww Street Fighter X Tekken 8.75 May-12 Minecraft 9.25 Jan-2 Dilion's Rolling Western 8 Мау-12 Syndicate. 8 Aprig Мех 6 May-12 паі Fantasy IV:

Tiger Woods PGA Tour 13 8 May-12 Postal ll 1 Mar-12 The Complete Collection 85 Мау-11 Trials Evolution 9 Jun-12 Resident Evil: Operation Kid Icarus: Uprising 7 May-12 Trine 2 875 Feb-12 Racoon City 6 May-12 LEGO Star Wars Ill:

UEFA Euro 2012 675 Jun-12 Risen 2: Dark Waters. 6 Ju-i2 The Clone Wars 65 Мау-11 Ultimate Marvel vs. Capcom 3 8 Jan-12 Rochard 825 Feb-12 Mario Tenis Open 8 Ju-2 Walking Dead Saints Row: The Third Dec-11 Metal Gear Solid:

Episode One: A New Day, The 8.25 Jul-12 Serious Sam 3: BFE 7.75 Feb-12 Snake Eater 3D 75 Apri2 Warp 675 Api2 Shank2 7 Aprt2 Patapon 3 675 Jun-11 Witcher 2: Assassins of Sol: Exodus 6 Apri2 Һевідеп Evil: Revelations 9 Feb-11

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WWE 12 55 Jan-12 Lords of Winter 3 Jan-12 The Cursed Memoir 5 Jun-12 Syndicate 8 Apr-12 Star Fox 64 3D 825 Oct-11

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Bit Tip Complete в Oct-11 Рао һе Samural 9.25 May-12

Fortune Street 85 Jani Tibes: Ascend 85 Ju-12 ^ Dungeon Hunter: Alliance 5 `'Apr-12

Kirby's Return To Dream Land 85 Dec-11 112 8.75 Feb-12 Escape Plan 7.75 Apri2

Legend of Zelda: Tropico 4: Modern Times 8.5 May-12 FIFA Soccer 776 Apri2

Skyward Sword, The 40 Dec-11 UEFA Euro 2012 675 Jun-12 Но! Shots Golf:

Mario & Sonic at the Vessel 7.75 May-12 World Invitational 75 Apr-12

London 2012 Olympic Games 5.75 Feb-12 ^ Walking Dead Little Deviants 6 Арг-12 Mario Party 9 5.75 May-12 Episode One: A New Day, The 8.25 Jul12 Lumines: Electric Symphony 8 Арт12 Xenoblade Chronicles 95 May-12 Warlock: Master of the Arcane 65 Jul-12 МІВ 12: The Show 8 May-12

Witcher 2: Assassins of ModNation Racers: Road Tip 7 Арг-12 [CS отсос Edition, The 9.5 May-12 Mortal Kombat 9 Jun42 Battlefield 3 95 Dec-11 Ninja Gaiden Sigma Plus 7 Apri2 Botanicula 825 Jul-12 Rayman Origins 8 Аре12 Call of Duty: Modern Warfare 9 Jan-i2 Dragon Quest Monsters: Joker 2 7.5 Oct-11 Ridge Racer 5 May-12 Deus Ex: Human Revolution 85 Oct-11 Kby Mass Attack 85 Oct-11 Shinobido 2: Revenge of Zen 6.25 Apr-12 Elder Scrolls V: куйт; The 95 Jan-12 Professor Layton and Super Stardust Delta 8 Apri2 Game of Thrones 6 Jui QU Last Specter 85 Decl ^ Touch My Katamari 75 Арг-12 Gotham City Impostors 8 Apri2 Ultimate Marvel vs. Capcom 3 7.75 Арг-12 Jawa Pot: Tha Game 55 Ja» 2 Corpse Party 8 Feb-12 Uncharted: Golden Abyss 8 Apri2

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The Complete Collection. 85 Мау-11

Volume XXII e Number 8 o Issue 232

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My First Game

Rod Fergusson: Microsoft Train Simulator

efore he helped create the Gears of War series and became director of production at Epic Games, Rod Fergusson cut his teeth crafting a less violent affair. Microsoft Train Simulator may not evoke the same blood- and testosterone-soaked images of the Gears of War series, but Fergusson and his development team stared death in the face on more than one occasion. Producing the locomotive PC title would open the door for Fergusson to start working on Xbox games, but first his crew would have to chase

trains and avoid being electrocuted.

Training Days "If you can work on a Microsoft sim- ulation game, you have it made because the thing that's important about them is it has to be real. For every train we selected, we got to go to that location and photograph it. We even recorded the wheels on the rails. I've recorded every foot of track in Montana for 10 hours. Microsoft flew me to Venice to ride the Orient Express overnight to Paris, where we had our own pri- vate car. I was hanging an engineer off the back of the car, recording the wheels. You know, the waiter is coming in asking, ‘Would you

like tea, sir? And I'm like, ‘Not right now, we're recording!’

“We also pulled a prank doing the Orient Express. We made a stop and our sound guy [Matt Johnston] got out, and he’s like, ‘Okay, I want to get the wheels starting up as it goes to pull out.’ He's decked out with headphones, recording gear, and he's got the boom mic. So the train pulls out and he starts recording the sound of the wheels. Then we were sup- posed to stop and pick him up, but of course, we don't. So he starts running down the train tracks, trying to get on. It was awesome."

Big in Japan “I got to go to Japan, and we were trying to get the sound of the electric arm raising to touch the wire on the bullet train, and the Japanese people around us were freaking out. They were sure it was going to arc onto our sound

guy's graphite pole.

So we're all basi- cally waiting for the sound guy to explode. We kept expecting this Spark to go across the mic boom and blow up. It was hilarious.

"One of the things our sound guy had was a microphone which was a mannequin head that has two microphones for the ears to capture accurate spatialization We were in the train car with this head on a pole, recording the ambiance. He went up to a piano guy and asked him to play this certain song, because he wanted to get some ambient recording for the game. The piano guy goes, ‘I can't play that song.’

He's like, ‘Is something wrong with it?’ and the piano guy says, ‘Î swore I'd never play that song. That was my dad's song, and

he died, and I'll never play that song again.’ It was just weird stuff like that."

Off the Rails, Into the Water "| was sitting there trying to figure out the ratios of the train's airbrake-compression system There's the compression ratio and stuff, and I'm doing all this math trying to figure out how we would do it with the freight trains. 1 get a phone call from my developer working on Blood Wake [an Xbox boat combat game], and they're like, 'Hey Rod! What're you doin'?' Im like, ‘Uh, trying to figure out airbrake-compression ratios, what're you doing?' And he goes, "We're just blowin’ s--- up! It's awesome I'm like, ‘Bastards!’ So it was quite different having this very hardcore simulation and then moving onto gun-boat warfare.”

Head over to gameinformer.com/mag to see a video interview of Rod reflecting on Microsoft Train Simulator

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