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THE CONVERSE CONS STAR PLAYER PLUS SNEAKER

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

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

Read my column or comment on this letter at gameinformer.com/mag or follow @GI_AndyMc

can’t get any voice-command devices to

work. Apple’s Siri randomly calls people

from my contacts whenever | ask for direc- tions. If | ask for the score from a sporting event, Siri is sure to start playing a track from a band | haven't listened to in ages.

| have the same problems with Kinect’s voice commands. Sometimes some commands work, other times they do not. | have no idea why | don’t have a particularly thick accent. It seems to have a mind of its own. | share my frustration with voice control because | want you to know I’m biased. | hate the Kinect.

For all my dislike for the product that makes “you” the controller, | admit Dance Central was an amazing piece of software. That game, and thus far that game alone, figured out how to make the Kinect an interesting gaming device.

So when Microsoft announced that a new and improved Kinect would be sold with every Xbox One at a higher price point than its competitors, | immediately thought Microsoft was crazy.

But what do | know? I’ve been wrong about plenty of things before. Microsoft must have all these great examples of the hardware making amazing software available. But at the Xbox One launch we got Fighter Within, which cur- rently carries a Metacritic score of 23. For those who don’t use Metacritic, that’s real bad.

On the horizon we have... ummm, | can’t think of a title on the horizon save for Harmonix and Disney’s Fantasia, which magically got delayed. When | ask third-party developers how they are leveraging Kinect for their new games, most laugh out loud, like itis a punchline to a joke.

Sure, Microsoft has used the Kinect in other ways. Plenty of people love its entertainment options, especially the way it integrates with their cable service. Others enjoy the little touches, like how it recognizes you and auto- matically logs you in or allows you to rouse zombies in Dead Rising 3 by making a sound in real life. The Kinect is not without its moments.

But at this moment, none of these posi- tives are required for doing what most people purchase an Xbox One for - playing games. Microsoft is resolute in keeping the Kinect in the box. | wish it were optional. | literally can’t make it a part of my home entertainment system where | play games, as my consoles are too far from the TV. For consumers like myself, who want that option, we are basi- cally throwing away extra dollars to choose the Xbox One with services and hardware we don’t want or need.

Perhaps Microsoft has an ace up its sleeve that will show the power of Kinect and why it needs to be a part of every Xbox One sold, but | wish it would just move on, make it optional, and get us back to the business of playing games.

Cheers,

Y) CG. O ie O O

py 4 4

Batman: Arkham Knight

We’ve spent plenty of time walking through and flying above the streets of Gotham City, but for the first time in the Arkham series, Batman is bringing along his Batmobile for the ride. For his new- gen debut, Rocksteady returns to take back the mantle, and we have the first look. by Bryan Vore

26

Stepping In: A Glimpse Into Upcoming Open Worlds

regulars

6 Feedback Readers have nothing but compliments, adoration, and high-fives for our top 50 list. For the first time in history we didn’t receive a single complaint. We didn’t leave any games out, and we made everyone happy. At least that’s what we keep telling ourselves.

10 Connect This month, we’re taking a look at the future of the industry by reporting on the recent DICE conference. We also examine the trend of difficult, survival-focused games, and debate whether it’s time for Nintendo to test the mobile waters.

64 Previews We’re taking final looks at two new-gen console exclu- sives that might just put you over the purchasing edge with Titanfall and Infamous: Second Son. We also take a look at Sonic’s latest rede- sign, check in on Everquest Next, and build our own world in Project Spark.

84 Reviews The long-awaited Thief is finally in our hands, as well as the latest DLC for The Last of Us, and the final chapter for Professor Layton. We also review the new Strider, and see how the years and an HD makeover suit Final Fantasy X and its sequel.

100 Game Over Regardless of your feelings about the quality of films based on video games, they are big money-makers. We take a look at the numbers to see how some video game franchises have fared on the silver screen.

contents 3

games index

Wedded

Atelier Escha & Logy: Alchemists of the Dusk Sky.... 96

Bad Piggies

Banished

Batman: Arkham Knight Castle Doctrine, The Chaos Reborn Clockwork Empires Crew, The

Destiny

Division, The

Don’t Starve

Dungeon Defenders II Dying Light

Earth Defense Force 2025 Elder Scrolls Online, The EverQuest Next

Final Fantasy X/X-2 HD Galak-Z: The Dimensional Golf Club, The

Hail to the King: Deathbat Heroes of the Storm

Highlights: My First Hidden Pictures

Infamous: Second Son Jazzpunk

Last of Us: Left Behind, The

Lego Movie Videogame, The Mercenary Kings Motion Math:

Hungry Guppy NASCAR '14 Next Car Game (working title)... . Octodad: Dadliest Catch

Professor Layton and the Azran Legacy

Project Spark

Shovel Knight Sniper Elite 3 Sonic Boom

Soul Fjord Starbound Strider

Super Time Force Terraria

Volume Watch Dogs Witcher 3: Wild Hunt, The .

Wolf Among Us: Episode 2 Smoke & Mirrors, The

CORRECTION: In issue 250’s Fall of the Empire feature, a caption on the photograph of a statue incorrectly identified the subject as Ray Harryhausen posing i with a model of King Kong. In actuality, the statue depicts Harryhausen’s mentor, Willis H. O’Brien. Wolfenstein: The New Order

4 contents

iF youre playing with cigarettes, you’re harming your teeth.

Smoking cigarettes can cause serious gum disease that makes you more likely to lose your teeth than someone who doesn’t smoke.

THE REAL CosT&

Find out more at TheRealCost.gov

—, Brought to you by the FDA. FDA

Contact Us

feedback@gameinformer.com

New Game Plus | love how your cover stories don’t just give us the basic information about a new game; they also take the time to explain the his- tory of how the game came to be. A great example of this was the in-depth explanation of how Turtle Rock Studios overcame what seems to be dozens of obstacles in order to finally create Evolve, a game that | am greatly looking forward to. It really makes me stop and appreciate the massive amount of effort people put into a game just so | can kill off the remainder of my brain cells. It also makes me stop and think how some of my most memorable moments in gaming came dangerously close to never happen- ing. Thank you for giving me an insight to the extraordinary people who craft my extraordinary adventures.

Aaron Allen

via email

It’s easy to forget that video game develop- ers aren’t just faceless companies; they’re made of passionate individuals who try their best to create entertainment that they hope their fans will love. Players should remember that the next time they fire off

a hate-filled email over some aspect of a game they don’t like. To learn more about the creators behind Evolve, watch our History of Turtle Rock video documentary at gameinformer.com/evolve.

op 50 brought forth the expected amount of hate mail, as readers share their jilted picks for the best of.2013. Readers also weigh in on the best new-gen controller and ask what it will take to fix Battlefield’s single-player offerings.

Like Clockwork

There are two issues of Gl every year that | absolutely love to receive: Your Top 50 issue and the one after that. Your Top 50 always sheds light on new games and clues me in on what to look for. If not for this year’s issue, I'd have never found gems like The Stanley Parable and Device 6. Then there’s the issue after the Top 50, where | get to read all kinds of joy-pukingly neurotic rants, like “Where are my Nintendo games,” and “I’m canceling my subscription,” and “Why didn’t you include Game X (which eerily is almost always a Sonic the Hedgehog game)?” Thanks for providing such great reading material; it’s easily in my top 4,000, maybe even 3,700. Certainly not 3,600, though.

Doug Coolidge

via email

Oh crap, is it that time of the year already? Just kidding! We could never forget about the annual backlash to our Top 50 list - mainly because our inbox is full of it. Here’s a brief assortment of the angry letters

we received...

Nixed Picks

| feel you guys should apologize for not includ- ing Saints Row IV on your Top 50 list. The pop- culture references, the music, the gameplay variety, even the story it was awesome, and

reminded me of the goodness that was Army of Darkness. | feel like Saints Row IV was game of the year way better than GTA V, which felt so stale in comparison, no matter how good the story was. You even put Assassin’s Creed IV on that list, and it had a lower score than Saints Row IV. What gives?

Christopher Cavanaugh

via email

Come on, Game Informer, Splinter Cell: Blacklist should have been on your Top 50 list. It’s hands down the second-best Splinter Cell of all time. With a great story, the return of Spies vs. Mercs, and co-op, Blacklist was great. Do you really think Lego City Undercover is a better game than Blacklist? Not even one of your editors chose it. So why no love for Sam?

Shavarda Scott

via email

| just read your Top 50 list, and | am simply baffled by the absence of Shin Megami Tensei IV. Please give me an explanation for why this game was not included. While | can agree with most of the list, not putting that game in there just isn’t right. Instead, you put in Battlefield 4 and Call of Duty: Ghosts, two of the most overrated games in history! | know you feel that it is one of the best games of 2013, because you gave it a very good review score, so why isn’t it in there? PS. | am happy with 75 percent of the list. Trevor Pickett via email

This year’s abundance of great games made it harder than ever to trim our list down to just 50 entries, and the sheer variety of gameplay experiences led to a lot of disparate opinions even among the GI staff. We still consider that kind of diversity to be a good thing, but if you don’t agree, just remember that there’s no shame in being wrong.

In the Top 10 Disappointments of your Top 50 feature, you talked about Nintendo not having a universal friend list, and annoying friend codes. The Wii U does have a universal friends list that can be accessed from any game that wishes to use it, like Call of Duty, Monster Hunter, etc. Also, the Nintendo Network does have a friend code feature, but you don’t actually input them. They’re for Nintendo’s security reasons, and users have usernames just like PSN, Xbox Live, and Steam. Matt Neal via email

| saw that Nintendo was on your Top 10 Disappointments list for its gimped online infrastructure. However, your complaints were a bit misinformed. The Wii U does have a universal friends list and does not use annoying friend codes. Now, that doesn’t mean that the infrastructure still doesn’t suck. It is incredibly unintuitive to send someone a message or a game invite. | can’t just click on someone’s Mii from the friends list and invite them to come play; | have to sit through another loading screen to get to the Miiverse, then send them a message, and then they have to stop their game and sit through the same loading screen to read that message (which they probably missed anyway because the only notification is the flashing blue circle on the GamePad). This is a horrible system. Regardless, the next time you critique a video game console you should try to give the impression that you have actually turned it on.

Curtis Puryear

via email

While we admit our description of Nintendo’s online shortcomings was confusingly worded (our complaints weren’t meant to be read as specific to the Wii U), our criticisms still stand. Nintendo’s friends lists don’t carry over between systems (i.e., between Wii U and 3DS) the way Sony and Microsoft accounts do, and hence are not universal. Additionally, whether you are dealing with Friend Codes on 3DS or Nintendo Network IDs on Wii U, Nintendo’s approach to adding and interacting with friends is still annoying.

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“| was wondering if | could have your support on boycotting all Zynga games?”

No.

“Was it a happy accident

or pure twisted genius that your Top 50 article started on page 50?!”

We’re going to go with pure twisted genius.

“How come there was never a 64-bit console?”

There was. It was the Nintendo 64.

“Are Y'all Drunk?! RE: Top 50 2013 Picks”

What’s the most important characteristic a video game villain should have and why?

Last month Ben Hanson, Tim, and Dan interrogated famed Japanese developer Hideo Kojima for new Metal Gear Solid V intel. Find out all about the game at gameinformer.com/mgsv

Later, the trio tranced out with a robot in a Japanese dance club. They were deported the next day

continued on page 8

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@ 38% Best Controller Debate

@ 28% Top 50 Omission Complaints ™@ 16% Evolve Love

@ 10% Fall of the Empire Praise

08% Alien: Isolation Excitement

Who needs superheroes when you’ve got the crew at Rocksteady, who assembled

to give us our first look at Batman: Arkham Knight?

We also sat in ona

mo-cap session with Rock- steady’s cinematic director Paul Boulden and senior cinematic animator Art Lenavat

Between Battlefield 3 and Battlefield 4, I’ve read countless reviews (including Gl’s) blasting DICE’s single-player campaigns. While | agree that they have been lacking, what | never see are any suggestions as to what reviewers would actually like to see from them. We know you don’t like them; how about some more ideas in the feedback just once? Doug Newton Brooklyn, NY

DICE already has an excellent blueprint of what we'd like to see from Battlefield’s single-player campaigns: more Bad Company. The spinoff series’ wide-open levels, destructive environments, vehicu- lar combat, and entertaining characters were a great alternative to the standard military shooter formula. After all of Battlefield 4’s troubles, bringing back DICE’s foursome of misfits and making it a cooperative affair might be exactly what the series needs.

1 Jason Linder We have to assume that Cranky is telling boring stories and Funky is super wasted

2 Demosthenes Wiggin Neku has always hated the paparazzi

3 Michael Barrett At this point, we think Snake is auditioning to take over in the “Most Interesting Man in the World” ads

4 Hyde Ruth Franco For a dude who lives in a sparkly puffball world, Kirby pulls out those angry eyes an awful lot

Submit your art for a chance to win our monthly prize. Please include your name and return address. Entries become the property of Game Informer and cannot be returned. Send to: Game Informer Reader Art Contest | 724 First Street North, 3rd Floor | Mpls, MN 55401 or Email to: ReaderArt@gameinformer.com

JLJJALLLLLALLLLLLLLALLLA LLAMA MMMM MMMM LLL LLL LLAMA LLL MMMM ddd dd ddddldddiikhhiddidlls

Naughty Dog’s Christophe Balestra and Evan Wells had plenty to be happy about at this year’s D.I.C.E. Summit, after The Last of Us swept the show’s awards ceremony Lat- er, Andy found some appropri- ate mood lighting to chat with Bethesda’s Todd Howard

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~ —_— NOTABLES.

416

a Classic

“stepping invaglim glimpse

into upcoming open worlds

all ages: five for five” (and younger)

burning issues facing gaming in 2014 and beyond

FOR PUBLISHERS AND DEVELOPERS, it used to be so much simpler. You selected your target platforms, created the games, and released them to brick and mortar retail stores. But in today’s landscape, where new platforms are constantly emerging, digital distribution has opened up new revenue models, and developers don’t even need a publishing partner to get their games made, the number of choices is downright dizzying. Do you stick to the tried- and-true consoles, or do you forgo them altogether to pur- sue the much larger install bases on mobile phones and tablets? Do you stick with a traditional price model, or test

ae

the waters with free-to-play or paic

several of them aside at the annual DILC.E. Summit in Las Vegas to hear their thoughts on some of the bigger ques- tions facing the game industry.

4%

by Matt Bertz

Industry imsiders discuss the

Will thisnew console generation _have more or fewer new IP than_

hen Sony and Microsoft launched the PlayStation 3 and Xbox 360, publishers came out of the gate with an avalanche of new franchises. Over the first three years of the consoles, gamers were inundated

with bold new concepts, from legitimate blockbusters like Assassin’s Creed and Uncharted to critical darlings like BioShock and Portal. But as the years dragged on and mid-tier publishers like THQ started biting the dust, pub- lishers began relying on established franchises rather than pushing innovation with new games.

With two new consoles offering devel- Opers untapped power, we expect Creativity to pick up again in the early years of the PlayStation 4 and Xbox One. But will we see the depth of bold new ideas that we enjoyed last gen- eration, or will market conditions dic- tate that major publishers take fewer chances with their lineups?

“| think you're going to see the same thing you've seen before as far as the AAA space where initially you’re going to see a lot of new IP, and then it’s going to slow down drastically as the generation continues,” says Naughty Dog creative director Neil Dr'uckmann. “The successful ones will stay, and maybe if a few fail then you might see a couple new ones, but it won't change a lot toward the end.”

Naughty Dog game director Bruce Siraley thinks that the steep financial investments attached to large-scale game development makes it tough for publishers to take as many chances as they did in the past.

“The triple-A [publishers] still have the issue of the budgets they have to create that scale of game versus the profit they have to turn around to justify that development again,” Straley says. “We have a luxury at Naughty Dog that Sony trusts us and we're able to push and challenge ourselves in what kind of games we want to make. But my understand- ing and | don't know because I've worked at Naughty Dog forever - is it doesn't sound like other people really

have that kind of flexibility. That will be interesting and definitely affect whether or not you will see more sequels or new IPs whether or not the upper management of those com- panies feel comfortable in trying and testing new ideas. Maybe that comes down to scope of game. Maybe if

the scope is reduced down they can justify smaller teams, smaller devel- opment cycles, and getting some- thing out the door a little bit faster [when] there’s not as much at stake. So maybe it’s not about new IPs, it’s about new scoping of games.”

With both Sony and Microsoft making inroads to creating more inviting platforms for non-established developers to release their games on the consoles, some creators think that - even if we see less new IP from the big publishers a new era of innovation could spring from these smaller teams.

“One thing that’s interesting right now is there are indie developers that had their first big hit last generation like Braid or Bastion, and they’re making their follow-up games now, and almost none of it is like Braid 2 or Bastion Returns,” says The Fullbright Company co-founder Steve Gaynor. “They are creating new IPs to follow their successes. Obviously, there’s still going to be continuations; there will be more Mass Effects. At the same time, year-over-year, there will be more new prominent IPs that are going to come out.”

connect 11

Can second-screen gaming be anything more than a marketing gimmick?

ith the proliferation of mobile and tablet devices over the last several years, more and more studios are brainstorming ideas that allow gamers to use their other devices while playing console or PC games. Battlefield 4’s second screen app allows you to tweak load- outs mid-match or assume the role of commander. Ubisoft’s upcoming open-world shooter The Division also leverages the second screen to give a player control of a drone, work- ing in tandem with his or her friends playing on console.

12

Will Steam Machines seriously disrupt the PC market?

alve finally revealed the first lineup of Steam Machines at this past CES, and many were left scratching their heads at the strategy. Introduc- ing 14 different consoles ranging from $500 to upwards of $6,000 gives consumers a lot of choice, but it also could potentially create confusion around the platform. Why spend all that money for a system that has a much smaller game library than the Windows-based Steam?

“That’s one machine | don’t quite get yet,” says Ed Fries, the former vice president of game publishing at Microsoft. “When I’ve talked to Gabe [Newell] about it or heard Gabe talk about it, [Steam Machine] was done sort of as a defensive measure against a fear that [Microsoft] would close down the Windows platform in kind of the same way Apple has to some degree closed their platform. They didn’t close the Mac, but their portable devices are closed. It’s kind of a hedge against that. As a strategy, it makes sense. As a consumer point of view, | have a Windows machine and | have Steam. | don’t need this box.”

The majority of developers we spoke with shared Fries’ sentiments.

“I'm kind of skeptical just because there are 14 of them coming,” says Media Molecule’s creative lead

These concepts are certainly interest- ing, but ultimately seem more like

a back-of-the-box bullet point than a game-changing feature. We asked other developers what they thought of this concept. Some find it very intriguing.

“I’m quite interested in it because to me we have to remove some user interface from the screen,” says Media Molecule designer Christophe Villedieu. “I never like blinking things when I’m playing. | love games when there is no Ul at all and you’re trying to guess what’s happening. It depends on the game, because some games you can’t take your eyes off the screen or you're dead. | think it’s something new we haven't explored it yet. | think that’s a new way of playing.”

While the concept holds potential, the fact that you need a player who owns the console to have another device could limit the effectiveness of this approach.

“To have this additional experience

Rex Crowle. “It just feels a bit like 3DO or some other systems that really didn’t quite work out.”

But even though many don’t understand what need the Steam Machines are potentially filling, not everyone is ready to outright dismiss Valve’s endeavor.

“It’s sort of hard to really predict where it’s going to go,” says CCP CEO Hilmar Veigar Petursson. “I’m not sure we need another console. It seems it will have to be very expensive to even compete with a PlayStation 4 with its crazy memory architecture and all that. And they backed away from the crazy con- troller. | just don’t know, But what | know is it’s going to become some- thing. Valve has a thing in their head, and nobody knows where it's really going to go.”

you need to have mobile or tablet hard- ware, and that’s great and everything, but that means that by its very nature, it’s going to be an optional feature,” says The Fullbright Company’s Steve Gaynor. “If your feature is optional, there’s only so much of an impact it will have on the overall design.”

Naughty Dog’s Bruce Straley agrees.

“Everything I've seen so far maybe | haven’t seen enough of those games has been a little gimmicky,” he says. “| think it's going to take someone to find a feature that really has depth. The problem is if it’s always this optional thing, then no one is going to invest resources into making it integral to the experience. If it’s not integral, then you ask, ‘Well why do | have it at all if it’s just optional?’ Maybe it will take someone who makes it integral - you have to have the second screen and then people will see the value in that, and then really invest and find a feature that's worthwhile.”

Games like Blacklight: Retribution (left) and Warframe (top right) are testing the waters on console for the freemium model, which Clash of Clans (bottom right) proved so

lucrative on mobile devices

Can the free-to-play economic model gain widespread acceptance on consoles?

ver the past few years, more and more publish- ers have experimented and found success with new economic models for digital games on PC and mobile platforms. Success stories like Supercell, which generates roughly $2.4 million per day from just two games - Clash of Clans and Hay Day - are spurring the old guard to think about packaging their games in new ways instead of simply sticking a $60 pricetag

on each game.

With Blacklight: Retribution, Warframe, and DC Universe Online already testing console gamers’ appetites for these types of experiences on the PlayStation 4, the tide for free-to-play is rising. Whether or not this approach will take hold on con- soles is still a charged topic of debate within the industry. Some believe the change is inevitable.

“The numbers are very clear the old models are continuing to decline,” says EA founder Trip Hawkins.

While any bottom-line oriented busi- nessmen can’t help but think this is the future given the massive success sto- ries, many of the developers we talked to were less convinced.

“There need to be some new methods created in the game design to support it because it feels like nearly all free-to-play

games are the same core model re- skinned and reused again and again,” says Media Molecule’s Rex Crowle.

“I do not enjoy playing them myself at all because for me it's always been about investing in the game, and if it’s great you are getting more value for your money and you enjoy it more. It’s noble. Whereas with that model it’s like the more you are enjoying it, the more it costs you.”

Naughty Dog’s Bruce Straley is wary of the model as well.

“I'm not a huge fan of freemium, what that means to players, maybe where that takes games, and more specifi- cally what that means for single-player, narrative based games,” Straley says. “| hope that never becomes a hindrance to us and the kind of games we like

making. I'm a little fearful of that.”

Making such a drastic change to a valuable, moneymaking franchise is a daunting task. Games where the majority of their users play online, like Call of Duty and Battlefield, seem to be natural candidates for conversion to freemium, but doing so could endanger their standing with the current fan bases. EA Studios executive vice president Patrick Sdderlund told MCV this past November that he doesn’t anticipate flagship EA franchises to wholly adopt a free-to-play model any time soon. “When | pay $60 for Battlefield, | know what | am getting,” he said. “And | think there are players that prefer that. And it’s not a case of one or another; they can both exist, and there may be hybrids, too.”

Their hesitancy could open the door for a competitor to make a bold move.

“It's hard to detach from $60 until you're really sure you're going to come out ahead,” says Trip Hawkins. “Take World of Warcraft they run a subscrip- tion model. It’s not as potent in the MMO market as free-to-play with virtual goods. Blizzard made the mistake of waiting too long and having competitors do it to them instead of them disrupt- ing themselves. | saw a list recently of the most lucrative games and Warcraft was number seven. It used to be a really dominant number one. Everything ahead of Warcraft is free-to-play with virtual goods. They kind of blew that window.

“So when does it happen with a Call of Duty type game? Maybe it will happen with a disrupter. Then they'll say, ‘We’re losing that $60 anyway because nobody is playing the game, | guess if you can't beat ’em you better join ’em.’ But the smart guys just finally say ‘Screw it, let’s take the risk, let's make the commitment, let’s make shift and just believe in it.’ It’s just hard for people who have an established inter- est to let go of what they have. You can tell that all the big companies continue to struggle. They have a hard time trying to pry their hands off the old way of thinking. It’s human nature; | can see why it's so difficult.”

The most likely scenario ts full-priced blockbusters, cheaper downloadable games, and free-to-play titles will find room to co-exist on the new consoles.

“The good thing about digital distribu- tion taking off and moving away from just buying boxed games at a retailer is it affords for all kinds of different games,” says Naughty Dog’s Neil Druckmann. “Different game lengths, different kind of pricing models for games, and that's good for gamers because you can allow all these creators who gravitate to dif- ferent experiences to get it directly to the fans. Yes, because of that you will see more freemium games taking off, but hopefully that's balanced with the big AAA experience, with smaller indie games - that they all can be successful in this market.”

connect 13

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Starbound

Will major publishers adopt the paid alpha model espoused by indie developers?

otch first started making Minecraft in his free time, and he didn’t have a lot of money to sup- port the project. Instead of seeking out a pub- lisher or venture capital like many developers do, he took a new approach by opening up the

game to the public and charging for access to the alpha. Even though the game still had years of development to go, curious gamers flocked to the world building game, making it a runaway success well before its “official” launch in 2011.

Given the extreme criticism a game

like Battlefield 4 received after having

a rough launch, it’s hard to imagine major publishers opening up early ver- sions of its games to the public and charging for access. But looking at the Steam top sellers chart, several alpha titles like DayZ, Rust, 7 Days to Die, and Starbound constantly rank in the top 10. Clearly a market exists for games that are a little rough around the edges.

“1 can’t imagine that platform holders and publishers are not looking at the suc- cess of things like the DayZ alpha,” says the Fullbright Company’s Steve Gaynor. “That was alpha, alpha, alpha, yet it was the top seller throughout the entire Steam holiday sale at full price over all of the games that were discounted. They made money, and their game isn’t going to be at 1.0 for a long time.

“In some ways, that’s been the model for MMOs for a long time. When did World of Warcraft hit 1.0? Its experience is very different three years after release than it was on release. They continue

14

to refine it, change things, and add fea- tures, yet they are making money the entire time. Again, it seems like some- thing that with these consoles that are always connected, there’s not a huge reason that we can’t have download- able games from the PlayStation Store that have a flag on it that says ‘Hey, this is an alpha.’ Maybe it’s discounted or maybe it’s not. | don’t see a reason why it couldn’t work in the same way it works on Steam.”

The market clearly exists for these types of games, but to some develop- ers, the concern about this approach goes beyond the business model. Introducing players to your world early on and receiving feedback could affect the rest of the development for better or worse. This could be a double-edged sword for products that already have a clear vision.

“| think as a developer it’s quite risky because sometimes you can end up with a different game if you show the game to anybody,” says Media

Molecule’s Christophe Villedieu. “Is it better? | don't know. | think it's sharing the experience with the players and fans. The sharing aspect | like. We have a strong community with LittleBigPlanet who support us, but do we want them to have tons of input in the next thing? It's a tricky thing. Sometimes you want it both ways, sometimes you don't. There are already some betas on con- soles, but alphas are a bit too [rough].” Even if publishers and developers are keen to adopt the paid alpha approach to game design, it’s still ultimately up to the platform holders whether or not they want to allow these types of experiences on their consoles. Microsoft and Sony have traditionally had closed platforms with quality control, and alphas cut against the grain of that philosophy. “This is a bigger conversation than

[Naughty Dog], but if | were in some room with a bunch of dudes talking about what the projections are for what our culture is that we're trying to create for the platform, do | want to create this sort of open-ended feeling [that] the community is integral and part of this iteration loop, or am | trying to say when you get a game on this console it is the best f---ing game you're going to get?” asks Naughty Dog’s Bruce Straley. “It needs to be polished and it's well exe- cuted and only certain games are even going to make it on this console where are the boundaries, where is the line that you draw that says good enough?”

This is a question we’re likely to see answered by Sony and Microsoft in the next few years as PC games and mobile games continue to push the paid alpha model forward.

Will streaming services ever gain traction?

treaming services have had a hard time making headway in the gaming space thus far. Despite lining up more than 50 publishers for its cloud gaming service and building a considerable server network across the United States, OnLive failed to catch on with gamers. It’s hard to pinpoint one exact reason why it failed, but it likely came down to a com- bination of inconsistent performance, an underwhelming game library, and general lack of interest from consumers.

This past January, Sony officially unveiled its Gaikai powered streaming service, dubbed PlayStation Now. When it launches later this year, the service will stream back-catalog gaming content

to Sony branded televisions, mobile devices, the Vita, PS3, and PS4. Users can pay for access to PS3 titles ona per-game basis, or sign up for a sub- scription service. In the future, Sony

eam or-are they des

plans to offer PSone and PS2 games, and could leverage the technology for game demos of upcoming titles as well. The plan is certainly ambitious, and given that of the PlayStation users number in the hundreds of millions, Sony already has a large install base. So is this the year streaming takes hold? Some believe the change is inevitable.

“Everyone’s so used to that model now with Spotify and Netflix that it feels like a natural step,” says Media Molecule’s Rex Crowle. “I would be way more interested in a model where you’re paying a subscription and you can just jump into a library and play whatever you want to play rather than getting into free-to-play games.”

But not everyone sees it as a winning idea.

“lve always been a skeptic about this cloud play kind of thing,” says Ed Fries.

‘d

tined to be

“As a way of playing retro games for backward compatibility, that could be nice, but this idea has been around for a long time and it’s never really made sense.

“My problem is it makes less and less sense every year. The hardware is getting faster and faster and cheaper and cheaper, so having local hard- ware run your game and have instant response with no latency problems and no network problems is a great thing. Why would you park something up in the cloud and have those problems? | don’t see what problem it is solving. | see what problems it is creating. | think the speed of light to Los Angeles to New York is like nine milliseconds or something like that, which is almost a frame at 60 frames per second. And that’s like a direct line with no switches in between. Speed of light is areal problem and it won’t go away.”

che devices?

he momentum behind virtual reality has stead- ily increased over the past few years. Sony is working on its own VR headset, Valve is actively exploring the potential, and Oculus Rift contin- ues to grow supporters from within the industry. In the past six months, it lured legendary game developer John Carmack away from id Software to become its chief technology officer and brought on former EA Partners chief David DeMartini to spearhead the company’s publishing divi- sion. Internal expectations are incredibly high, with Oculus founder Palmer Luckey boldly proclaiming that VR headsets will go down as “one of the most important technologies in the history of mankind.”

But even with all the hype, several ques- tions still surround the device. How much will it cost once it launches later this year, will Oculus be able to procure a must-play game that will serve as a system seller, and will the install base grow large enough to attract more devel- opers? All of these questions need to be addressed if Oculus wants to move beyond being a niche device and tread into the mainstream consciousness. Several technological hurdles need to be overcome, as well.

“| think it’s going to be a long time before you get the framerate and the quality of graphics up so that it could become a truly accessible device for mass market appeal,” says Naughty Dog’s Bruce Straley. “On the indie side of things there is a huge desire to make something for the VR headsets, and | am extraordinarily intrigued by the possibilities. We've talked about, ‘Could you imagine being in Pittsburgh in The Last of Us with the headset on

and listening for a clicker or overhearing

conversations?’ It would be the most intense experience ever.”

Another potential deflating issue facing virtual reality headsets is the user experi- ence. People who wear glasses don’t have a comfortable experience wearing a headset on top of their frames, and users being subjected to motion sickness isn’t an easy challenge to overcome.

“I’m still in the skeptical camp on that one,” says Ed Fries. “I’ve only seen the low-resolution version of Oculus and felt sick pretty quickly. | had a lot of techni- cal issues with it. It was hard for me to see past that. | hear the HD version is better, and the motion blur is better. Even with all of that stuff - and I’m prob- ably wrong on this but trying it made me see all of the problems with it. You can’t really use your head turning to nav- igate, because your head only goes half way. So you have to have a controller anyway to get around. You’re using your thumbs to get around, not your head, and so your body feels like it’s moving one way and it’s not moving. Your head seems like it’s moving, and that’s what makes you sick. | don’t know how they get around that. No matter what, if you’re going to move, you’re body is not going to be moving. Your inner ear is not going to be moving, but your character will feel like he is moving. Making it so real amplifies the problem. If you can’t move, that’s a fundamental problem.”

Pairing a VR headset with haptic

feedback could be one way around this problem, but that type of experience isn’t very conducive to a home environ- ment filled with obstacles like couches, coffee tables, and lamps. In an era where experiences like the Nintendo

Wii and Guitar Hero have brought more people into the fold of gaming, some are also resistant to the idea of going back to a reclusive experience where wearing a headset cuts off your interactions with other people in the room.

“| think the immersion aspect is something new, and if it’s nicely done it could change everything, but | don't see myself playing with that at home with my wife coming in and looking at me like ‘What the f--- is he doing?” says Media Molecule’s Christophe Villedieu.

Perhaps the true potential for virtual reality technology isn’t in the home, but rather in the dusty old arcades that play- ers have largely abandoned over the past few decades.

“Maybe this could be the rise of arcades again, of actually going some- where to put these on,” says Media Molecule’s Rex Crowle. “It becomes more of a social thing then, kind of like going to the gym or something like that where you meet up and all put your headsets on and accidentally punch each other in the face as you’re flail- ing around fighting dragons. It may be some kind of weird mash-up between an arcade, a gym, and LARPing.”

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Surviving ca Game

With so many modern game experiences over the past few console genera- tions turning into interactive movies that push a player through a clearly defined set of goals and objectives that require little effort, the pendulum has swung violently back in the other direction. From unforgiving action games like Demon’s Souls to the rebirth of roguelikes with FTL: Faster Than Light and Dungeons of Dredmor, these throw- backs remind players that the tougher the challenge, the sweeter the achievement.

One of the most popular modern expressions of challenge in video games is the survival genre. These games offer players the freedom to fail, and fail often, while seeking food and shelter and preparing for unpleasant evenings spurred by enemies, other

players, or both. Whether you’re being hacked to pieces for your rock supply in Rust, having your setup blown up by a Creeper your “friend” brought home in Minecraft, or starving to death during a harsh winter in Banished, these games test a player’s

resolve and willpower.

In a world where game failure had become a missed button press on a quicktime event that can be quickly reloaded and completed, the shift toward player-crafted experiences and per- madeath with real interactions, consequences, and rewards isn’t that surprising. While they’re not for everyone, survival games unapologetically bring the challenge back. This is a look at some of the titles that are pushing the boundaries in the genre.

SN

Rust

Rust may be the most “pure” of the current crop of survival game options. The title has become some- what notorious for its gangs of roving, naked men that accost players for food, materials, or their lives. Player will likely experience this in the first few min- utes of gameplay. The core of the game is trying to create shelter, forming communities, and assembling advanced weaponry to stay alive. There’s no end boss to defeat, and no way to “beat the game.”

Interaction in the open world is almost completely player driven. Players are free to do whatever they wish, from building heavily guarded compounds to roving around in the nude demanding goods from unlucky travelers.

“Our aim is to give the player more tools to play with,” says Garry Newman, director of Facepunch Studios. “We're huge on enabling emergent gameplay. That's what Rust is about. For the most part we want to stay as far away as possible from defining gameplay. Our job is to give the player the tools they need, or at least the tools they need to get the tools they need.”

With Rust and games like it, players have no real guidance. They’re simply thrust into the thick of things for better or worse.

“| think it's something that people have wanted for a long time,” Newman says. “It feels like a lot of games are very ‘friendly.’ They really hold your hand, they don't expect you to learn to play the game your- self, the whole game is a big tutorial. | think we’ve

missed games that kick you in the face. That you have to really work at to get anywhere.”

Said face-kicking can occur immediately and violently in Rust, whether the new player is chewed to death by a mutant bear or brought down by the unforgiving rocks or rifles of fellow players.

“Any emotion that a game evokes is probably a good thing,” Newman says. “Even if that is immense anger and frustration. You need the dark to see the light. Making friends with someone in game, helping them and having them help you back, that all means a lot more if they can blow your head off and steal everything you own.”

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Starbound

Building upon the 2D styling of Terraria, Starbound lets players journey across the galaxies and attempt to survive a multitude of bosses and deadly planet denizens. While gaining access to more powerful weapons and tools over the course of journeying from the rela- tively mild early-game zones to Sector X, players have to deal with powerful alien species and dangerous planet environments, including lack of oxygen, meteor showers, risky asteroid fields, poisonous liquids, frozen ice planets, and volcanic explosions. Players can choose from a variety of different races and engage in generally co-operative multiplayer as they traverse the stars. Starbound’s difficulty ranges from currency drop on death to permanent character death. The early access build is currently available on Steam.

Don’t Starve

Minecraft may have brought the “Get some food and hide because night is coming” experience to the main- stream, but other titles have taken this philosophy to new levels. Klei Entertainment’s Don’t Starve makes survival the ultimate goal, with challenges that continue to ramp up and additional resources that must be managed carefully in addition to heat and hunger.

In Don’t Starve, players can lose to a huge roster of dangerous monsters or by simply going insane. The game doesn’t embrace the dark heart of humanity by including multiplayer functionality, but it doesn’t have to. It’s already a punishing experience that has all kinds of variables in any given playthrough.

The procedural generation makes every attempt a journey into unexplored territory, as players encounter massive killer trees, spider queens, or even the Christmas demon Krampus. A collection of unlockable char- acters, each with signature abilities, adds a progression aspect to the many deaths a player will endure. While nighttime is often a cause for alarm in survival games, it’s an absolutely lethal experience in Don’t Starve.

Terraria

Terraria takes the building and exploration aspects from Minecraft and adds a healthy layer of adventuring and combat to the mix. Dangerous bosses and spectacular weapons and armor give this 2D survival game goals and objectives within the world. Players can select various server rulesets to enhance the difficulty level of the game significantly, ranging from a small currency penalty on death to permanent character death.

The survival genre owes much to DayZ, which started off as an Arma II mod. Creator Dean Hall teamed up with Bohemia Interactive to create the current standalone title, available in early access form on Steam. While zombies permeate the landscape,

the real gameplay revolves around interacting with other players, both positively and negatively. Will you group up with friends and take over a town? Are the two people approaching you friend or foe and will you shoot first and questions later? As with other titles in the genre that feature player-vs-player aspects, survival quickly becomes less about zombies and more about dealing with other humans who are also in need of food, shelter, and weapons. @

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‘Its Ciames.To Mobile Platforms?.

The recent rise of the mobile market has provided publishers such as Rockstar, Capcom, Square-Enix, and EA with new opportunities for financial gains. To date, Nintendo has not explored mobile development. Some argue that the rich mobile economy would’ solve many of Nintendo's financial woes, while others fear that a mobile shift would diminish the company's strengths. Like a typical debate club, our editors have been assigned to defend a position whether it agrees with their personal views or not.

intendo’s current business strat- egies are failing. The company recently announced an operat- ing loss of roughly $15 million during the last nine months of 2013. In that same time period, the com- pany sold less than 2.4 million Wii U con- soles. Comparatively, Sony shipped nearly twice as many PS4s in only two months. Nintendo needs a new business plan.

Many industry analysts and fans are encouraging Nintendo to explore the rich mobile market. Apple customers spent over $10 billion in iOS apps alone last year. Unfortunately, Nintendo doesn’t know how to approach the mobile market. The company recently announced that it had tasked a “small, select team of developers” to release free mobile videos and minigames that it hopes will attract consumers to Nintendo’s console offerings. That is not how a com- pany takes advantage of a rich new market - that’s just marketing.

Nintendo nostalgia runs deep in our culture. We slap Mario’s pixel- ated form onto our shirts, coffee mugs, keychains, and phone cases; we just can’t play official releases of his games on our phones. This is a shamefully untapped market.

Nintendo’s best strategy would be to shift a selection of its clas- sic games over to iOS and Android. In a recent interview with Game Informer, industry analyst Michael Pachter estimated that if Nintendo shifted as few as 10 classic titles over to the mobile space, it could theoretically wipe away its financial losses from the previous year.

Nintendo wouldn’t have to stick to the classics either. Many of its popular brands could easily be adapted to fit mobile sensibilities. The auto-run genre worked well for Rayman; there’s no reason to think that it couldn’t work for Mario. A mobile app would make training and trading Pokémon with friends easier than ever. And I’d much rather manage the quiet town of Animal Crossing from my phone than any tiny tower.

| love Nintendo. | love Nintendo games, but there might not be a Nintendo for much longer if it keeps its current strategy. A mobile push would give Nintendo the solvency it needs to continue making the games we love, for every platform. » Ben Reeves

hough Nintendo could”use mobile to woo its lapsed’ fans; | am certain that shoveling/its back catalog onto our phones isn’t the answer. Hardware doesn’t make Nintendo a valuable.com- pany. It’s the characters and games:that keep fans coming back for more.

"If | was to take responsibility for the company for just the next one or two years, and if | was not concerned about the long-term future of Nintendo at all, it might make sense for us to provide our impor- tant franchises for other platforms, and then we might be ableto gain some short-term profit," Nintendo president Satoru Iwata told CVG in August 2013. This is most true in a mobile environment.

Mobile has two core effects that do not fit in Nintendo’s philoso- phy. Mobile would offer a burst of cash, but in the long run would make full-priced retail games and the hardware on which to_play them a tougher sell. Nintendo would first need to develop internal resources (or outsource) the capacity to create mobile versions. It would also need to develop the knowledge base to compete inva market defined by crushingly low prices that would obliterate the value of its characters.

Quality is the bigger problem. Even when Pokémon X & Y hada rare game-breaking bug, the company identified the issue quickly, shared a workaround, and issued a patch quickly. In a mobile envi- ronment, Nintendo doesn’t control the operating system or the growing number of devices in that space. Diagnosis and repair could be slowed considerably.

Mobile controls are often clumsy, diminishing the experience: For Nintendo, a company concerned with delivering a positive user experience, these are all unthinkable compromises. Nintendo-won’t (and shouldn’t) take steps that would devalue its characters and tarnish the reputation of quality. The company should use mobile to its advantage, but the answer isn’t to flood the app storeswith games we’ve already played. » Mike Futter

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strips down to a 15-person operation, with

studio head Ken Levine reimagining the studio as a “smaller, more entrepreneurial endeavor.” Levine says he wants to make replayable, narrative-driven games that are exclusively downloadable. In the future, 2K Games will handle the BioShock franchise.

creators King have~ filed

to trademark the word “Candy” in whatit says is-an-attemptto protect its IP from copycats. King have also gotten into alegal wrangling over developer Stoic’s use of the word “Saga” in its game The Banner Saga (shown), claiming that Stoic’s tactical PC title is “confusingly and deceptively similar” to King’s match-three title Candy Crush Saga: Ironically, indie studio Stolen Goose says that King has ripped off its Scamperghost game-with King’s own Pac-Avoid In 2009; King negotiated for Scamperghost, but ultimately Stolen Goose decided to take its game elsewhere:

“To be honest, I don’t think the franchise could be

in better hands.”

on Epic sell- ing the Gears of War franchise to Microsoft. Series vet Rod Fergusson is overseeing the franchise at the Microsoft internal studio Black Tusk.

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Game Development's

» GREAT WHITE NORTH «

Montreal, Canada’s Video Game Mecca

Despite the frigid climate, Canada has become home to many major players in the game industry. Since the late '90s, when French publisher Ubisoft opened up a branch in Montreal, the city has become a major North American hub of game development. At least part of this is due to the fact that the Quebec government helps cultivate the industry in the form of heavily subsidized jobs and other economic incentives for game companies.

Formerly known as A2M/Artificial Mind & Move- ment, Behavior has made a name for itself in ports and creating games based on popular licenses, like recent games Brave: The Video Game and Ice Age: Continental Drift.

This division of BioWare opened in 2009. It’s currently working on an up- coming Mass Effect game. It shares a building with EA Mobile Montreal. Army of Two studio Visceral Montreal, which also shared this office, was shuttered in 2013.

This indie studio recently released the arty adven- ture game Contrast.

Founded by ex-Ubisoft employees, Cyanide has created two games in the epic Game of Thrones universe, an RPG and a strategy game entitled Game of Thrones: Genesis.

Funcom, based in Norway, opened a Montreal branch in 2009. The company’s Montreal studio has helped create the MMO The Secret World and the Rise of the Godslayer expansion for Age of Conan.

Gameloft has ties to Montreal, as its president and CEO Michel Guillemot was also a co-founder of Ubisoft, which helped create the Montreal gaming boom.

Hibernum is a development and consulting com- pany that specializing in mobile and social platforms. It has assisted in the development of some huge mobile properties, including Lego City: My City and Assassin's Creed: Freedom Cry.

Minority, headed by Vander Caballero, is best known for its emotional, conflicted game Papo & Yo, which explored Caballero’s relationship with his alcoholic father.

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Polytron’s controversial founder Phil Fish created a phenom- enon with Fez, a mind-bending puzzle game. Though Fish canceled Fez 2 because of Internet criticism, Polytron is still operating.

This upstart indie studio is behind the chilling, critically acclaimed horror game Outlast.

A new studio formed by veterans of projects like Army of Two and Assassin’s Creed, Spearhead Games recently released Tiny Brains for PlayStation 4.

Now owned by Square Enix, Eidos Montreal won ac- colades for Deus Ex: Human Revolution and is currently working on the highly anticipated return of the Thief franchise.

This long-running publisher has been around since 1988, specializing in niche PC strategy franchises like Jagged Alliance.

Founded by two members of Ubisoft’s Scott Pilgrim vs. The World team, Tribute is cur- rently developing the very promising Mercenary Kings.

The big dog of Montreal development, Ubisoft's studio has been a juggernaut in recent years. This studio was responsible for rebooting Prince of Persia, creating the Assassin’s Creed and Splinter Cell series, and improving on Far Cry with

the third installment and Blood Dragon.

Its upcoming game slate also includes the highly anticipated Watch Dogs.

Headed by ex-Ubisoft Montreal head Martin Tremblay, Warner Brother’s studio focuses on the company’s DC licenses, including the recent Batman: Arkham Origins.

by Matt Helgeson

Metal Masters Avenged Sevenfold

pet To Conquer Mobile Games

he popular metal band Avenged Sevenfold is familiar to gamers thanks to the prominent placement of songs like “Beast and the Harlot” in the Guitar Hero games and a gonzo post-credits performance in Call of Duty: Black Ops II. Now, lead singer M. Shadows is spearheading the development of Hail to the King: Deathbat, a rock-infused dungeon crawler coming to

i0S and Android in late spring.

What's your background as a gamer?

| was the same as most people. My grandma bought me a Nintendo and | remember having Duck Hunt and Mario. From then out, | was limited by my parents to only play a certain amount of time because all | wanted to do was play games. | used to ride my bike down to the local arcade back when they had actual arcades. As | got older, | took a break but got back into it when | got my Xbox 360. | had all the Nintendo systems up until then, but that’s when | got into first-person shooters and started playing in a clan.

What clan do you belong to?

The Apostles. It’s in Call of Duty. We still play. We competed in the MLG. We did really well; we had two teams, one ranked 17th and one ranked 49th. That was for Call of Duty: Black Ops II. When the next Call of Duty comes out and it gets competitive again, we'll do it again. The Infinity Ward ones are a little different. When Treyarch puts out another game we'll get into it again.

What was the genesis for Hail to the King? Basically, | was writing a triple-A game. Two summers ago, | spent the whole summer writing it. Someone | look up to a lot in the gaming world is Mark Lamia, the president of Treyarch. | was telling him about the game, and he said, “You know, Matt, that’s a $200 million game you want to make.” He ran me through the process and said, “If you really want to get into this you should start on something smaller and learn the ropes and see what being a lead on a game is really like.”

| went back and said, “You’re right, the band is my first priority anyway.” Then, | went to Southeast Asia and saw everybody on their mobile devices on a bus ride to the hotel, and | thought, “What if we did an Avenged Seven- fold game, a mobile game?” | started thinking about the imagery we’ve created through album art, song titles, and artwork we’ve used, and | thought there could be a story there. | started jotting stuff down and brought it to the band and they said, “Yeah that’s awesome. Let’s do it.”

The game looks like a Diablo descendent. Was that one of your inspirations?

At first, it was going to be more of a three- dimensional thing, but the way the virtual con- trols are it’s just so out of control. It’s really hard to use both your thumbs on virtual sticks with buttons at the same time on a touchscreen. We tried ideas with different camera angles. That’s what we ended up on, which we felt had the most cohesive controls. We looked at the mechanics of the game and figured out that this is what works best for our control scheme.

What areas of the game are you

focusing on?

| actually wanted to focus a lot on the storytell- ing and the puzzles. I’m a huge fan of Zelda; it’s my favorite gaming franchise of all time. We didn’t want it to be a pure hack n’ slash. I’m not a really big fan of just sitting there and hacking at things and leveling up. You do have that aspect in the game. You can get more powerful weapons based on a coin system. All your swords correlate with the magic that you can use. [But] It’s not about hacking your way through it; it’s about being smart while fighting. It’s a little bit deeper and there is a big story, so dialogue, NPCs, and side quests push the story along.

What role do you play in development?

At this point, | go in two or three times a

week and sit there for about 12 hours. We go through the levels and enemies. | have builds sent to my house daily. | [look at] the weapons, how the characters look, how the game plays, the life system, how much swords cost. | have friends who work at video game companies and I’m sending them PC builds. They’re sending me back feedback about things that are overpowered.

How are you incorporating the imagery, lore, and music of Avenged Sevenfold into the game?

What we wanted to do was, when you fight bosses, you get an instrumental version of some of our big songs. For example, the song “Nightmare.” That’s the first level of the game.

7

M. Shadows © ar ; photo: Colin Douglas Gray

,

When you fight the boss, you’re fighting to an instrumental version of that song. The theme music for each level is written by us and is organically real instruments, but we’ve layered 8-bit sounds on top of it. It has a throwback to the old Contra and Castlevania music. The game has eight original songs and nine old tracks that are instrumentals.

Does it feel like it’s starting to come together in the way you hoped?

It’s really awesome. | love playing through it. One of the craziest things to me [is] watching others play it. They do things you’d never expect them to do. [It’s] cool and fulfilling.

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Embracing Chaos Julian Gollop Reboots A Classic

amed game designer Julian Gollop is best known as the creator of X-COM: UFO Defense, a series revitalized in recent years by Firaxis Games. How- ever, X-COM is not the only beloved tactical strategy game from Gollop’s past. For over two decades, fans have been pleading with him to revisit Chaos: The Battle of Wizards, a multiplayer-focused, turn-based strategy title released for the ZX Spectrum back in 1985. After leaving Ubisoft in 2012 to delve back into indie game development, Gollop is finally giv- ing fans their wish with Chaos Reborn and recruiting their support to make it happen.

24

Despite its simple 2D character art, Chaos: The Battle of Wizards was well ahead of its time. The game pits a mix of up to eight players and A.|.-controlled wizards in a turn-based battle to the death. Each player starts with a random mix of single-use spells, including attack spells, offensive and defensive buffs, and object spells that affect the environment. The real draw, however, is the large pool of creature summons, which run the gamut from bears and lions to dragons and vampires. Sum- moned characters are controlled by their creator in subsequent turns, and each has its own unique stats and attributes.

Each player can cast a single spell on his or her turn, and all spells have a lawful, chaotic, or neutral association. Success- fully casting a spell affects the overall balance of law and chaos in the world, which in turn affects the success rate for casting future spells. However, the game also incorporates a bluffing element; players can forgo the success roll by summoning a creature as an illusion. Illusionary creatures have the same stats and attributes as a normal creature, but can be instantly dismissed with a reusable disbelieve spell. The result is a highly replayable and unpredictable multiplayer game that’s still fun today despite the obvious technological limitations of the time.

Gollop officially announced Chaos Reborn on his website in 2012. Like Firaxis Games’ XCOM reboot, Chaos Reborn is an intriguing mix of classic gameplay and new ideas. The empty, rectangular arena of the original Chaos has been replaced by procedurally generated battlefields made of hexagonal tiles. Gollop is also expanding the multiplayer offerings for Chaos Reborn. “One of the things | wanted to extract from the original Chaos was that a lot of players like to play co-op versus A.I. or co-op with A.I. players,” Gollop says. “They also like to play multiplayer with many players. | want to have these elements reflected in different game modes more formally in the game.”

In addition to classic free-for-all deathmatches, Chaos Reborn features various team-based matches and co-op battles against ultra-powerful A.I.-controlled wizards. Weekly knockout tourna- ments provide players an extra incentive to keep coming back. “Tournaments will be a big feature of the game,” Gollop says. “_.. They'll have prizes which will be some kind of equipment or magical artifact, which you can then use in your single-player questing or other multiplayer battles.”

Chaos Reborn also features an extensive single-player cam- paign, based on some of the ideas from Gollop’s 1990 sequel to The Battle of Wizards, entitled Lords of Chaos. The mode is called Realms of Chaos, and tasks players with exploring procedurally generated kingdoms to defeat a Wizard King and his Wizard Lord minions. “It has certain adventure, strategy, and puzzle elements to it, on top of the wizard battles themselves,” Gollop says.

Players accumulate experience points and spells as they progress, and can equip and upgrade a variety of gear. Like the multiplayer modes, Realms of Chaos is being designed with replayability in mind. “Every day you will have some new realm that you can explore and battle in,” Gollop says. “And as your wizard level increases, you get access to higher level realms which have more interesting opponents, more interesting spells that you can get from them, and more interesting equipment.” Co-op fans can also invite friends into their realm to help with difficult battles.

Gollop is set to launch a Kickstarter for Chaos Reborn on March 14, but has been soliciting feedback from fans on his personal website and the game’s forum since its announce- ment. The famed developer isn’t afraid to explore new ideas. Roughly half of the spells in Chaos Reborn are new, and include creature summons with unique abilities such as a giant spider that can restrict a character’s movement with its sticky webbing and a Phoenix that’s immune to fire and can resurrect after death. Gollop is also refining some of the core mechanics, while staying mindful of Chaos’ fan base. “I don’t want to upset any fans of the original game,” Gollop says, “but on the other hand, there is a lot more scope within the spell system, for example, for creating some stuff which is more interesting and varied...so | have to consider the balance aspects of all the spells very carefully so that players don’t perceive some spells to be crap compared to others.”

Like other Kickstarter campaigns, Chaos Reborn backers have a variety of funding levels to choose from. Players can grab the game for around $20, but fans who shell out more can get interesting perks like the ability to create their own set of rare magical items via an exclusive equipment editor. “I want to give the players who back the game at these different levels some- thing extra in the game,” Gollop says. “At the same time, | don’t want it to be something which gives them some kind of unfair advantage, either. Because our equipment system is procedur- ally generated...| thought it would be cool for players to add something more personal to their game experience.” Higher backers can even have their character show up as an A.l.-controlled Wizard Lord in the single-player campaigns of other players, and reap the rewards as they battle against them. This feature is also available to non-backers, but will require time and effort to unlock.

One thing you won’t see in Chaos Reborn? Microtransac- tions or any other free-to-play elements. “If you’re going to do a free-to-play game you have to start with that in mind from the beginning and build your design around that,” Gollop says.

“| mean in theory, you could probably make any game free-to- play, but you’ll probably screw it up in the process [laughs]. So | think free-to-play is fine for some games, but it’s probably not appropriate for the audience we’re going for, which are primarily PC gamers, players of the original Chaos, and players of strat- egy games, who have a bit more of a sense of fair play.”

Gollop aims to release Chaos Reborn for PC, Mac, and Linux next spring, but expects to have a playable prototype available to backers a few months after the Kickstarter campaign ends. The developer also isn’t ruling out bringing Chaos Reborn to other platforms including new-gen consoles - if the game is successful. Given Gollop’s pedigree and the enticing features he has planned, we expect that to be a strong possibility.

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a Glimpse Into Upcoming Open Worlds

et

ith the power of the new

consoles at their disposal,

developers are now pushing

the boundaries of their tech-

nology, making more immer-

sive games than ever before.

Many upcoming games have a

common feature: an open world.

Some companies, such as Ubisoft,

have fully committed to world building, seeing it as an integral part of its future. In fact, five of the company’s up- coming games likely feature open worlds: Watch Dogs,

26

The Division, The Crew, plus the unannounced but surely in development Far Cry and Assassin’s Creed sequels. Ubisoft is hardly the only company jumping on the band- wagon. Warner Bros. is also releasing its fair share of open- world games, such as Dying Light, Middle-earth: Shadow of Mordor, and Mad Max.

These companies aren’t the only trendsetters for what new-gen consoles can do for game worlds. Open-world developers are more ambitious than ever, recreating U.S. cities, letting their imaginations run wild with fantastical lands, and even launching us into space. Here are eight diverse open worlds we’re excited to visit in 2014.

by Kimberley Wallace

Infamous: Second Son

STYLE: 1-Player Action PLATFORM: PlayStation 4 RELEASE: March 21

DESTINATION » The Infamous franchise steps into its first real-world desti- nation with Seattle, WA serving as the hotbed for more emerging Conduits.

WHAT YOU'LL ENCOUNTER » The Emerald City under siege. The police have taken over under the guise of protecting the citizenry from Conduits, so expect towers, checkpoints, guards, spotlights, and helicopters to bring an oppressive feel to the beauty of Seattle. This digital recreation doesn’t have the exact layout of the real city; Sucker Punch altered parts for the sake of gameplay, like making buildings fun to climb.

EXCITING LOCALES » Sucker Punch licensed some Seattle businesses and landmarks to make the virtual creation feel legit, like the Space Needle, Elephant Car Wash, and Lincoln’s Toe Truck (a truck shaped like a pink foot). The studio changed some landmarks, like The Crocodile; in real life it’s a small club, but Sucker Punch transformed it into a larger, ‘40s style theater. The team even hired locals to put in special Easter eggs that Seattle natives will appreciate, like graffiti and art from local artists.

DIVERSIONS » Anytime you’re not doing a story mission, you’re fighting for the city. The Department of Unified Protection is amidst a hostile takeover of the city. In every district of all of the different neighborhoods in Seattle sits a mobile command center. Your job is to free the neighborhoods from this oppression by destroying all the towers, bridges, cameras, and drones that they’ve set up for surveillance.

WHY YOU SHOULD VISIT » Based in nearby Bellevue, Sucker Punch team members spent time exploring Seattle to make the experience authentic. Next-gen tech has allowed them to do things they couldn’t before with weather, lighting, reflections, and time of day. Throw in superpowers and extreme interactivity with how you traverse the world, and you have the making for a compelling open-world experience. “From day one, our goal was to make a playground for a superhuman,” says art director Horia Dociu.

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Destiny

Online Multiplayer Shooter PlayStation 4, Xbox One, PlayStation 3, Xbox 360 September 9

DESTINATION » A future Earth where things aren’t looking particularly rosy for the human race. As a Guardian of the last city on Earth, it’s your job to stave off extinction.

WHAT YOU'LL ENCOUNTER » A world torn asunder, but one that can be redeemed. The open frontier that awaits you isn’t always easy to confront. Strange, brutal enemies roam the wilderness, and bones of humanity’s lost golden age are littered through it, but it also holds technology and relics of the past.

EXCITING LOCALES » Mars, Venus, and the Moon are all possibilities for your visiting pleasure. The ruins of Earth also hold plenty of discoveries, like a rocket yard in Old Russia.

DIVERSIONS » Real people exist in the world of Destiny, not just NPCs,

so finding people to adventure with and against should keep you busy. Bungie also plans to curate and evolve content after launch to keep players engaged, from story-driven sequences to multiplayer combat and coopera- tive raids. “From there, we layer and weave in public and social activities, investment, exploration, extended-fiction opportunities, Easter eggs, and more,” says senior writer and community manager Eric Osborne.

WHY YOU SHOULD VISIT » When creating Destiny, Bungie’s goal was

to build places that the team would want to spend time in. The worlds all have stories to tell and enemies to master. The vastness of the world and its cooperative and competitive components should keep you busy. “It’s all on-demand, but it feels so slick and harmonized and, most importantly, fun,” Osborne says.

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The Crew

1-Player Racing (Multiplayer TBA) PlayStation 4, Xbox One, PC 2014

DESTINATION » The Crew recreates iconic American cities such as San Francisco, New York, Miami, Los Angeles, and Chicago. The journey also takes you to striking environments like the Great Plains, the Rocky Mountains, and the southern bayou.

WHAT YOU'LL ENCOUNTER » Plenty of research went into making the experience as realistic as possible. Urban cities are flooded with pedestrians, construction workers, and traffic. Air, sea, and railway transportation networks also have an impact on the experience; for instance, a train schedule could alter the route you may want to take. The different environments feature their own species of wildlife, like alligators in the Everglades and coyotes in the deserts. You can even expect to see a whale offshore while driving along the coasts.

EXCITING LOCALES » The Crew is your chance to get up close to historic landmarks like Mount Rushmore, Cape Canaveral, the Pentagon, and the Golden Gate Bridge. “I particularly love our reproductions of the Grand Canyon and of the Sebring International Raceway in Florida, mainly for the intense, yet very different, driving experiences they offer,” says Ivory Tower lead environment artist David Guillaume.

DIVERSIONS » The world is full of varied skill challenges. For instance, you can race a plane taking off on the runway, try to jump across the Grand Canyon, or compete in an off-road, coast-to-coast endurance run.

WHY YOU SHOULD VISIT » The U.S. is your racing playground, and you’re in full control of the path you take to cross the country. Want to play it simple and use the highway? Go right ahead, but you can also go off road through fields and forests. “We believe boundaries should be broken, literally,” Guillaume says. Weather and time of day effects also impact the experience. “Playing a slalom challenge at noon in the crowded streets of New York City could prove to be much more challenging than you’d think, and more often than not, expect the road itself to surprise you,” Guillaume adds.

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The Elder Scrolls Online

STYLE: Massively Multiplayer Online Role-Playing PLATFORM: PlayStation 4, Xbox One, PC, Mac RELEASE: April 4 (PC/Mac) June (PS4/Xbox One)

DESTINATION » Tamriel, a rich, fantastical world full of humans, elves, khajit, and Elder Scrolls lore.

WHAT YOU'LL ENCOUNTER » Molag Bal is using dark anchors to pull the entire world into Coldharbour, a plane of Oblivion. As the Soulless One, the prophecies state that it’s your job to stop him. Your mission will take you to the various prov- inces of Tamriel.

EXCITING LOCALES » Besides Coldharbour, players journey through familiar territory, with many of the places featured in previous Elder Scrolls games like Daggerfall, Wayrest, and Mournhold returning. Expect them to look different because of the timeline; TESO is set 1,000 years before Skyrim.

DIVERSIONS » The world is alive and constantly shifting, so expect to be inun- dated with random interactive events just like you would be in Skyrim. The province of Cyrodiil is devoted to PvP. Your faction can team up to stake a claim of land by taking farms, lumber mills, and resources. This aids in keep captur- ing, where you fight NPC guards and other alliances for control over the territory. Treasures are scattered across the land, including books that reveal more history of the world. In fact, the Mages Guild is devoted to finding them. The intricate crafting system encourages you to track down materials and weaponry.

WHY YOU SHOULD VISIT » The Elder Scrolls’ world has 20 years of lore associated with it, and the rich ambiance has always been compelling. Now, Bethesda is letting you step into its most expansive world yet. Everything fans love about Elder Scrolls is here. The exploration is reason alone to step in; stumbling upon a random cave, dungeon, or a treasure hidden in the landscape is what makes the experience.

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The Division STYLE: Online Multiplayer Shooter

PLATFORM: PlayStation 4, Xbox One, PC RELEASE: 2014

DESTINATION » New York City, with a twist. “We are taking the city as you know it and turning that upside down,” says Massive Entertainment realiza- tion director Tobias Nyman.

WHAT YOU'LL ENCOUNTER » With a disease spreading through the city, society is in disarray. Because The Division begins on Black Friday, expect Christmas decorations, billboards, bright lights, and plenty of snow. But with the world falling apart, there’s a harrowing decay to everything. “We use the environment to explain what happened,” Nyman says. “It’s like stories frozen in time with most of them originating from fear, panic, chaos, and desperation, but also from hope.”

EXCITING LOCALES » Massive is striving to precisely replicate New York, but one of the most exciting aspects of The Division will be finding parts of the city you didn’t know existed. “Since we are adding a creative aspect to our world, some places would seem new or even be brand new for the city,” Nyman says. He also says to look forward to stepping into Manhattan for the first time, “It’s scary and tingling, like standing on the edge of a cliff looking down. You know this place, but not in this state of chaos.”

DIVERSIONS » Your mission is to restore order to New York by teaming up with other agents. However, you can also engage in PvP and trade items.

WHY YOU SHOULD VISIT » Massive spent a lot of time obsessing over every detail of New York to make the world come alive. Nyman says the team got inspiration through visiting, watching movies, and reading books and comics to create every precise detail the way we know and love it. Seeing the city in ruin should create tension, while stepping in and merely surviving should be an adrenaline rush.

: a bai) »

Dying Light STYLE: 1-Player Action (4-Player Online)

PLATFORM: PlayStation 4, Xbox One, PlayStation 3, Xbox 360, PC RELEASE: 2014

DESTINATION » Harran, a fictional city quarantined due to a zombie outbreak.

WHAT YOU'LL ENCOUNTER » Keeping a community safe in the midst of a zombie apocalypse won’t be easy. Narrow streets jam-packed with the infected continually stand between you and your destination. Screams of those on the edge of death ring through the town. You see the aftermath of the destruction firsthand, as objects break and fall around you, but every so often you stumble upon a scenic vista that shows life can still be beautiful amongst the chaos.

EXCITING LOCALES » While the specific locations have not been revealed, you begin in the slums and eventually move on to different destinations. Producer Tymon Smektala teases one he’s sure will please gamers, “There’s at least one location that because of the sights alone will make gamers stop for a minute and put aside their controller just to take in the view.”

DIVERSIONS » According to Techland, Dying Light has more than 100 side quests, including challenges testing your agility and fighting prowess. Random events occur where you must decide to help or leave a survivor to suffer. Sometimes helping will only hurt you, other times it provides a benefit. Will you take the risk?

WHY YOU SHOULD VISIT » Techland is striving to not only make you emo- tionally attached to the world, but let it raise questions from the moment you enter. What happens if you leave the quarantine? Is it worth knowing what’s happening on the outside if it makes the epidemic spread? Is the world outside of the city safe from zombies? Figuring out how you want to handle these situations should make the trip worthwhile.

The Witcher 3: Wild Hunt

1-Player Role-Playing PlayStation 4, Xbox One, PC 2014

DESTINATION » A gritty fantasy world with shades of gray around every bend.

WHAT YOU'LL ENCOUNTER » Amongst the raw nature, caves, islands, and plains, society is battling social inequality, racism, and unethical rulers. How will you enact change?

EXCITING LOCALES » No Man’s Land is a war-ravaged region based on Slavic mythology, complete with murky swamps and dark forests. Just the opposite, Novigrad and its surroundings emanate luxury and status, but looks can be deceiving. Underneath the veneer, it’s rotting and corrupt.

DIVERSIONS » Besides running into tough choices and dealing with the consequences, monster hunting should keep you on your toes. These foes are devious, and you must experiment with tactics to discover their weak points, but the rewards make it worthwhile. All the monsters have unique backstories; some are even worshipped as local deities, giving you plenty to feel victorious about.

WHY YOU SHOULD VISIT » The Witcher has always been about choosing between different evils, but with an expansive world this time around, CD Projekt RED is making sure you can revisit places to see how your actions affected them. Perhaps you go against the status quo and it turns out for the worst a village gets completely destroyed. Watching how your decisions shape the world should make you feel like you’re not just walking in it, you’re a part of it. “Geralt’s world can be a really brutal and cruel place, and it’s not exactly your casual destination for a sunbath and Sunday stroll,” says senior art producer Michat Krzeminski. “If, however, you’re up for a challenge, your sword is as sharp as your tongue...”

Watch Dogs

1-Player Action (2-Player Online) PlayStation 4, Xbox One, Wii U, PlayStation 3, Xbox 360 Spring

DESTINATION » Chicago, a bastion of modernity and progress infected by tendrils of crime and corruption.

WHAT YOU'LL ENCOUNTER » Ubisoft brought its own interpretation to the Windy City. Expect frenetic downtown streets and surrounding low-income areas, but everything and everyone is connected by technology. “Our world reflects the hyper-connectivity of our society and the player will experience the power but also the consequence of playing with these systems,” says associate producer Jean-Francois Naud.

EXCITING LOCALES » This wouldn’t be Chicago without replicating its sky- scrapers. The Willis Tower, Tribune Tower, and John Hancock Center help you mark your position while you combat corruption. Ubsioft’s recreation of Chicago features landmarks like the iconic Millennium Park and L-Train. Ubisoft even made sure to include a baseball field to capture the city’s love affair with the sport, but says it’s not based on any actual stadiums in the city.

DIVERSIONS » Side activities play off the technology-focused city. You can hack into civilians’ electronics and play augmented reality games. Ubisoft is also introducing more traditional extracurricular activities like poker, street gambling, and drinking games.

WHY YOU SHOULD VISIT » As Naud emphasizes, “The city is your weapon.” You can use traffic lights, ATMs, bridges, the L-Train, and more to your advan- tage. You must interact with the city infrastructure to achieve your goals, explor- ing different ways to get the job done. Everything has an impact. Citizens

react based on your choices. “Causing accidents, raising bridges, and shut- ting down electricity are great tools, but the consequences can be deadly for anyone around,” Naur says. Wielding this much power over a city is thrilling. Will you be responsible or abuse it?

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THE LAST OF US:

LEFT BEHIND

Naughty Dog has released its first single-player DLC for The Last of Us, and like the original, it both confounds and exceeds our expectations. This new chapter balances two parallel stories and focuses on Ellie’s relationship with her friend Riley, a charac- ter previously introduced in a spinoff graphic novel. We recently spoke with Naughty Dog creative director Neil Druckmann and game director Bruce Straley about their approach to this unique piece of post-release content. interview by Matt Helgeson

The Last of Us was my favorite game of last year. | thought the game’s storytelling was so per- fect that | had misgivings about you tinkering with the fiction. Did you share those concerns? Neil Druckmann: Those were big fears that we had. We were really drawn to that story and filling in the gap between what happened in the graphic novel “American Dreams” and the main campaign. Even though we felt that we had a strong story that could stand on its own and show a different side of Ellie, we were always fearful that if we don’t pull this off, if it doesn’t work right we could be tainting what the main campaign is and what people took away from it.

Sometimes stories are as defined as much by what’s left out of the story as by what’s included. Some of these events were alluded to toward the end of the game. Was this some- thing you always planned to do to fill out that relationship between Ellie and Riley?

ND: The opportunity to do another chapter came up pretty late in development, and it was something we were interested in doing. That’s when we started brainstorming and deciding what kind of story that we could tell. Again, we were really drawn to

that event. In [The Last of Us], you get to see the events that have shaped Joel. You under- stand why he is the way he is when he meets Ellie. He keeps people at a distance and doesn’t form any real human connections until much later. But for Ellie, she’s already been bitten and set on that journey. You don’t get to see her beforehand. That’s why it felt like an intriguing prospect and something to fill in that gap.

Was Riley even a character when you were making the original game, or did she evolve after?

ND: We knew that when we were talking about the story, Ellie got bitten at some point and she didn’t turn. It became more interesting to say, “Well, what if she was with her friend at that moment?” One turned and one didn’t, and that’s why she car- ries around this guilt. She talks about that stuff at the ending. It’s stuff we had for a while and we just gave that character a name. Then, we were working on the comic book. The story of how Ellie met Riley became really interesting. With Left Behind, we challenged ourselves to see how much further we could push this relationship that wasn’t explored in the comic book or hinted at in the game.

Even though you have less time to tell a story in Left Behind, you weren’t afraid to let Ellie and Riley have a lot of qui-

eter moments - playing with Halloween masks or the photo- booth scene. Why did you make that choice in terms of pacing? Bruce Straley: One of the things that we wanted was to step

out of our comfort zone a bit. With this storyline there was

an available opportunity to cre- ate mechanics that would help build the bond between Ellie and Riley. Here’s this girl, Riley, who the player doesn’t know, who’s re-entered Ellie’s life. You get the sense that Ellie’s a bit put off by her showing up in the middle

of the night like she does and asking her to go along. So we needed to try to get the player to buy into this character just like Ellie needs to buy into Riley com- ing back into her life.

Our challenge was: How do we create enough of those moments so that you’re creating player investment in this new character? You’re seeing Riley’s attitude and you’re seeing her doing things like encouraging Ellie to roar inside of the Halloween store. You’re hear- ing the dialogue and the laughter, and it’s making Ellie come out of her shell and take those walls down - which is hopefully what we’re doing for the player. This is

challenging, because we’re say- ing, “Well, how far can we go with the non-combative stuff while

still having intriguing moment-to- moment gameplay and keeping you as invested as possible?”

What were some of your gameplay goals that you had with Left Behind - were there any tweaks that you wanted

to make?

ND: One of the reasons we added the multi-faction combat is that Ellie can’t melee as well as Joel, so instead of adding more weap- ons or new melee moves which is what you’d normally see in a DLC - we said, “Let’s expand the tech of the enemies and how they interact with each other.” As Ellie, you have a deeper strategy of how you approach the fight whether you’re skirting them or setting them off against each other, depending on who you find more dangerous or your resources.

BS: We did have sketches of multi-faction combat in the single-player campaign, and just due to time constraints and priorities, we had to let it go. But we picked up the ball again as soon as we had the ability to work on the DLC. Like Neil said, the story allowed us to add it and it seemed like it would add a new dimension of strategy in how you approach combat and add a new sense of tension there’s a sense of chaos once you start the fight. It was something we were intrigued by and we thought we should give it a shot.

Five For Five (And Younger]

Mobile apps are becoming the gateway into gaming for young players. Smartphones and tablets are ubiquitous, and savvy parents know how valuable the devices

Parents don’t have to settle when it comes to games for their little ones. Here are some high-quality apps to

keep young players engaged.

can be when it’s time for anything from family bonding to creating an emergency distraction. Just because smaller kids are likely to play anything with bright colors, that doesn’t mean they don’t deserve to

experience games that are actually worthy of their time.

Millions of apps are out there, so I enlisted an expert to find the most valuable experiences. Dr. Carla Fisher is a consultant and game designer who has been working with games and children for 15 years. She shared some of her suggestions for kids five and younger, and I spent a weekend playing them (and a few others) with my five- and six-year-old sons. These five were the biggest hits.

Motion Math:

Hungry Guppy

» i0S

This is the most educational of the entries, but my five- year-old was as absorbed with it as he was with any of the other games. Hungry Guppy teaches basic addi- tion via colorful bubbles and a friendly fish. Players com- bine bubbles which are marked with pips or num- bers to match the guppy’s particular appetite. As he eats more, he grows. Like most of the games men- tioned here, Hungry Guppy isn’t available on Android, but its bigger brother, Hungry Fish, is.

Highlights: My First Hidden Pictures

» i0S

My sons have always been fascinated with hidden pic- tures and the / Spy books, and this app is a great alternative to the printed page. Kids scour the busy scenes to find bananas, golf clubs, and other objects hidden within. The images are loaded with details,

so parents and kids can talk about what they see and make up their own games even when the last official missing doo-dad has been unearthed.

Toca Cars

» Android « iOS

When you have children at home, you know nothing beats large cardboard boxes when it comes to the cost/ entertainment ratio. Toca Cars puts players behind the corrugated wheel of a cardboard racer, explor- ing the world with simple drag-to-steer controls. Better still, kids can fill up their own unique world with a variety of props ina construction mode.

Bad Piggies

» Android « i0S

| always appreciated the hidden educational mes- sage that lay beneath Angry Birds’ shell. Bad Piggies expands on that physics-based gameplay in a chaotic game designed around building contrap- tions. Players are given a limited number of parts, which are assembled into a vehicle. Once assembled, the simulation goes live and players can see how well their creation worked. My kids have played this one for months now. If you have a Lego fan in your house, it’s worth a look.

Williamspurrrrg

» i0S

Carla’s too modest to rec- ommend her own game here, but I’ll do it for her. Williamspurrg is a collabora- tive game with a seemingly simple goal: Players work together to drag mustaches, beards, and other hipster accessories onto photos

of cats. The multitouch interface makes later levels feel like Twister for your fingers. It’s simple, funny, and rewards cooperation three things | think most parents can emphatically get behind.

©

You can visit Carla's blog, A Gamer's Guide to Parenting, at http://carlafisher.tumbIr.com/, or follow her on twitter at @NoCrusts.

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4IXBOXx

Achievement Unlocked: One Million Gamerscore

wo years ago, we highlighted the battle between two gamers (Raymond Cox and Stephen Rowe) who were racing to be the first to reach one million Gamerscore on Xbox Live. At the time, both of these individuals’ gamerscores sat around 750,000. If all goes according to his ambitious plans, Cox

Raymond Cox

Gamerta will already be over one million as you read this. We caught up with him when AEEEE he had 975,000 points, asked him what he was going to do when he broke one website

million, and checked to see how his life has changed over the last couple of years.

lmilliongamerscore.com

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How does it feel getting so close? What’s your stress level like these days?

I’m a lot less stressed than | have been for the last couple years, that’s for sure, because the light is at the end of the tunnel. It’s like a monkey off my back, that’s what I'll see it as once | finally get there. It’s been eight years and four months that I’ve been doing this. It wasn’t just like a casual thing, it was something that I really had to pursue and go after.

You’ve been doing this for so long, are you still enjoying yourself?

| am enjoying myself. | get questions all the time: What are you going to do after? Are you going to keep going? Are you going to keep doing this? Obviously I’m going to keep gaming for the foreseeable future, but | doubt | can go like this much longer. My body will just break down.

interview by Andrew Reiner

Are you putting in more hours now that you are so close to one million?

Well, like three or four months ago | was definitely putting 12, 16 hours a day in. Right now, | kind of just chilled out a little bit. | took my foot off the gas pedal a little bit time to stop and smell the roses.

Has Xbox One helped you get closer with the Arcade achieve- ments going from 400 to 1,000? It’s probably slowing me down because | just want to play Xbox One. The arcade games now are 1,000, but the games are fewer. Most Xbox one games are 30, 40-plus hours. It’s hard to go back to the 360.

Microsoft invited you out to Xbox One’s launch. What was that like for you?

It was incredible. That was one

of the best experiences of my life because I’ve never been out to New York City, and just the energy

of that event was just wow. | think about it every once in awhile now, and I’m like “Man, I’d like to be part of something like that again.” It was just such a rush. | can’t imagine how it felt for them to launch their system.

Anybody else do anything like this with you? Any publishers reach out with a game they wanted you to use for the mil- lionth point?

Well, 2K people reached out

to me. Community managers from 2K wanted me to use a 2K sports game.

Have you picked out what game you’re going to do?

I’ve been working on getting to the point in specific Xbox One games where I’m about to unlock big achievements for four or

five months. I’m just going to be honest, | want [the last game] to be Titanfall. | blaze through all of the other games and then pull out

Titanfall. The thing is, I’ll be doing this before the game is even out. If | could possibly get that going, that’s what I’ll do. In addition to 1,000,000 gamerscore, I’m trying to earn the most gamerscore in one day, which | believe is 17,000.

If you’re going for that daily record, are you playing for 24 hours straight?

Yeah, exactly, that’s what | plan to do.

Obviously this has been a long journey for you. What’s your takeaway from it?

| don’t know [laughs]. | mean, it was a lot of work. | knew going in that it was going to take me forever to accomplish. Like, at 250,000, | was like “Okay, I’ll go for a million and that will be it. I'll end it there.” And some people tell me | inspired them. | know they’re probably young people, younger kids and stuff, but | don’t know if | inspired them to do the right thing. @

Chases

by Dan Ryckert and Kyle Hilliard

Crash Bandicoot When you conjure up images of Crash Bandicoot in your head, it’s impossible not to picture the colorful hero running toward the screen. Developer Naughty Dog didn’t want players to stare at the bandicoot’s butt for the entire game, so they devised multiple situations where he faces the screen. His iconic encounter with a rolling, Indiana Jones-style boulder is the most memorable moment.

Metal Gear Solid 3: Snake Eater

If this first look at Big Boss wanted to get across the point that the man has seen some action, this sequence certainly did the trick. With Eva driving a motorcycle, Big Boss hangs out in the sidecar taking out a steady stream of motorcycles, jeeps, and those crazy flying Segways, but they are no match for Big Boss’ infinite ammo.

- Grand Theft Auto The Grand Theft Auto series is largely built on the quality of its chase sequences. We’ve had many memorable speed runs through its assorted cities, but none are as memorable as the chaos you create on your own. Building up to a five-star rating and staying ahead of the cops (and military) almost always cre- ates a thrilling, high-speed experience.

1,249,038

- Super Mario Bros. 3 Not many would consider Super Mario Bros. a horror series, even when the plumber decides to explore haunted houses. When it comes to the sun tirelessly chasing Mario, however, the game becomes a nightmare generator. The Sun’s angry face and relent- less pursuit of vengeance (we assume) is one of video games’

AY™

- Stuntman: Ignition In Stuntman you aren’t participating in a chase as much as you are participating in a chase sequence. As a stunt driver for the fictional movie Aftershock, it’s your job to dodge fire and lava for one of the game’s most difficult sequences.

AY A - Pac-Man

Pac-Man’s life is one in constant peril of capture peppered with infrequent pill-assisted recesses where the roles reverse and he becomes the chaser instead of the chased. Those moments are fleeting, as most of Pac-Man’s life is spent outrunning the ghosts that plague him.

scariest chases.

Rayman Origins

Rayman’s return to 2D platforming glory in 2011 was beautiful, but some of the game’s most memorable levels were tracking down the trea- sure chests. As Rayman, players sprint through the game’s most challenging levels at full speed to corner chests and win its... skull tooth? It’s about the journey, not the destination.

- Limbo

From the very beginning of Limbo, your char- acter finds himself in a decidedly creepy world. Things go from unsettling to outright terrifying, when a massive spider begins chasing you. It eventually ties you up and continues to pursue you, but a handy boulder helps you overcome the threat.

Resident Evil 4

Resident Evil 4 is full of scary and bizarre sequences. One of the latter examples would be when a gigantic statue of the Napoleon- esque Salazar chases Leon down a hallway. Why a gigantic animatronic statue of Salazar exists to begin with is a question we hope never receives an answer.

007: Everything Or Nothing

All you need to know is Jaws must be stopped and he’s driving a truck on one of the longest bridges in the world. In his motorcycle pursuit, Bond dodges enemies, traffic, and rockets, ramping off incomplete highway and over- turned cars in one of the best Bond sequence from any 007 game.

connect 35

by Matt Miller

he developer behind the innovative

Thomas Was Alone is hard at work on

his next project. Designer Mike Bithell

and his small team of developers are crafting a modern-day retelling of the Robin Hood legend called Volume. “The hero, Rob Locksley, is a thief who decides to use a piece of the government's technology to train the people of England to rob from the rich and keep for themselves,” Bithell says. In this ver- sion of the story, Locksley acquires a high-tech A.|. simulator called the Volume, which he uses to infiltrate the corrupt English government run by aman named Gisborne.

Volume plays like a classic stealth game with some new twists. Locksley tries to steal everything he can get his hands on. Along the way, his primary tool for moving past the guards is distraction. “Volume is looking to do a little of the old, and a little of the new,” Bithell says. “On the one hand, it looks back

—.

Your Monthly Look At Best In Indie Development

to older stealth games, with their focus on precision and timing over brute force. On the other, we've really tried to pull up the pace and the rhythm to make for a faster, more exciting stealth experience. By removing any way of directly attacking the enemy, players must rely on their wit and skill to steal and get to the exit before the enemy can catch them.”

To successfully infiltrate, Locksley can always whistle to draw a guard’s attention, but each level also includes various gadgets that increase your options. The bugle can be de- ployed as a noisemaker that moves around the level. Alternately, the blackjack can be used to briefly knock out a guard for the precious few seconds it takes to sneak past. “Items in the world can also be used, be they lockers to hide in, flushing toilets to draw guard move- ments, or alarms to deactivate,” Bithell says.

The unusual look of the game is because all of the environments are being simulated

Volume PS4, Vita, PC, Mac, Steam OS

by the Volume. “The game's environment is geometric, simplifying real world locations to aid player understanding and decision mak- ing,” Bithell says. “As development continues, we've gone more and more abstract, playing with the idea of glitches and errors, reinforcing the virtual nature of the environment.”

Volume includes a simple-to-use editor that allows any player to build their own levels, and then make them available to the rest of the community. “The goal with the level editor was to make a tool that everyone can use to play with stealth mechanics,” Bithell explains. “I'm a Lego nut, so emulating the simplicity of that building system really appealed.”

Volume has an intriguing concept that should be all the more appealing thanks to the comic voice talents of YouTube sensation Charlie McDonnell and Thomas Was Alone narrator Danny Wallace (playing Locksley and the A.I. Volume, respectively). I’m eager to rediscover many of the features of classic stealth that Volume is iterating on. Volume is coming to PS4, Vita, PC, Mac, and Steam OS in late 2014.

Super Time Force Xbox One, Xbox 360

Capybara Games is certainly busy. After the critical and commercial success of Super- brothers: Sword & Sworcery EP, the developer has been hard at work on two upcoming projects. We featured the team’s unusual Xbox One roguelike, Below, a few months back, but Capy is also busy prepping Super Time Force for release. Like Sword & Sworcery, Super Time Force is clearly retro-inspired, but its frantic approach to gameplay is anything but old-fashioned.

The player controls various members of the titular military organization as it travels through time, blasting baddies as they go. At first glance, the pixelated graphics, gunplay, and platforming call to mind Contra. However, the player’s time-altering abilities add a whole new dimension to play. At any point during gameplay (or when you die), you can choose to “time out” to rewind and play a section of the level over. Your previous playthrough still appears as a ghost at your side, shooting and eliminating all the enemies they killed the last time out. Moreover, if you save them from their untimely demise, you get back the life you would have lost, along with a bonus charge that makes your shots more powerful. As these various past lives layer on top of each other, the screen gets increasingly cluttered and insane.

Super Time Force includes 16 playable characters, each with their own strengths and weaknesses, from a sniper who can shoot through walls to a skateboard-riding dinosaur named Zackasaurus. Your time travelers move through six distinct time periods over the course of the game, taking out space cops, giant squids, meteors, and everything else that gets in their way. Visually, Super Time Force is one of the craziest games on the horizon; it’s worth watching for when it releases in the

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coming months on Xbox One and 360.

Matt Thorson’s Towerfall: Ascension was undoubtedly the standout game of the Ouya console launch. The archery arena game garnered an enthusiastic following among the admittedly limited ranks of gamers who picked up the new system. A far broader audience will have its first chance to check out Towerfall when it releases on PS4 and PC on March 11, with some significant new additions.

Towerfall throws up to four players into one of dozens of single-screen arenas with a limited supply of arrows. Matches can play out in seconds as each player jockeys for position and line of sight, while the distinct nature

Towerfall: Ascension PS4, PC

of each stage and the variety of customiza- tion options keeps the action fresh. The new release includes all the original Ouya content, plus 50 new versus arenas bringing the

total to an impressive 120. In addition to the four original archers, four new unlockable characters are available for play. The game also includes 67 distinct gameplay variations to try out. Perhaps most exciting, this new ver- sion includes a solo or two-player cooperative quest mode for times when you’re ready for a break from the competition. Many who played Towerfall in 2013 labeled it as one of their favorites of the year; I’m stoked that the game is finally making its way to a new audience. ©

in independent out gameinfo.

of Galak-Z: The Dimen ! (p. 72), Transistor (p. 73), Next Car Game (p. 75), and Shovel Knight (p. 80). You can also read our reviews for The Wolf Among Us Episode 2 (p. 88), Mercenary Kings (p. 91), Octodad (p. 93), and The Castle Doctrine (p. 94).

connect 37

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The Road Less Traveled ga,

In 2012, a group of industry veterans struck out on their own with a new studio called The Fullbright

Company. The developer earned rave reviews last year with Gone Home, a bewitching, nonviolent interactive tale. We spoke with cofounder Steve Gaynor about the company’s unconventional vision.

You’re based in Portland, which isn’t a hotbed of game development. Do you think being separated from the Bay Area echo chamber has had an effect on Fullbright’s work?

| think being in Portland has been very rel- evant to our experience in a lot of different ways. | mean the reason that Karla [Zimonja] and Johnnemann [Nordhagen] left the Bay Area and moved up here to make the game was, at least in part, because it’s so much cheaper. We are a self-funded team, and we wanted to make a game that we believed

in. We moved into a house together here in Portland and our office is the basement. The cost of living made it possible for us to make this game the way we did, without having investors or having to do a Kickstarter that would bring in hundreds of thousands of dollars. It was really important in that way.

| think you are right; it’s a different culture here. It’s a very DIY, kind of low-key, culture relative to San Francisco [and] even Seattle. Not everybody is trying to make a startup and IPO. Portland is much more about figur- ing out how to make a living for yourself by doing things that you find fulfilling. Obviously for us we wanted to make a game that would do well enough that we would have enough money to make another game.

What was the original genesis of the idea for Gone Home, and how much did it evolve over time?

We had all worked on the BioShock franchise together, and we knew that we were good

at the parts of those games that were the atmosphere, the tone of the experience, and the environmental storytelling. That was the stuff that really interested us the most as developers. It all just came down essentially to saying, “Well, you take BioShock, you take just the exploration, the environmental storytelling, the audio dialogue, the feeling of immersion, the atmosphere and you don’t do the combat or the loot or the powers or the leveling-up or mission objectives. You just focus on that feeling of exploring and discov- ering the story for yourself. That can be the entirety of the experience as opposed to just a supporting element.” From there it became all questions of how do we make that? We are a small team, so we will set it all inside one location, so we don’t have to build a whole city or anything. So, what is that loca- tion? A family’s house would be really dense with stuff you could find to find out who they are and what’s happened to them.

When the game started getting a lot of attention, some people starting question- ing whether Gone Home was a game or not. Is that something you anticipated,

that people wouldn’t think it was a game? Well it’s not something we thought of explic- itly ahead of time. | don’t think any of us thought, “Okay, people are going to think this isn’t a real game and they are going to be angry about it.” Which is something we’ve seen. We came from a point of view of think- ing some people are going to connect with this, because we were happy with the game from our own point of view. Some people are going to like it. Some people are not going to be into it because, like you said, it’s kind of a niche experience. It’s not like everyone who touches this game is going to connect with it.

We were signed up with that. But | feel like part of the backlash came from the fact that a lot of critics and a lot and mainstream sites [liked it]. We are very grateful to have gotten very high reviews from some big sites. | think it exposed the game to a more critical audi- ence. | think there can be this conflict in per- ception [because] it’s not a traditional game. It’s small. It’s a short game with no action in it, and some people see it’s getting scores that are usually reserved for Grand Theft Auto games, The Last of Us, and BioShock Infinite. Again, we are incredibly grateful for that, but it can cause this sort of misalign- ment for some gamers where they are like, “This kind of experience isn’t supposed to be recognized in that realm. | feel betrayed because this is not the kind of thing that should get this kind of attention.”

Gone Home included a lot of period pop- culture references - a note about seeing Pulp Fiction or a Sonic Youth poster, for example. So few games ever use real cul- tural touchstones in that way.

Something | love to see in games is when they take place in our own world or make direct reference to our own world. | did always enjoy the parts in BioShock where the characters referred to real world histori- cal figures or events. Even though Deadly Premonition didn’t take place in any world I’ve ever lived in, the main character York was really into ‘80s and ‘90s movies. You’d just be driving around and he would be reading off a dissertation about Back to the Future and Robert Zemeckis. We wanted Gone Home to very explicitly take place in a specific year in our own world and talk about people, bands, TV shows, movies, and his- torical events that we’re all familiar with.

There was a small backlash over The Last of Us, which you know is a great game, getting the Outstanding Innovation in Gaming Award at the D.I.C.E. awards. What did you think about that? Is there disconnect between the awards and the indie scene?

| don’t know. We were nominated for best downloadable [game] and we were really happy to see Brothers get that award. That

game is great. Starbreeze took a chance with a game that was smaller and not violent and very interesting. The Last of Us definitely won a lot of awards, but regardless of what you think of who got what award, it’s not like it’s the The Last of Us’ fault. The D.I.C.E. awards have their own voting scheme and that’s just the way it goes sometimes. What was your game of the year? | prob- ably would have said The Last of Us. Neil [Druckmann] and Bruce [Straley] and the rest of the Naughty Dog folks that I’ve met are super sincere and deserve all the praise that they’ve gotten.

| hope that we use the resources we have and take advantage of the constraints we have to make something that was the best version of what it could have been. And | think that the value of the game like The Last of Us is they took the budget that they had the motion capture, the animation, the effects, and the scale and used it to make something that took full advantage of all of those resources. It could only have been made in that context, and really was one of the best versions of that kind of production that I’ve ever played. There are different tools for every job. It always makes me happy when | see any developers be rewarded for doing the most with what they have, whether that’s a huge amount, like Naughty Dog has, or a very small amount.

You sold 250,000 copies, which | imagine was a great accomplishment for the game. It puts Fulbright in a better spot finan- cially. What does that success change for you guys as the company and how you approach the scale of your next project? It gives us some freedom and stability. This game has done well enough already that

we can hire people and pay them salaries, pay for their health insurance. [We] have the time and resources to make our next game, and maybe expand it in scope a little bit. Gone Home took 17 months to make from when we first downloaded Unity to when we shipped, and that timeframe was dictated by how much savings the three of us that co-founded the company had in the bank. How long we could pay our rent and other expenses without drawing a paycheck?

But we also have no intention of expanding far beyond what we already built. We want to take Gone Home as our foundation and figure out what the next step is in designing that kind of experience. What do we add or change? What’s the big thing that makes our next game stand on its own and be its own experience that we’re excited to build, so it doesn’t feel like we’re doing the same thing over again? We want to continue exploring the territory that we’ve started with in Gone Home and see what the next step along that line is. We’re looking forward to digging into that next big set of questions in our next game. ©

2000

GOODBYE FLORIDA Gaynor attends the University of Florida intending to study art. He transfers after one year

2001

NORTHWEST PASSAGE Leaving Florida, Gaynor transfers to the University of Oregon

2003

ZINE CULTURE Increasingly focused on video games, Gaynor starts a game ‘zine titled The Journal of the Compugraphical Video Entertainment Medium

2005

FINE ART

After changing schools again, Gaynor graduates from Portland State with a degree in sculpture

2006

ALL MOD CONS Gaynor works creating his own mods using the engine and tool suite for FE.A.R., which Monolith released to the public

2007

GAMING PRO Impressed by his work as a modder, TimeGate Studios hires Gaynor to work on an expansion pack for RE.A.R.

2008

THE RAPTURE

Gaynor gets a job at 2K Marin, working on the highly anticipated sequel BioShock 2

2012

GOING SMALL

After relocating back

to Portland, Gaynor recruits former 2K

Marin colleagues Karla Zimonja and Johnnemann Nordhagen to form The Fullbright Company

2013

HOME AT LAST Fullbright releases Gone Home, an enigmatic first-person adventure game centered around a missing family and their relationships. The game earns wild critical acclaim and strong sales

connect 39

40

SteelSeries

“UUddddddddddddddddddddddddddddtte

Litt Uta

or most game genres, the touchscreen interface on mobile platforms

is a serious limitation. But since the release of iOS 7, Apple’s mobile

products have added controller support, making it easier than ever to

play shooters and action games on the screen in your pocket.

SteelSeries’ Bluetooth-enabled Stratus is the first Made for iPhone

(MFi) game controller for iOS 7-based devices, and SteelSeries claims

that the controller works with any controller-enabled game on the App

Store. It makes games like Oceanhorn, Grand Theft Auto: San Andreas,

and Sonic the Hedgehog 2 a much more enjoyable experience. The library of supported

titles already seems pretty deep, and continues to grow every day. However, you need to

do a quick Google search to find a full list, because the App Store doesn’t always clearly list if a title supports controller inputs.

Measuring less than five inches across, the Stratus looks cramped, but the device’s tiny

convex analog sticks have a good amount of grip, and the pressure-sensitive buttons

are more comfortable than expected. The big D-pad is also a solid alternative to using the sticks. Unfortunately, we felt claustropho- bic using the four shoulder buttons. While this controller is useful for many action and racing games, its poor trigger performance makes it a bad choice for shooters and other trigger-heavy titles. With 10 hours of battery life and stutter-free wireless perfor- mance, the SteelSeries Stratus could be a handy device for gamers who like to pack light. Unfortunately, it also lightens the wallet considerably more than the first-party controllers for Sony and Microsoft’s new consoles. A con- i, : troller this small shouldn’t pack $79.99 | steelseries.com/stratus such a hefty premium.

7) Samsung Galaxy Gear

' Wrist-mounted communicators have been a feature of =f science fiction since Dick Tracy first strapped on a radio wristwatch in the 1930s, but only recently have tech manufac- turers seriously started to fulfill that dream. The Galaxy Gear pairs with select Samsung smart devices to give you a second screen with which to take calls, send texts, and interface with a small selection of apps such as Evernote and MyFitnessPal.

The device is comfortable and sleek, and features a 1.63-inch screen that remains readable in any light. We found the Galaxy Gear handy for making music selections while cooking, and used the band’s 1.9-megapixel camera to catch rare candid photos.

However, the watch doesn’t interface with enough mobile

devices or integrate with enough apps to justify its lofty price.

Most of the time, the Galaxy Gear feels like it merely offers a lazy way to check texts.

The smart watch is full of promise, but for now most of us are better off taking the extra two seconds to look at the phone in our pocket, which is a far more versatile device.

PAN

$299 | samsung.com/us/mobile

) Halo 4: The Master Chief f/. Resin Statue &—! McFarlane Toys’ newest Halo statue perfectly recreates Halo 4’s cover art with a 12-inch cast that shows Master Chief rising from the wreckage of Forward Unto Dawn. The Chief can swap out his assault riffle for a Covenant Energy Sword or a Foreunner Boltshot.

$295 | mcfarlanetoysstore.com

MOVIE POSTERS

ALTERNATIVE MOVIE POSTERS: FILM ART FROM THE UNDERGROUND

BY MATTHEW CHOJNACKI

The movie poster industry needs a makeover. This collection of poster designs from over 100 underground graphic designers and artists reimagines many classic and cult films with a series of inventive designs that all deserve their own corner of a gallery.

$34.99 schifferbooks.com

THE ART OF TITANFALL: LIMITED EDITION

A game as gorgeous as Titanfall isn’t produced without excellent art direction. This official art book features early concept designs, creator commentary, and in-game renders that detail the creation and evolution of this highly anticipated shooter.

$75.00 titanbooks.com

GRAVITY

When a satellite collision creates a hailstorm of debris circling

the planet, a team of astronauts gets caught in the aftermath. Brilliant medical engineer Dr. Ryan Stone (Sandra Bullock) has to overcome her fears in order to survive her first spacewalk.

$35.99 wbshop.com

LOCKE & KEY: ALPHA & OMEGA

BY JOE HILL AND GABRIEL RODRIGUEZ

Acclaimed novelist Joe Hill brings his epic horror comic

to a chilling close. A set of mysterious and magical keys have kept a dark power locked away underneath an old Victorian mansion in Lovecraft, Massachusetts. Now only three kids stand in the way of this ancient evil’s escape.

$29.99 shop.idwpublishing.com

connect 41

|e

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

42 connect

The Numbers Game

A WA un

by Jeff Marchiafava, Senior Associate Editor

amers have always been obsessed with numbers, and it’s easy to see why. Back when the power of game consoles was measured in bits, numbers signified the technical hurdles developers were overcoming

to provide us with better gaming experiences. We counted the colors

a system could display, the discs a game came loaded on, and the polygons character models were comprised of. Nowadays bits don’t matter, and gamers have instead found new numbers to obsess over. As always, they are a lousy indicator of quality.

Gamers rang in 2014 complaining about two of the most promising multiplayer shooters on the horizon. Titanfall has received no short- age of buzz since it was revealed last year, and with good reason. Respawn’s Vincent Zampella and company have raised the bar for shooters time and time again, and Titanfall’s sci-fi setting, massive robots, and hectic battlefields have impressed nearly everyone who’s gotten hands-on time with the game. Yet when Respawn announced the game’s six-on-six player limit, gamers flocked to the Internet to complain. Only 12 players? Even last-gen shooters supported 16 players! What a rip-off.

Evolve has faced similar, albeit less fevered criticism. Turtle Rock’s atypical four vs. one approach to competitive gaming has piqued the interest of a lot of gamers. But that hasn’t stopped many from simultaneously expressing hope that Evolve’s other unannounced modes might boost the player count higher. Apparently, five players just isn’t enough.

Titanfall and Evolve both present unique ideas in a genre that’s constantly berated for its copycat sequels and stagnant design. Which begs the question: Do we really want something new, or just more? MAG proved that simply upping the player count of a game doesn’t result in a better product; its 256-player matches were a chaotic mess, and most gamers went AWOL long before Sony pulled the plug on the servers this past January.

Game length is another favorite red herring of value-seeking players. My recent playthrough of Bravely Default convinced me that the gaming industry needs an annual Editor Appreciation Day despite the entertaining mechanics, the lengthy JRPG is rife with backtracking, repetition, and point- less conversations. Imagine my surprise when | came across forum threads complaining that the game is “only” 50 hours long. These fans hadn’t actually played the game yet, mind you. They were simply holding it up to an arbitrary standard for the genre the same arbitrary standard that Silicon Studio was likely padding the game out to meet. | am hopelessly confused by the mindset of these players; why would you want developers to extend a fun game with content that makes it less fun, simply for the sake of making it longer?

The trivial measuring sticks don’t end there. Square Enix’s release of Tomb Raider: Definitive Edition once again roused the great grumpy beasts of the Internet, this time to complain about framerates. The PlayStation 4 version of the game maxed out at 60 frames per second, while Xbox One was capped at 30 frames per second. To make matters worse, some reviewers had the audac- ity to assert that all those extra frames didn’t warrant a big enough difference to affect their review scores! Woe is the gamer who must fix his gaze on 30 frames-per-second visuals though it didn’t seem to stop anyone from enjoying the last-gen version of Tomb Raider, or just about any other classic in the history of gaming.

But gamers aren’t the only ones to blame for focusing on the wrong things. Nothing more aptly conveys the industry’s obsession with false quantifications than the marketing of Beyond: Two Souls. Months before the launch of Quantic Dream’s latest interactive drama, the developer sent out a mock script to media outlets. The bound screenplay contained 2,000 blank pages. The average movie script, it teased, is only 100 pages. You don’t need to be a mathemati- cian to surmise that Beyond must be twenty times better than the average movie, right? I’m sure Quantic Dream would like you to think so. However, given the criticism the game’s writing has received, the massive, empty manuscript offers a different lesson, one that has soothed many a man's ego: Bigger isn't always better.

Gaming is an expensive hobby, and we all want to get the most value out of our purchases. But if we play games to have fun, then isn’t a game’s value really defined by how much enjoy- ment you get from it? That’s not something you can quantify by adding up its features. Judging a game by its length, player count, or framerate is like judging a painting by its dimensions or a symphony by how many notes it contains. You’d be laughed out of the room if you tried to speak about a work of art in such shallow terms even on the Internet.

The only real way to tell how much you’ll enjoy a game is to play it, and you might be surprised by what ultimately works and doesn’t work. Until you can get your hands on a game, try extend- ing the benefit of the doubt to developers who are exploring new ideas. They might just end up being worth your time and money, even if the numbers don’t add up the way you expect them to. ® The views and opinions expressed on this page are strictly those of the author and not necessarily those of Game Informer or its staff

01 MLB 14: The Show

15 Conception II: Children of the Seven Stars

le

2014

O1 New Releases MLB 14: The Show (PS3, Vita)

02 Xbox News

On The Way...

San Francisco’s Moscone Center

is home to Microsoft’s Build 2014 expo, which starts today and con- cludes on April 4. Our sources tell us that we should hear Xbox One news dropped at this event.

O04 New Releases > The Elder Scrolls Online (PC)

04.2 Marvel’s Theatrical Onslaught Continues

For years, Hollywood tried to be one of the cool kids. Fast cars, secret agents, and raunchy humor dominat- ed the silver screen. Now, the movie industry is a total nerd, obsessed with comic books, super heroes, and tight jumpsuits. The trend continues today with the release of Captain America: The Winter Soldier. This film picks up two years after The Avengers, and focuses on a dude with a metal arm. Hey, it could be worse. Hollywood could be going through its goth phase.

O05 Marvel’s Big Sin

“Who is The Watcher?” is the tag- line for Marvel’s big summer event Original Sin. The first issue ships today. Nova is looking into The Watcher's past and what he finds will lead to what Marvel calls “The most cataclysmic event in Marvel history!”

OG Game Of

Thrones Returns

If you’re not tuning in to HBO tonight to catch the season premiere of Game of Thrones, you’re doing life wrong. This remains one of the best shows on TV, and your friends will likely spoil it on Twitter if you don’t catch it tonight.

O7 Indies In

The Netherlands

Today welcomes Indievelopment 2014, an indie game expo held in the Zijdebalen Theater in Utrecht, Netherlands. This year’s speakers include Michael Cook, a researcher looking into software that can design games autonomously, and Paul Wier, a sound designer who is currently working on No Man’s Sky. The show includes an exhibition hall where playable indie games await.

O08 New Releases

» Lego The Hobbit (PS4, Xbox One, Wii U, PS3, 360, PC, Vita, 3DS)

» Kinect Sports Rivals (Xbox One)

09 A Month Of Batman DC’s newest series Batman Eternal debts today and a new issue hits every Wednesday for the remainder of the month. Penned by Scott Snyder, this story focuses on a troubled Jim Gordon. A “notorious”

villain also makes his New 52 debut.

11 New Releases » Disney Magical World (3DS)

11.2 PAX East Begins The streets of Boston will be filled with gamers today, as Penny Arcade Expo East officially kicks off. The show is sold out, but we expect plenty of news to come from this three-day event, which will be chronicled on Game Informer’s website.

14 New Releases > Final Fantasy XIV: A Realm Reborn (PS4)

15 New Releases

> Conception Il: Children of the Seven Stars (Vita, 3DS)

> 2014 FIFA World Cup Brazil (PS3, 360)

16 The Future Of

Star Wars Revealed?

Star Wars’ annual celebration kicks off today. While some people are attending just so they can wear their Stormtrooper armor in public for a few days, most people at this con want to hear about Star Wars: Episode VII. We can’t see LucasFilm leaving Anaheim’s Convention Center without dropping a few nuggets of Episode Vil information.

18 Johnny Depp, Lawnmower Man

Today’s theatrical release, Transcendence, Johnny Depp becomes the most powerful A.I. in the world. After watching the trailer, we're a

little confused. Helena Bonham Carter is nowhere to be found, and Johnny Depp isn’t wearing any freaky makeup. None of the sets look like colorful paintings, either. Wait... Did Johnny Depp make a film without Tim Burton? No way that would ever happen.

18.2 Insomnia 51

Dubbed as the “UK’s biggest gaming festival,” Insomnia 51 is a four-day event that offers everything from eSports events and massive LAN gaming halls to developer panels and a retro gaming room all held in the Ricoh Arena, Coventry.

22 New Releases Demon Gaze (Vita)

22.2 Games For Change The 11th annual Games for Change Festival starts today and runs through April 26. The focus of this show is to highlight and discuss games that engage contemporary social issues. This year’s show is held in New York University’s Skirball Center. Specific events will be broad- cast online for those not attending.

25 New Releases > NES Remix 2 (Wii U)

30 New Releases

> Child of Light (PS4, Xbox One, Wii U, PS3, 360, PC)

connect 43

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RUCKSTEADY RETURNS 10 FINISH WHAT IT STARTED

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» PLATFORM PlayStation 4 Xbox One * PC

» STYLE 1-Player Action

» PUBLISHER Warner Bros. Interactive Entertainment

» DEVELOPER Rocksteady Studios

» RELEASE 2014

za by Bryan Vore

cover story 45

Before Batman: Arkham Asylum, the Dark Knight's video game reputation

had been so thoroughly tarnished it was hard to believe it could ever bounce back. By succeeding with the character so spec- tacularly, Rocksteady went from being a relatively obscure London developer

to one of the hottest stu- dios in gaming. The sequel, Arkham City, took the series to the next level and further cemented the team’s legacy. Despite all of the success and acco- lades, any group of cre- ative people has to keep things fresh and tackle new challenges at some point or risk stagnation. Before it moves on to a new undis- closed project, Rocksteady wanted to create the ulti- mate Batman game to give the character that put its studio on the map a proper send-off. Thus, Batman: Arkham Knight was born.

—_ : EXPANDING GOTHAM ;

Arkham Knight takes place in the all- new central zone of Gotham City split into three islands, an area roughly five times the size of the map in Arkham City. “As we’ve said before with Arkham City, it’s not about the scale as much as the detail,” says game director Sefton Hill. “We want to make sure the world is rich and full of interesting things to do. We’re not j trying to create the

a biggest open-world game ever. We are trying

- to create a really

= rich, vibrant, dense

open world.”

The addition of traffic—-friendly streets has essentially “4 required a complete

; rethinking of world

design. “Arkham City was quite claustropho- j bic,” Hill says. “Here we have a lot more neg- ative space between the buildings so it’s much easier and more enjoy- able to glide around.” Buildings overall are ~ taller than before te . as well. Increasing Batman’s top glide

speed and lengthening

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- S his hang time are just Sg ie) 25 git a a few A the geo f REVVING UP THE FINALE MS te SS Sia tions to accommodate When it came to planning the next step after Batman: the new world design. Arkham City, Rocksteady Studios had a clear vision of <S In our look around what it wanted and sold it to parent company Warner = > = i the city, the level of Bros. Rocksteady innovated with freeflow combat SSS “detail is some of the and predator stealth-takedown sequences in Arkham tet +a mest impessiVeiwe.ve Asylum. Arkham City took another giant leap forward se = St a ee wont. by blowing out the contained asylum into a large open = The skyline is pep- y 9 « y ge Op ee ~ pered with red blink- world, creating the glide and grapple traversal mechan- . ing spires, blimps, ics that are unique to the character. < _ helicopters. Moonlight With its third and final Batman game, Rocksteady shines through a veil knows that another significant jump is necessary. of realistic clouds. “When you think Batman, you do think Batmobile,” The ground level is game director Sefton Hill says. “It’s the one key thing pepe eit SEL that we’ve really felt that we always wanted to do.” ety of businesses like : p Paulie Dineteclous The team knew the Batmobile couldn t be your aver- img neon signs in age speedy car, and the entire city structure would Chinatown, and steam have to be rethought as well to accommodate the new puffing out of the street traffic. Hill says, “I think for us the main thing sewers. Abandoned was, ‘Please let us make this game. It’s not going to be Halloween parade bal- quick, and it’s going to be quite hard, and it’s probably con ; P loon characters and going to be quite expensive.” ay . - 3 ‘© signs |hang creepily Using a juiced-up version of Rocksteady’s custom ae Deg Cal bess aie modified Unreal engine, the team decided it would ; cS constant pouring rain - ~~ adds a shimmering wet- need to harness the power of the new game con- ~ m Rass tor thaenenulmonment soles to push the game to where it needed to be. That = ¥s and ties the whole noir meant leaving the PlayStation 3 and Xbox 360 behind. * > | package together. “It’s not a challenge to move to next gen,” Hill says. ~ e . “The real challenge is making sure you’re getting the . ~~ best out of the machines. It’s easy to get the game . s running, but it’s about, ‘What can we do that really ; ~ ~ pushes those machines?’ Obviously, you see a lot of ‘| paw games that are cross-gen, and they feel a bit reined < > Be = in because of that. Because we were able to make * = \ : —- - ] that decision quite early, we were able to be more ey } { ambitious with the design and make a real, genuine : 7 ; : next-gen game.”

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Focusing purely on the new con- soles freed Rocksteady to start max- imizing its talents. “Our lead engine coder was saying the other day that, when you switch to next gen only, rather than saying ‘no’ to our artists and designers a lot he can now just say ‘yes,’” says studio director Jamie Walker. “That’s what the horsepower of next-gen enables us to do.” Warner Bros. supported Rocksteady’s vision for the game, but all parties realized that three years was a long time for fans to wait for another Batman title. To fill in the gap, Warner Bros. Games Montreal took on 2013’s Arkham Origins, set before the events of Arkham Asylum. Rocksteady provided its code and remained on call for technical ques- tions, but stayed hands-off for the most part. “We said, ‘Make the game you want to make,’ Hill says. “We didn’t want to try and influence them from afar. We wanted them to be really passionate about the game they wanted to make... We didn’t want to try and be direct- ing from across the Atlantic. We were quite busy.”

TRACKING A TOXIN

Arkham Knight begins one year after the events of Arkham City. The citizens of Gotham feel safer than they’ve felt in a long while. The Joker is dead, and crime rates have plummeted. Despite the lack of activ- ity, Batman continues to develop new crime-fighting

technology and watch over the city every night. He knows something isn’t right, but without anything to go on he’s stuck waiting in the rafters.

Joker’s chaotic plans always kept Batman busy, but more often than not, they pitted other super villains’ gangs against each other as well. This constant car- nage diluted their focus and allowed Batman to gain the upper hand time and time again. With the Joker out of the picture, several key criminals have finally come together as a united front, spending the past year meticulously planning the downfall of the one thing

Two-Face and Penguin return, but their roles in the night's plan are a mystery

that’s always stood in their way: the Dark Knight. Each villain has his or her own mission in the city designed to spread Batman thin and tear him down one piece at a time.

To kick things off, Scarecrow has threatened to deto- nate bombs across all of Gotham loaded with a potent new strain of fear toxin. Not taking any chances, offi- cials order an evacuation of the city’s six million citi- zens. The masses shove their way into yellow school buses and join the gridlock of traffic on the major thor- oughfares out of town.

THE NEW BATSUIT

Batman begins the game with his traditional suit from Arkham City. At some point early on in his latest jour- ney he receives this darker, plated update. Outside of a different look, the suit adds new abilities like the Mark II grapple. “We wanted that continu- ity between the new suit and the Batmobile as well to look like the two of them have been developed side by side using a lot of the same materials,” says game director Sefton Hill.

‘,

Only criminals remain behind, and they’ve already wrested control from Commissioner Jim Gordon’s overwhelmed police force. It’s up to Batman to disarm Scarecrow’s bombs and unravel the villains’ plot. The bat takes flight to save the city he loves once again, knowing a trap is almost certainly out there waiting.

Our demo starts on the rain-

drenched streets of Gotham raging with riots and looting. “The extra horsepower allows us to do a lot more with our population in the city,” says lead Al and combat programmer Tim Hanagan. “At any given time, there are between three and four times the number of thugs active in Gotham City than there were in Arkham City.” Hanagan says the larger riots fea- ture up to 50 characters smash- ing up storefronts, pulling down phone booths, flipping cars over, and spraying graffiti.

In the midst of the chaos, a bemused Two-Face and Penguin gun down a policeman just because they can. They’ve had to behave for a whole year, after all. Batman takes it all in from on high. When the bat signal appears over GCPD headquarters, he glides over to the roof and catches Commissioner Gordon in the middle of a call.

“I’m just glad you made it out okay,” Gordon says. “Sorry, | gotta go. Stay safe, Barbara.”

“How’s the evacuation going?” Batman asks.

“Last bus crossed the city limits an hour ago. I’m just glad my little girl got out when she did. Now the real work begins.”

In discussing leads on the Scarecrow threat, Gordon mentions a suspicious military vehicle that’s been spotted in Chinatown. Batman agrees to investigate and hands Gordon a high tech Batphone to maintain contact throughout the night. Gordon’s radio squawks to life and the dispatcher notifies of a missing squad car and possible officer down. Before he can even ask for help, Batman disappears. “Every damn time,” Gordon mutters.

THE RETURN OF KEVIN CONROY

While Roger Craig Smith did a fine job voic-— ing Batman in Arkham Origins, it’s hard to compete with the defin- itive voice of the Dark Knight. Kevin Conroy has played Batman since 4992 from Batman: The Animated Series to the first two Arkham games. He’?s back for Arkham Knight and it already sounds great. Other confirmed returning actors include Nolan North CPenguin), Wally Wingert CRiddler3j,

Tara Strong CHarley Quinn), and Troy

Baker CTwo-Face).

Leveraging the power of the new consoles, each of these scenes takes place directly within the game engine no pre-rendered cinematics. “The main thing we’re trying to do in using that next-gen platform

is to make the whole cinematic experience and the sequences seamless within the game,” says cinematics director Paul Boulden. “We don’t want the player to be pulled out. You’re playing a game and then you’re watching a movie. Obviously, there’s the transition between those two things always. It’s quite jarring. We want to try and blend that seamlessly as much as possible.”

The lack of cross-generational technical restrictions allows the team to shoot for the level of detail seen in pre-rendered scenes. “At the beginning, we started making characters that were about three to four times the polygon count and texture sizes of Arkham City,” says lead character artist Albert Feliu. “As we kept going with every character we just pushed it more. It’s the kind of thing that sounds insane. Like one character is as big as the polygon count of Arkham Asylum, the whole environment.”

The details are apparent even in this simple con- versation. Individual raindrops land on Batman’s suit

The Riddler aims to push the Batmobile to its limits

and run down, tracing every groove. Commissioner Gordon’s face shows his age, with wrinkles that crinkle as he talks. Rocksteady has also incorporated Apex cloth physics simulation software for the first time on objects like Batman’s cape and Gordon’s trench coat to react realistically to wind and movement.

BUSTING SOME SKULLS

On a far off rooftop, Batman taps some buttons on his wrist and brings up a projected video call from Barbara Gordon, a.k.a. Oracle. She is clearly still in the city, contrary to what her father believes.

“Oracle, | need the location of unit 247.”

“Already working on it. How’s my dad doing?”

“He’s holding up.”

“Somehow he always does. Okay, I’m sending you the squad’s location. Be careful. It’s not looking good out there.”

Batman sprints to the nearest ledge and dives straight down, a new stream- lined control option. When he reaches terminal velocity, he spreads his cape and soars high into the night sky. Rain patters and streaks down the back of his cape as he flies faster than ever before. He fires his grapple gun (which now boasts a Mark II boost upgrade) and slingshots off the building with enhanced momentum.

A crashed squad car comes into view and Batman fires the line launcher in mid-air to create an instant perch point - ziplines can now be created instantly at any time while flying around the city. From here he observes the scene below. The cop is still alive, but he won’t be for long if this gang of goons keeps beating on him. Batman glides off the zipline, throws three

Enemies now riot in Gotham City

SINGLE PLAYER ONLY

Rather than play coy about the possibil- ity of multiplayer

in Arkham Knight, Rocksteady wants to be very clear. “This is

a single-player game. There is no multi- player,” says game director Sefton Hill. “Right at the start this was our vision. It’s going to take all of our effort for all of this time. We don’t have the time to do multiplayer. We want ‘a

to focus on making the Ve best single-player experience we can. We don’t feel that it heeds a multiplayer > element. Warner Bros. 9 backed that up right at 7 the start.”

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cover story a1

Batarangs from mid-air (all quickfire gadgets can now be used during flight), and glide kicks the nearest foe. Four thugs are stunned right out of the gate. He lays a beating on the guys that are still standing, and one comes at him with a baseball bat. Using the classic counter system, Batman steals the weapon and wal- lops not just him, but several of his buddies as well. The bat eventually breaks on an enemy’s face, ending Batman’s demonstration of a new willingness to use found weapons.

“We’re really conscious of the fact that we don’t want to overcomplicate the combat system, because we think a lot of its strength is in the simplicity,” Hill says. “What we’ve tried to do is add features that experi- enced players will really enjoy, but don’t compromise the simplicity of the system.”

One of the dazed assailants comes to and starts sprinting toward Batman. In earlier games, only larger enemies could charge and tackle. Now any standard goon can attempt it, adding another layer to combat. With the right timing, Batman can do a quick backflip and launch a Batarang right into his face, which results in an immediate K.O.

Pinballing between the remaining enemies, Batman shows off a new ability to perform quick ground strikes in the midst of combat. Instead of accidentally punch- ing the air above a downed enemy and losing a combo, he can work in a strike just like with any standing foe. Full ground takedowns are still available, but they require far more time and leave Batman open to attack.

Once the plaza is clear, he approaches the cop and out of nowhere the military vehicle screeches around a corner, driving straight toward them. Batman grabs the policeman and grapples him to the safety of a nearby roof. The vehicle plows through the crashed cop car and a pillar like they were nothing and keeps on driving.

“The city’s overrun,” the cop laments. “We don’t stand a chance.”

“Stay here. I’ll send someone to pick you up,” Batman replies while pressing some buttons on his wrist console.

“What are you doing?”

“Evening the odds.”

As Batman dives toward the streets, a far-off engine noise gets louder. He lands in a crouching position as a glimmering black car speeds toward him. In unison the vehicle twists into a donut and Batman flips into the air. He lands in the cockpit just as the car comes to a stop and the roof slides over top and locks into place. A blast of flames out of the back sends the Batmobile rocketing into the night.

THE BATMOBILE

Rocksteady is by no Means modest in its ambitions for the Batmobile. “We wanted to make the best car in any game ever,” says game director Sefton Hill. “That was our mission statement right from

the start.”

With the new-gen power at hand, the team pushed the limits with the look. “The Batmobile in memory is like 460 megabytes or something in the game,” says art director David Hego. “It will fit just about in an Xbox z60 if Ethat was the whole] game. There are so many textures and hundreds of thousands of polygons. It’s very hext gen; very expensive shaders and textures. We’re working a lot with brushed metal, shiny, glossy metals. But also with high-tech surfaces like with carbon fiber.”

The Batmobile is the only car Batman drives in Arkham Knight, but players will never have to worry about remember- ing where it’s parked. At the press of a button it instantly zooms to your location. It can do burnouts, jumps, boosts, and even rotate in circles at a full stop to get you pointed in the right direction with ease. Bulletproof armor allows it to smash through barricades, trees, and even building corners like a rocket- powered wrecking ball. Enemies on the streets will do their best to dash out of the way.

Despite the excitement of driving, Rocksteady stresses the need for balance with the out-of- car gameplay. “That was something that we were very conscious of,” Hill says. “We didn’t want it to be like, ‘Okay, the Batmobile is so good I?ll just stay in that all the time.’ or ‘Batman is so powerful gliding around I won’t be using the Batmobile.’ There’s a definite need to use both of those.”

Rocksteady embraces the “asymmetry” between the two traversal meth- ods. While the Batmobile has speed and damage protection, Batman enjoys more freedom of movement and has access to gadgets. Players can easily swap between both options according to whatever’s best for the job at hand.

cover story 53

TAKING THE BATMOBILE FOR A SPIN

With the help of Oracle’s tracking tech, Batman is able to find the military vehicle speeding through the streets of Gotham. A bold cop is already on the chase, despite Gordon’s orders to stand down. Almost immediately, the vehicle fires a rocket and turns the cruiser into a flaming ball of wreckage. Batman evades the obstacle and maintains pursuit. By holding a steady aim, the Batmobile’s systems can lock on to enemy vehicles and unleash a missile-like immobilizer that stops them without seriously harming the people inside. After a volley of projectiles back and forth, the enemy vehicle finally crashes.

Batman strides up to the overturned wreck as the driver crawls out pleading for mercy. When Batman grabs him, the thug tries to stick him with a dose of fear toxin. The Dark Knight catches his arm and twists the injector out of his hand. Through classic rough inter- rogation techniques, Batman learns that Scarecrow is producing the toxin somewhere in Gotham. He uploads the new strain of fear toxin to Oracle and she agrees to have the analysis completed by the time he comes by her clock tower base.

Instead of heading directly there, Batman veers off to look into what the Riddler is up to this time around. He tears through the streets in the Batmobile, crash- ing through barriers, rocket boosting off of ramps, and scattering any criminals unfortunate enough to be in the way. The roads aren’t necessarily jammed with other vehicles since the general populace isn’t around, but the few cars cruising around are sent flying when coming into contact with Batman’s ride.

“Basically, you can see nothing stops the Batmobile,” Hills says. “It’s pretty much an unstoppable force. But one of the coolest things we’ve worked on is not just creating a Batmobile, but creating a Batmobile that segues perfectly with Batman and his navigational abilities. This is something that was a big focus for us. Here’s probably my favorite move in the game, one that really demonstrates that fact.”

A NEW VILLAIN

Arkham Knight isn’t just the name of the game; it’s also the moniker of a new archrival. Rocksteady is working with DC Entertainment chief creative officer Geoff Johns to create the character from scratch. That?s about all they’re saying about him at this point. “We hadn’?t in the previ- ous games introduced someone new to the universe,” says game director Sefton Hill. "We wanted to intro- duce someone who could really challenge Batman to go head to head with him in lots of different ways. We’re not talking about those ways just yet but this guy is defi- nitely a formidable foe for Batman.”

When he’s within range of the destination, Batman ejects out of the speeding Batmobile just as it slams the brakes, instantly launching him into a fast glide. He spots the building full of known Riddler associates, targets the skylight on the roof, and crashes through. Batman’s new ability to glide through almost any glass surface offers a surprising and flashy option to initiate combat.

The first enemy brave enough to attack has the unfortunate privilege of receiving one of Batman’s new combat tactics. The throw counter grabs an attacker and tosses him into other enemies, resulting in double

damage for all. In keeping with the simplicity of the freeflow combat system, players direct the left stick toward the attacker and hit the counter button to initi- ate the throw.

Batman can also incorporate environmental hazards into combat when they’re available. This particular room happens to have a power generator that he can slam an opponent’s head into for a quick shock and instant knock out. The last man standing reluctantly tells Batman that Riddler has something going on at the railway.

He drives across town and finds a suspicious-look- ing garage. As he pulls in, the door slams shut and the hidden elevator descends. A video projection comes to life during the ride.

“Why hello there, detective. Yes, it’s me. Your most feared nemesis, the Riddler,” the villain explains in his new green mechanic’s jumpsuit. “Congratulations are in order, for you have arrived early for this, the next generation of my riddles. Too early, in fact. You think | just put these things together overnight?”

The villain explains that he wants to put our hero’s “ego-mobile” to the test in a three-lap time trial through a series of underground tunnels. The twist is that

The Batmobile navigates a Riddler challenge course

the only way to make it through the course is to use a special radar pulse to change parts of the track.

A white wall blocks the way at the end of a straight. Players must click the left stick to get it to slide out of the way. When this happens, a red wall appears fur- ther down the line. Every click of the stick alternately slides these two surfaces in and out of the path ahead. Throughout the circuit these panels appear as driv- ing surfaces over deadly pits, ramps you must rocket boost off of to make intimidating jumps, and platforms to catch the Batmobile on the other side. The course gets more difficult with every lap, forcing players to constantly swap panels with shortening reaction win- dows. During the final stretch, the track blows up before your eyes and you have to drive along the wall, up to the ceiling, and down the other side in an impres- sive corkscrew maneuver.

After crossing the finish line, Riddler is surprisingly okay with Batman besting his course. “Thanks to your unrelenting desire to showboat, | now have several hundred terabytes worth of performance data relat- ing to that rocket-powered hearse you’re driving,” he taunts. “Naturally, I’ll be using this data to calibrate and fine tune further challenges and trials.”

Rocksteady is keeping the Riddler’s plan under wraps, but does clarify that there other hidden caves and challenge types in addition to the racing category.

cover story SW

' Peart |

MEETING AN OLD FRIEND

Batman exits Riddler’s garage and decides to check on Oracle’s progress with Scarecrow’s fear toxin. He grapples to the top of the clock tower and jumps into a small opening. Shelves loaded with books and trinkets fill the dim room. Like previous Arkham games, it’s full of subtle references for Batman fans to pick up. A movie poster for The Ghost Wore Gray hangs in the background, referencing the Gray Ghost, who partially inspired Bruce Wayne’s concept of Batman according to an episode of Batman: The Animated Series. Pale moonlight pours in through the transparent clock face, offering a view of the bustling city outside. Batman walks over to a white bust of William Shakespeare and tilts the head back. Instead of revealing a button like the clas- sic Adam West Batman TV series, this statue contains an identity scanner. Upon completion, the shelves disappear into the floor and wall-sized video projections take their place. A single touchscreen console rises from the floor.

“Do | come into the Batcave and start messing with all of your stuff?” Oracle asks.

“[Oracle is] such a strong character in the universe that we really wanted to bring her to life in this game rather than have her as just that voice,” Hill says. “What does she look like? Where does she work? How does she have all of this information? What’s her relationship

Batman will visit Oracle’s clock tower base frequently throughout the game

like with Batman? She’s one of the only people who knows his identity, so it gives that sort of human side to Batman. We spend so much time seeing him kick ass it’s nice to see the emotional side of him underneath, and she’s one of the few characters who help us bring that out.”

Oracle reveals that a reaction in the new fear toxin emits a radiation spike. Batman decides that the fastest way to pinpoint these emissions and find the manufac- turing site is to reconfigure a powerful antenna in the

The new fear takedown can wipe out up to three enemies with a single chained maneuver

Falcone shipping yard. He turns to leave.

“Bruce, | spoke to Dad,” Oracle says. “I hate lying to him. He’d kill me if he knew | was still in the city. He still blames himself for this.”

She gestures toward her wheelchair. If the Arkhamverse lines up with comics continuity, Barbara was paralyzed after being shot by the Joker as part of a scheme to drive her father mad.

“We'll stop Scarecrow,” Batman dodges.

“Let me know when you’ve reached the antenna, and I’ll run a citywide scan for those radio waves.”

Batman calls Jim Gordon from the top of the clock tower to let him know that he’s got a lead on Scarecrow’s operation. If he’s feeling guilty about lying to one of his very few friends in the world, Batman doesn’t show it. It’s hard to imagine that the deception between these three allies won’t be exposed at some point throughout the story. How that affects Batman and Jim’s relationship is yet to be seen.

TRACKING THE SOURCE

Upon arrival at Falcone’s shipping yard antenna sta- tion, Batman engages detective vision and sees three armed thugs guarding a single hostage inside. Based on their conversation, these enemies won’t hesitate to kill their captive at the slightest provocation. A floor grate near the structure seems like the key. Batman can now access grates from far away instead of having to be right on top of them. When within range, a prompt allows you to tap a button to make Batman roll forward and immediately get under the grate.

SEAMLESS FLOW

Anyone who’s played Arkham City can recall Punning up to a build- ing, opening the door, and staring at a black loading screen. It’s hot ideal, but it’s so common in current-—gen games that players are simply used to it. In Arkham Knight, that is a thing of the past. “We wanted that seam- less flow to the whole game. It’s really important to us,” says game director Sefton Hill. “As a player, you would never feel that there’s a transi- o tion. Obviously, from a technical point of view there’s a load of streaming going on, f but there is no feel- ing between outside and inside now. It’s just one continu- ous experience.”

ener

erent +

The dark figure points his gun directly at Batman. “This ends tonight,” he says. The screen fades to black, and a shot rings out.

THE FINAL CHAPTER While it’s likely that Warner Bros. Montreal will continue to make Batman games set in the Arkham Origins period, Arkham Knight serves as the end of the later timeline. Rocksteady isn’t talking about what’s next for the studio, but it is most definitely not Batman related. With this in mind, anything’s possible in the final moments of the game. Will Batman die? Will he retire as in the end of The Dark Knight Rises? The only thing we know is that Rocksteady has had the finale in mind since the development of Arkham City. “We knew where we wanted it to go,” Hill says. “We don’t work on multiple titles at the same time. We just work on the one game, and we want it to be the single best thing. We

Once he’s under an enemy, Batman initiates a new fear takedown. He bursts out of the grate and takes out the first goon. The action slows down and players can pan the camera over to the next target and tap a button to dash over for another attack and so on. Fear takedowns can be used on groups up to three as long as they’re close enough together and no one has spotted Batman.

After he frees the hostage, Batman attaches the uplink to the microwave tower and lets Oracle know.

He walks out the door to follow the signal and bul- lets ping off the ground next to his feet. Batman twists around to spot the source a mysterious figure who is flying toward him firing a silenced pistol. Strangely, he is dressed like a militaristic Batman with what looks to be an Arkham “A” on his chest. This moment of surprise allows the attacker to land a jump kick and sends Batman to the ground. He tries to get up and the man stomps him down. “You’re not going anywhere,” he threatens.

make it like it’s the last game we'll ever get to make. And it felt like the right way to end the story. It felt like it brought the arcs from the first and second game, from Asylum and City, to a close. It felt like the natural fit really. We’ve been doing Batman games for a long while. We wanted to put everything into this one and really close the trilogy with a bang.” ®

Visit gameinformer.com/arkhamknight for a full month of content including an interview with the composer, a look at the mo-cap process, and much more

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For the correct opinions about the video game industry, follow @GI_Darth

I Am Too Good For This

ost people think | have a Vi dream job, getting paid to

play games and travel around the world to visit developers. Unfortunately, the reality doesn’t always match the dream. Yes, any ordinary person (like you) would be lucky to land a gig like this, but for talented individuals (like me), report- ing on such a hopelessly juvenile industry squanders my potential to an almost criminal degree. It’s a sad irony: You’re not a gaming journal- ist, but you wish you were. On the other hand, | actually am a gaming journalist but | wish | weren’t.

The boring and predictable world of video games takes a toll ona boundless creative mind like mine. Truthfully, | always saw myself as more of a fiction author (| have a pretty killer idea for a zombies- meet-technology story), but | have never been free to pursue it. Whenever | consider an exodus from the industry, my thoughts are pulled back to my fans; you click on my stories, engage me on Twitter, and watch my videos. Where would you be without my insight and guidance?

However, | don’t know how much longer | can hold your hand. The gaming industry is toxic and broken. I’m sick of the fanboys and fangirls who mindlessly enjoy and appreciate things. I’m sick of entitled developers getting offended when | question the worth of their lives based on a product they have created. I’m sick of other journal- ists who criticize overwriting and demand that my assertions are backed up with “facts.” But most of all, I’m sick of video games.

Just look back at 2013 (aka “The Worst Year In Gaming”). BioShock Infinite? Mindless shooter. The Last of Us? Hollow power fantasy. Gone Home? Worthless attempt at narra- tive. If this is the kind of puerile (look it up) garbage that counts for the best that gaming has to offer, then any sophisticated adult would turn away. Hell, | wish | could...but if | did, who would remain to tell people why they shouldn’t like the things they like?

| suppose it’s a paradox; | don’t want to report on this industry, which makes me exactly the person it needs. Here is my promise to you: My contempt for video games will shine through in every piece | write, and through my brave contribu- tions, this awful industry might get a little better.

You’re welcome.

Tier clack

Gone Home - Prestige Edition

The Fullbright Company’s Gone Home took the industry by surprise last year, winning numerous awards and impressing gamers with its exploratory look at teenage angst. Fans will be happy to hear the announcement of the upcoming Prestige Edition of the title, hitting store shelves this year. Packaged in a full-sized dresser drawer, purchasing this rare version gets you a cassette tape of a crappy garage band, scribble-covered newspaper clip- pings from the JFK assassination, and clear evidence that your mother has been cheating on your father. In addi- tion, the package contains download codes for in-game bonuses like two new staircases, a locker that you can’t

get into, and a wooden duck that sits on the kitchen counter. $130 | gobigorgonehome.com

The Last Of Us Series 10 Figures

Sony’s latest line of The Last of Us action figures finally gives fans many of the characters that they've been eager to get their hands on, including that guy Nolan North played (who comes with The Turning arcade cabinet). Arctic Freeze Joel shoots water out of his mouth and comes packaged with a penguin

companion, while Pizza Party Ellie is equipped with a Parmesan cheese shaker and a spinning pizza box. The new entry for the vehicle line

is a battle-damaged giraffe, complete with turret-gun saddle and pile of combat hay. Collect all five figures to get the pieces to

build a 12-inch Mecha Clicker.

$12.99 | funwithfungus.com

Physical Existence

We recently had the opportunity to speak with

Mr. Carmack, why did you decide to leave your new position at Oculus Rift?

It all just boils down to my love for the Tron movies. Every career move I’ve made since the early Doom days has served the goal of my ascension. | think the first-person games | created at id Software show this, demon-

strating a desire to be in the electronic world.

Becoming one with Tron has been your plan all along?

Exactly. From id to Oculus Rift, all of my jobs over the years have been excuses to

PAR OOD Y

Gaming Legend Transcends

former id Software figurehead and chief technology officer for Oculus Rift. The industry legend recently shed his mortal shell and entered an alternate plane of being. We arranged an interview with Carmack using the Oculus Rift set we found next to a smoldering pile of his clothing.

gradually develop a way to digitally transfer my consciousness. The Oculus Rift was the doorway to this promised land.

To Tron? Yes, Tron. This place is like heaven for nerds. Have you not seen the movies?

| haven’t. Is it kind of like The Lawnmower Man? [Carmack dissolves into the digital ether]

Thank you for your time.

Microsoft R On Xbox One Release

T he Xbox One suffered more than a few bumps on its road to retail, due to last-minute policy changes that included dropping the console’s always-online and used-game restric- tions. It turns out those changes were just a preamble to Microsoft’s biggest reversal yet: the release of the console itself.

“To provide the best possible experi- ence to our fans, we’ve decided to give the Xbox One more time in development

EA Announces

ICE has been crucified by gamers for Battlefield 4’s rough launch, and the developer has been scrambling to fix the online shooter’s problems ever since. Luckily, publisher EA is stepping in with a solution for the sequel: the Battlefield 5 Season Patch.

“We've been listening very closely to fan feed- back, and we’re determined to not make the same mistakes,” says an EA representative.

“The Battlefield 5 Season Patch will ensure we deliver the best experience possible to our most devoted fans.”

The Battlefield 5 Season Patch grants players access to a full year’s worth of patches for just $29.99. “It’s a great deal,” according to EA, “as we fully anticipate there will be a /ot of patches at least one every week!”

Similar to some of Battlefield 4’s DLC, Microsoft will have timed exclusivity for Season Patch updates. The focus will be on getting Battlefield 5 playable on Microsoft systems, but PlayStation and PC fans shouldn’t worry; EA is partnering with Twitch.tv to show those users the streams of Xbox players who can find matches. “This is all about making sure we do right by our fans,” EA tells us. “We won’t let them down.”

ee |

everses Position

before making it available to consum- ers,” said the guy from Microsoft who replaced Don Mattrick. “Thankfully, we believe there is a lot of life left in both of the Xbox and Xbox 360, and they will keep gamers busy as we decide how to meet all expectations with our upcom- ing all-in-one games and entertainment system, the Xbox One.”

Journalists at the press conference appeared confused. When asked how

Battlefield 5 Season Patch

PARODY

Microsoft plans to launch a console that has already been released, the spokes- man became startlingly defensive. “Already released?” he asked. “No, it’s not. That’s what this is all about.” Upon being shown one of the many readily available retail units, Not-Mattrick had the system confiscated and hidden behind a screen.

Microsoft says it’s not ready to announce the official release date for the Xbox One. When asked if it would be November 22, 2013, the Microsoft dude laughed maniacally and moonwalked off the stage.

File

Vita Spotted In

Real World

Last month, Brooklyn resident Trevor Layfield’s daily ride on the G train went from routine to extra- ordinary. “I was playing some games on my phone and looked up,” Layfield said. “I couldn’t believe it—| was like ‘Is that dude holding a Vita?!’” Trevor scrambled to open his cam- era app and snap a picture, and captured a blurry image of the fabled product. “At first, | thought maybe it was a PSP or a big phone or something, but no way. It was an actual Vita, just a few feet away from me.”

“Gamer” Unaware Games Are Played A dedicated YouTube user and self-declared gamer was stumped when con- fronted with an actual con- troller, according to reports. The man stared transfixed and confused at the gamepads protruding from a PlayStation 4 kiosk at the mall. When a concerned child told him that they were “Controllers. You know, for games?” the man grew indignant. “I’ve watched thousands of Let’s Play videos,” he said. “I’ve seen every secret in Dark Souls, Skyrim, and GTA V. Basically, I’m a gaming expert. That... thing...is just a remote control or something.”

Graphics Might Suck

In the midst of playing

the indie puzzle/platform title Thomas Was Alone, Christine Holmes had an alarming revelation: The low-quality graphics might not be a charming and artis- tic nod to retro gaming. They might simply be terrible. “Hold on...they’re just rect- angles,” Holmes says. “I’m not the only one who sees this, right?” Though she has previously played Super Meat Boy, Fez, and Nidhogg, this is the first time she has questioned the lazy visuals in an indie darling. “These all look like no-effort rush jobs now,” Holmes says.

“| must be missing a layer of meaning.”

feature 61

62

PS6

32-Player Racing/Future Simulation

Sony Polyphony Digital

Holiday 2030

You Should Buy An Ouya

by Dexter Thorne, Ouya CEO

he Ouya is awesome! Our are definitely functional most of the time. It’s

company set out to create also a great conversation piece; even my

the must-have home console gamer friends who see it by my TV always ask,

that would disrupt the fatcats “What the hell is that thing?” The bottom line is

like Sony and Microsoft, and this: The Ouya is great, and worth owning.

our efforts were aresounding The good news is, | have one that I’Il sell you! It

success. It has all kinds of has hardly ever been used, and you can have great games (maybe you’ve heard of titles like it for super cheap. You should buy an Ouya. Towerfall and another one), and the controllers § This Ouya. Please.

Wii U oo't9'56 o0'19'56 1 or 2-Player Slasher With Attitude

Nintendo Team Ninja

Sexual

n the world of racing-simulation games, no developer is

more respected than Polyphony Digital. The developer’s

painstaking attention to detail has been at the heart of the Gran Turismo series, but that dedication comes at a cost; the last installment, Gran Turismo 6, released on PlayStation 3 weeks after Sony launched the console’s successor without a first-party racing game.

Rather than rush the creative genius of series producer Kazunori Yamauchi and his team, Sony is tasking the developer with future proofing the sequel so it will be rel- evant to the market when it releases. “We were a little late to the party with GT 6,” admits Yamauchi. “So this time we want to make sure we are ahead of the curve. That is a racing analogy.”

With a 2030 release date in mind, Gran Turismo 7 will feature a host of exciting new features, including flying cars, holographic road signs, and robot pedestrians. All vehicles also feature advanced damage modeling, but will self-heal after a few seconds, as Yamauchi expects cars to do in the future. Yamauchi also says the game will be packaged with a demo for The Last Guardian, which Sony expects to launch in the following months.

With its focus on the future of racing, Gran Turismo 7 sounds like the most ambitious game in the series yet. Which begs the question: Will they be ready? “When the holiday season of 2030 arrives, we will see you at the finish line,” Yamauchi tells us with a coy smile. “This, too, is another racing analogy.” I

PAR OOD Y

Zelda: Other Z

ay what you will about Team Ninja, but the studio is

extremely good at signing deals to work in franchises it

has no business touching. After allowing Team Ninja to make Metroid: Other M, Nintendo has contracted the studio to give Zelda the same treatment.

Team Ninja promises that Zelda: Other Z plays to the strengths of the series. It has a plot overflowing with heavy- handed symbolism, teen angst, and barely repressed sexual- ity. The story begins when a ninja clan of Moblins burn down Link’s hometown and kidnap the busty Princess Zelda, all while he’s taking a nap in a tree. Link startles awake, sees the devastation, and then yanks the master sword out of a stone giant’s decapitated head. He says “Time to rock and roll,” (finally, voice acting in a Zelda game), then rides Epona into the sunset with a wink.

Other Z also allows a second player to take control of Link’s best friend, Tingle. This elf wannabe’s addiction to fairy dust has filled him with an insatiable bloodlust. During combat, Tingle constantly spouts one-liners like “That’s going to tingle in the morning,” and “You’re going to be Koo- loo-limping out of here.” Tingle also has a softer side; he has a complicated family past that Team Ninja vows to explore through extensive cutscenes. Thankfully, fans won’t have to get their hands on Other Z, because Team Ninja has prom- ised that they won’t be “wasting time with focus tests or any kind of feedback” prior to release.

Mario & Sonic At The Hunger Games

Deserves to catch fire

Style 1 to 4-Player Mascot Murder Publisher Nintendo Developer Sega Release So far ahead of the event it’s based on you forget it ever came out ESRB YA

emptively refused to allow Sega and Nintendo

to release Mario & Sonic at the Rio 2016 Olympic Summer Games, citing past games in the series as “total s---.” Since then, the companies have been on the hunt for a new excuse to nonsen- sically toss their characters together. Now, it’s the Hunger Games franchise’s problem.

The whole Mario and Sonic gang battles to the death in a woodland arena while Dr. Eggman rules from his opulent Capitol. | was not impressed by the slim variety of districts the tributes hail from, like Scorched Hill Zone, Stale Donut Plains, and an obligatory ice world. Princess Peach and Sonic pre- tend to be in love to garner sponsor support, which is surprisingly believable; Peach has plenty of expe- rience after leading Mario on for decades, and Sonic is clearly excited to be dating a human woman again after getting dumped by Lacey Chabert in 2006.

As with every Wii U game, the action focuses solely on terrible and kooky minigames. Since Luigi has no physical skills to defend himself, you use the Wii remote to paint camouflage on him so he can hide on a patch of moss the whole time. Another has you sawing tree branches to drop nests of Buzz Bombers on competitors below. The strangest game type, Suicide Pact, tasks players with eating those poisonous mushrooms from the Japanese Super Mario Bros. 2 at the exact same time. After playing this awful mashup, you’ll want to see if your back- yard has any deadly fungi to put you out of your misery. » Darth Clark

| he International Olympic Committee has pre-

9 Yl

Wii U » Concept If you don’t get this

after reading the title, we can't help you

» Graphics Finally caught up to PS3/360

» Sound

Yoshi's death rattle upon taking a spear to the neck will haunt you

» Playability

Even though the game- pad is supposed to be the focus of the Wii U, you're still forced to use crappy motion controls

» Entertainment Of course not

» Replay Value Moderate

Japanese video games set the standard for years starting in the late ’80s with hits like Super Mario Bros. and The Legend of Zelda. After decades of Japanese RPGs, stylish action games, and creepy dating sims, only a few series still remain relevant...like Super Mario Bros. and The Legend of Zelda.

Some sad individuals cling to the country’s former glory, wandering the massive Tokyo Game Show’s empty halls

MLB 14: The Show

Yes harm, yes foul

Style 1-Player Affront To Your Sensibilities Publisher Sony Computer “Entertainment” Developer Questionable Release Annually ESRB Sports!

American pastime, inseparably woven into the

DNA of our social identity. Baseball embodies the endless struggle of the human spirit. That’s why I’m so disappointed in MLB 14. The on-field action is exciting and authentic, but completely fails to live up to the other expectations | have set for it.

First of all, the game only runs at a measly 30 frames per second. Yes, that’s generally how we played games for years, but | own new hardware now; as an ascended gamer, looking at such a low framerate is offensive, like garbage in my eyes. The game also doesn’t run at 1080p a fact | don’t fully understand, but | know that it is bad.

The visuals aren’t the only issue. It has download- able content available (which | hate on principle), so that knocks a few points off right there. Each individual game only takes an hour or two to play, which is far too short in my opinion. Also, MLB 14 doesn’t feature any women in starring roles - a baffling oversight in this day and age. Lastly, | kind of like basketball better than baseball. | wish there were a basketball mode.

These obvious faults are inexcusable. Sure, the gameplay itself is fun, and the presentation is faith- ful to the sport. But that isn’t what’s important here. Anyone who buys or plays this game is part of the problem. » Darth Clark

K aseball is more than just a sport; it’s the

to hope.

dusty kiosk.

PARODY

3 QW;

» Concept Provide solid baseball, but miss the point entirely

» Graphics Photorealism is so passé, especially when the developer could have gone with a stylized look that captures the soul of our culture

» Sound

Accurate and varied color commentary from the real- life announcers, but they fail to discuss any relevant social issues

» Playability

kept looking for the “lament the state of the video game industry” button

» Entertainment

if you only want to play some baseball, you'll have fun here. You are also a monster

» Replay Value Low

The sun has finally set on the Land of the Rising Sun’s video game industry. We take a look back at the once-influential island country’s legacy.

for something exciting to play. While the echoing convention hall has been mostly overrun by families of deer and polite ghosts, some delusional developers cling

“We've released three new Final Fantasy games this year!” says one pallid developer. “But they were mobile-only,” he added, shooing a fawn away from a

We will never forget you, Japan.

feature 63

64

Titantall

Respawn makes its final preparations

whelmingly positive buzz following its

reveal and quickly became one of the most anticipated games of the new genera- tion. Unfortunately for Respawn, a hiccup occurred amidst its near unanimous praise upon revealing a 12-player maximum for matches. Gamers with a “more is always better” mindset began to doubt Titanfall’s potential for chaotic, intense multiplayer bat- tles. We’ve since hopped in the titular Titans for one last extended hands-on play ses- sion preceding release. Our deeper dive into

R espawn’s flagship title received over-

combat, player progression, and the newly announced Last Titan Standing mode has

us more confident than ever in Respawn’s premier offering.

For the uninitiated, Titanfall focuses on six vs. six first-person combat, both on foot and in the cockpit of towering mechanical Titans. The sharp A.I. of these massive robotic tanks’ allows them to autonomously stand guard or follow you around while blasting enemies. A variety of robotic workers and NPC combat- ants wander the battlefield, frequently interact- ing with you or one another. These systems

combine to create intense, living combat zones that someone might expect from a game with a much higher player count.

Our last round of hands-on time with the game before launch takes place on the Fracture map. Unlike the dense urban map Respawn has previously shown, this map proves that even the wealthy denizens of Titanfall’s universe are not untouched by the ongoing fight for natural resources. Multi-level homes with odd, angular designs have been torn apart by geological disturbances caused by widespread fuel mining. Exposed water mains provide cover along the map’s edge, grenades can be tossed through shattered skylights into the rooms below, and Titans have more open space to move around in. Only the Atlas Titan was available for this pre- view, as Respawn is leaving the slow, powerful Ogre and nimble glass cannon Stryder under lock and key for the final release. Titan fights frequently escalate into deadly games of catch, where players freeze their opponent’s missiles or bullets in midair and attempt to toss them back. Pepper in some huge robot punches and one player’s inevitable emergency ejec- tion from their flaming rig, and there’s rarely a dull moment.

Impatient gamers who don’t like the idea of waiting for their Titan can look forward to Last Titan Standing mode. This new match type starts out each round with Pilots already suited up in their bipedal tanks. The key to vic- tory is crushing the other team’s Titans while preserving at least one of your own. Interesting strategies emerge throughout this mode, such as disembarking a Titan and allowing it to gun

down enemies in auto-mode while you assist with an anti-Titan rocket launcher. It’s a fun addition to Titanfall’s announced FPS staples like team deathmatch and domination.

The constant action of online batttles is enough motivation to keep playing, but Titanfall’s progression system adds a tanta- lizing carrot at the end of the stick. Players choose from a selection of predetermined Pilot loadouts at first, eventually unlocking new weapon/ability combinations and the ability to customize their own class. Titan customization follows a similar course, even- tually allowing players to tinker with perks like reduced Titan cooldown time and auto-eject. New guns and weapon parts like sights can be purchased using funds earned from battle. It’s a familiar, satisfying leveling system that fans of the Call of Duty series should appreci- ate, which makes sense considering a sizable portion of Respawn’s staff are formerly from Infinity Ward.

The newly revealed Burn Cards system allows players to tailor their play style beyond loadout customization. Burn Cards are single- use perks earned throughout the game, three

\ of which can be carried into battle after all the slots have been unlocked. The benefits of each card last until you die, encouraging careful play to keep the kills coming. An over- charged anti-Titan grenade launcher deals extra damage to enemy robots. A prosthetic leg makes the double-jumping, wall-running Pilots even speedier. The Decisive Action card speeds up the deployment timer on your next Titan. Growing your stash of Burn Cards and strategically selecting them according to your gameplan add a new layer of depth to Titanfall’s already frenetic battles.

Titanfall is an important game for not only the unproven Respawn Entertainment, but the industry as a whole. As one of the most eagerly awaited next-gen releases and a Microsoft exclusive, its success will help determine the desirability of the Xbox One. Additionally, Respawn’s unprecedented deci- sion to develop a triple-A, multiplayer-only title could start a new trend of console shooters that forgo single-player campaigns altogether. But most importantly, every moment we’ve had with Titanfall has been a blast, and soon we'll have the whole package. » ri

Xbox One

12-Player Online Shooter

» P er Electronic Arts »D r Respawn Studios

» Re

March 11

Details on the Xbox 360 version of Titanfall are still scant. Respawn Entertainment previously announced the last-gen version is being developed by Bluepoint Games, the creators of PlayStation All-Stars Battle Royale and HD ports including Metal Gear Solid HD Collection and the God of War Collection. Originally scheduled to release alongside Respawn’s new-gen version, the Xbox 360 version has been delayed until March 25.

previews 65

66

» Platform PlayStation 4

» Style 1-Player Action » Publisher

Sucker Punch Productions

» Developer Sony Computer Entertainment

» Release March 21

Infamous: Second Son

Exploring choices in Sucker Punch’s Seattle

f nothing else, Infamous: Second Son pro-

vides players plenty of choices. Not only

does the title’s open-world structure offer the freedom to choose which mission to tackle next, but its karma system allows play- ers to make good and evil choices that influ- ence the narrative. Meanwhile, protagonist Delsin Rowe’s power to absorb the abilities of any conduit he touches opens up a vari- ety of new ways to approach combat. | felt the weight of these choices during a recent hands-on session.

The demo kicks off after Delsin runs into another conduit named Abigail “Fetch” Walker. Fetch’s powers allow her to bend light into a variety of deadly laser-like attacks. In the open- ing act, Fetch is seen as an altruistic super being, only using her powers to take down the criminal element. However, Fetch is fairly impressionable; after Delsin incapacitates her, he has the choice to join her in her cause to clean up the city, or corrupt her, pushing her to explore the dark side of her gifts.

If Delsin sticks to the virtuous path, he and Fetch team up to take down a series of drug boats scattered throughout Seattle’s harbor. Using Delsin’s smoke powers, | quickly worked my way through the harbor, rescuing trapped hostages and tagging drug boats with spray paint so Fetch could light them up and send the boats to the bottom of the bay.

If Delsin corrupts Fetch, a new set of mis- sions opens up. In these missions, the duo decides to attack a group of anti-conduit activists who have been protesting against the conduit “plague.” Delsin convinces Fetch to help him harm the picketing civilians in order to draw out their activist leader.

Unlike Delsin’s smoke powers which are

great for up close and personal encounters the neon power set he inherits from Fetch offers precise laser blasts, ideal for sniper fans. The neon charge ability also allows Delsin to fire up the sides of buildings, making it the go-to power for getting across the city quickly. Switching back to Delsin’s smoke powers is as easy as finding a smoke stack and absorbing its hazy essence.

Players’ karma choices impact the gameplay as well. After players have firmly established themselves as good or bad, they start to earn karmic bombs, which are army-clearing powers that showcase the full extent of Delsin’s power. In one evil karmic bomb based on the neon abilities, Delsin explodes in a wave of light energy, sending nearby enemies float- ing into the air before unleashing a stream of neon bolts that turn these foes into chaff.

To build up this devastating attack, however, Delsin needs to cause a massive amount of chaos. When Delsin’s actions create enough mayhem to fill the karmic bomb meter, he can unleash his fury. But as things settle down, this meter slowly drains. If Delsin has taken the moral high road, however, he must perform a streak of good actions such as subdu- ing a foe instead of killing them in order to earn a karmic bomb that subdues a large group of foes. This ability stays banked until he accidentally kills a civilian or some other horrific activity.

Sucker Punch’s miniature recreation of Seattle offers players a variety of mission types to explore, and within those missions players have the freedom to accomplish objectives however they see fit. The only wrong choice would be to ignore this exciting PS4 exclusive when it releases in late March. » Ben Reeves

| Like previous Infamous games, Delsin can choose to be good or bad, o but in Second Son he can also influence other conduits’ moral decisions a Se

'

= \ 7 ~ A ; i \ ee aw a,

Some DUP agents have more advanced tech and are a greater challenge for Delsin

—_$< <<

Se.

Delsin can charge up powerful Karmic Bombs to take out several enemies at once

previews 67

» Platform PC

» Style

Massively Multiplayer Online Role-Playing » Publisher

Sony Online Entertainment

» Developer

Sony Online Entertainment

» Release 2014

EverQuest Next Landmark

Much more than a building game

chise, EverQuest Next Landmark, is

currently in an early access/alpha state, and serves as a staging ground for many of the features that will make their way into the EverQuest Next MMORPG. While the focus is currently on crafting and building, it’s impor- tant to know that the current shell is on a path to become its own open-ended MMORPG, complete with combat, monsters, treasure- hunting and exploration, and an achievement- based progression system.

Because it doesn’t need to operate under any specific narrative, the sky is truly the limit for EverQuest Next Landmark, as players create everything from castles and pop-culture homages to cactus armor and rocket launch- ers. Right now, players can lay claim to land, harvest resources, and build to their heart’s content. But this is just a small taste of planned

Hi he next chapter in the EverQuest fran-

content. Eventually, players will be digging

deep into the earth in search of buried trea- sure and battling creatures, taking on group encounters for precious loot and resources, crafting weapons and armor, and exploring

areas of varying degrees of difficulty.

If crafting is your thing, you could stay in safe areas and build a massive fortress or work with a guild of other players to create something absolutely incredible. Builders can create templates that can be used to replicate the designs they’ve come up with and barter with

other players. If you stick to the specifications outlined by Sony, the building could be eligible to be ported over to EverQuest Next.

If you don’t feel like chopping down trees or hunting down ore to create buldings, you could become a treasure hunter and burrow deep into the earth with a pulverizer machine to discover riches and guardians. Explorers can travel the land in search of challenging creature encounters and trade their spoils to crafters and builders.

For those who prefer competitive encoun- ters, Sony plans to create PvP areas where players can lay waste to opposing keeps and castles. These zones are driven by being home to special resources and other goodies that players will want to get their hands on.

In all likelinood, most players will engage in some combination of these activities. This open-ended experience doesn’t really follow the standard MMORPG model at all, since there’s no “endgame?” in the traditional sense.

Unlike many MMORPGs that use experi- ence points and levels to define character progression, EverQuest Next Landmark has an achievement-based system. For example, slay- ing a certain amount of monsters could unlock a health bonus. Mining a certain amount of a mineral could make you a faster miner.

The focus isn’t on grinding achievements,

but actively rewarding players for exploring and having experiences within the world. Essentially, your character improves over time simply by doing the things you like to do.

Combat in EverQuest Next Landmark takes advantage of the destructible environ- ments. Some methods of taking out enemies could include blowing up bridges as enemies attempt to maneuver over them or blowing up areas with dynamite. Loot like swords and armor aren’t exclusive to crafting, and foes drop various pieces of equipment both common and rare. Some places in the game are dangerous to go into alone, with players heading out in groups in an attempt to facili- tate safer exploration. Boss monsters and world encounters may require multiple players to defeat.

Sony plans to roll out these various elements in small doses over the course of the alpha/ beta process, and the developer is taking player feedback into heavy consideration. Landmark is never actually expected to be “complete;” it will be a continually changing and updating game. » Daniel Tack

Items come in different qualities with various modifiers

252.98 76.27

226.93 Damage

299.73 Siz 71.65 s;

ed 223.06 Damage

277.10 Dama

previews 69

QG DW wv " ">rreeeeéi#é’"»..

» Platform

Xbox One

Xbox 360 * PC

» Style

1-Player Simulation (Online TBA)

» Publisher Microsoft Studios

» Developer Team Dakota

» Release 2014

For The Players

LittleBigPlanet, another game that features a robust toolset, shipped with a full suite

of levels created by Media Molecule. In its current state, Project Spark doesn’t have a similar offering. That being said, it’s not entirely out

of the question, according

to executive producer

Sax Persson.

“We're keeping our options open in every respect,” he says. “That's not to say that we are doing it or not doing it. If we thought making our own story with Spark would get more people to make heir own game, I could otally see why we would go and start making a game. But it’s more important to us that we inspire people to make heir own game. We are way more YouTube than we are LittleBigPlanet if you want ‘0 compare. We're more interested in allowing people he platform to express themselves through games.”

70

Project spark

Video games as a means of expression

n 2009, Microsoft released Kodu on Xbox Live’s Indie Game channel. It wasn’t so much a game as it was a creation tool.

By visualizing programming language in a simplified way, it was eventually adopted as an educational tool. It has a curriculum and a community that continues to build games using its tools. In many ways, Project Spark is an evolution of Kodu. Studio manager and executive producer Sax Persson calls Project Spark’s visualized programming language Kodu 2.0, but it’s much more expansive.

Before working with Team Dakota on Project Spark, Persson was part of the Xbox Live Arcade team. He found players flock- ing in huge numbers to games that offered a user-generated content component. Persson singles out the original Trials’ level creation tools as an example. This element of the game was never offered as a maior selling point, but players loved it, using it more than expected. Persson says it had a lot to do with the game’s ultimate success. “There’s a pent-up demand for people to participate and do whatever they feel like with a game,” Persson says. “If we can make a platform where people can actually do that? That would be amazing.”

Production on Project Spark began nearly four years ago. Persson and Microsoft wanted to build a tool people could use for self- expression and explore the emotion behind creation. “We’ve always wrestled with the terminology,” Persson says. The goal for Spark is to create a tool where players can create, and creators can play which is the tagline the team settled on. Team Dakota hopes people will pick it up to play around with the tools, and

+ oi v.

Nature

pa

Temperate Woodlands

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What started as a blank slate turned into a difficult-to-navigate forest island of floating mountains after some light training and about 45 minutes of tinkering

walk away with a video game they’ve built and can be proud of.

“If you look at technology through the last couple hundred years, everything goes from the elite to the masses,” Persson says. “From photography to movie making at some point, people demand to participate.”

Project Spark is currently in beta for Windows 8 and Xbox One, and the Xbox 360 version should get its own beta shortly. “It’s quite complicated, but we’re working on all

It’s not a level, but Team Dakota likes to check in on this user-made dragon, which has new additions every time they take a look. It started as a stationary skeleton, but now has added animation, and as you can see here, it breathes fire

three,” Persson says. The team is inventing new tools and mechanics as it is developing the game, so it’s not as simple as bringing in an additional developer to help port the game. All three versions of the game can commu- nicate with each other. By the time the game officially releases, Team Dakota promises you will be able to create and work on any level on any platform at any time.

The tools used to create are the same on every platform, but the PC and Xbox One ver- sions have some advantages other than the visual upgrade the two hold over the Xbox 360. Windows 8 machines equipped with touch- screens allow players to use their fingers to create, and Kinect 2.0 allows Xbox One players to add more personality to their characters. Using Kinect, players can record voiceover and animate characters in a similar way to motion- capture processes. The Kinect implementation

has been shown before, but Persson says the feature has been completely reworked from scratch since its original iteration in order to perform and track movement better.

Since its beta began, Project Spark has gone through four releases, but player content has never been wiped and it will never be wiped. If you are lucky enough to participate in the beta (which moves from closed to open soon), everything you've created is safe. Players can already purchase cosmetic con- tent with microtransactions without fear of it being deleted for a new version.

The beta is dictating when Project Spark will Officially launch, hence its nebulous release date. Team Dakota is using the beta to con- form the game to the way players want to use

it, and testing the integrity of its servers. When the beta is running smoothly, the game will Officially release. » Kyle Hilliard

This is a totally functional pinball table, complete with a screen that displays your high score, an s

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~

d it was all built by a user in the beta

~~

Some of Team Dakota’s favorite creations from the beta aren’t necessarily impressive for technical reasons. After

releasing the beta a few days before Christmas, one user built an interactive Christmas card thanking the team for

the beta. Persson doesn’t know how this was accomplished

Jumping Into The Beta

My own time with the beta didn’t result in a spectacular creation worthy of praise and marvel, but I was impressed with how fast I could explore the world I created. What began as an attempt to recreate Halo’s Blood Gulch map turned into a completely unrelated pair of mountains and a nearby series of platforms. I began shaving away at the sides of a portion of land and building up the middle until I had a mountain I could climb. I added a dirt trail as a makeshift path, and formed a trail of coins.

After testing the boundaries by making a separate mountain as tall as I possibly could, I moved to a different section. There I built a small hill and chopped out gaps to create floating platforms. I placed a single coin at the end. This was all accomplished in a matter of minutes.

My first mountain was difficult to climb. It was impossibly huge and the platforms were poorly placed. Regardless of all that, I still built a world without much effort and I was proud of my creation. I called my level, “The greatest creation that ever existed,” and decided I would ignore the feedback from fellow beta players.

previews 71

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1 tayek fees (Multiplayer TBA) ~ITBit TT Bit

August

RETRIEVE THE KENTHENITE CRYSTAL

72 previews

Galak-Z: The Dimensional

hen we first got our hands on Galak-Z

last September, 17-Bit had only a few

basic elements in place. The one-level demo featured a hand-designed planet with a few twisting caverns and enemy types. Despite its nascent stage, the core gameplay was already engaging, and we had no prob- lem endlessly shooting asteroids and enemy ships while 17-Bit CEO Jake Kazdal laid out his plans for things to come. After an addi- tional six months of development, Galak-Z has transformed into a more beautiful and complex beast. The scope of the game has continued to grow as well.

For those who don’t recall, Galak-Z is a mod- ern-day homage to the old-school shoot ‘em up. The game features a multilayered control scheme that allows players to independently manage front and rear thrusters, apply boost- ers, and perform juke moves to (hopefully) outmaneuver enemies while unleashing vol- leys of heat-seeking missiles and laser blasts. Every enemy is driven by its own A.I., complete with sound and vision cones for detecting the player as well as members of opposing factions. The result is a buzzing simulation of

enemy ships, space monsters, and environ- mental traps that can turn the odds in your favor if you can keep it together long enough to take advantage of them.

The latest demo reveals how far Galak-Z

has come since we last saw it. An additional layer of visual polish makes the hand-drawn planets and anime-inspired explosions even more beautiful. New wildlife including mas- sive snaking centipedes and cave spiders keep us on our toes. An in-game merchant now provides an incentive for picking up the shower of items dropped by bested enemies; a variety of system upgrades and weapons are available for purchase, including a powerful triple-shot cannon and a second turret for the standard laser.

The biggest change, however, isn’t as readily apparent; 17-Bit has redesigned Galak-Z to be a roguelike, and as such all levels are now pro- cedurally generated. The developer has also implemented permadeath, making the frenetic dogfights even more intense.

Though not fully implemented, Kazdal explains that each play session of Galak-Z is presented as its own unique episode, com- plete with a randomly generated title and author, a freeze-frame end credits sequence, and parody commercials. Episodes are broken down into chapters, and should last around

45 minutes in total provided you live all the way to the end.

Each chapter gives players three locations to choose from, which contain different difficulty ratings, mission objectives, and procedurally generated planets to explore. Kazdal says there are around five world types in total, and that some missions focus on other locations such as deep-space battles between opposing fleets, asteroid fields, or the abandoned husks of massive starships. Make it through the full sequence of chapters and you must take on a procedurally generated boss ship maybe an Imperial general, a pirate captain, or both to beat the episode. 17-Bit’s goal is to have enough small cutscenes to tell a complete procedurally generated story, which Kazdal acknowledges is ambitious but still believes is doable.

A lot of Galak-Z’s most interesting features are still literally on paper Kazdal had to sketch out the mission structure in his note- book as he explained it to us. However, the same was true when we first saw the game, and with all of the main systems now in place, the project is coming together nicely. Whether 17-Bit can make all of its bold plans a reality is unclear, but what we do know is Galak-Z gets more fun every time we play it.

Transistor

Supergiant lives by the sword

ack in 2011, Supergiant Games caused a Re with its debut title, Bastion. The action/RPG earned acclaim thanks to its flexible gameplay, distinctive world, and excellent soundtrack. Transistor, the studio’s next project, appears to have a similar mix- ture of those successful tenets. However, Transistor does not just retread the path forged by Bastion.

“When we set out to make Transistor, our foremost goal was to create something with its own distinct identity, to build a whole new world from scratch that players could lose themselves in, and had the potential to stick with them ina positive way long after they finished playing,” says Supergiant creative director Greg Kasavin. “I think the tone and moment-to-moment play experience of Transistor will be key to giving it its own specific identity as a game.”

Players control Red, a singer who has lost her voice. She wields the Transistor, a mysteri- ous sword that is powerful at the beginning

and only gets more formidable as the game progresses. The weapon also has a connection to a friend of Red’s, whose soul is seemingly trapped within. This means that even though Red can’t speak, the Transistor (voiced by Bastion narrator Logan Cunningham) guides her through the futuristic city.

Talking swords are unique, but the Transistor’s true potential comes out on the battlefield, where players fight off robotic foes with an array of special abilities. However, the action isn’t strictly about hacking and slash- ing. In addition to regular attacks, players orchestrate strategic assaults thanks to the Transistor’s ability to freeze time and queue up maneuvers. Balancing the real-time and tacti- cal options allows you to develop your own approach to battle.

“The game quickly introduces you to the [tactical] mode, but beyond that never tells you when or how to use it - that part is completely up to you, and we find that players intuitively

and quickly pick up on it,” Kasavin says. “Whether they use it to press the attack or as a last-ditch measure or for evasive maneuvers, or just for pausing and surveying, it’s all viable in any proportion with the real-time combat.”

How you execute your attacks isn’t the only freedom Transistor provides; the specific attacks you use also have an impact. The sword can deal direct damage, but it can also force enemies to fight each other, create a diversion, and conceal your position. “A big part of the game revolves around unlocking the Transistor’s various capabilities and learning all it can do,” Kasavin says. “You'll find that each of the Transistor’s different functions can be used in a variety of contexts and combinations, so in practice there will be a huge number of viable ways to build your character.”

Red can have four functions equipped at once, but they are upgradable to provide even more flexibility. For example, you earn the functions Crash and Breach early in the game. The former is a short-range stun move, and the latter is a piercing long-range move. However, they can augment each other, allow- ing you to upgrade Breach with Crash’s stun ability, or turn Crash into a longer-range attack. Considering the Transistor’s wide variety of functions and the numerous upgrade possibili- ties, you shouldn’t have a problem finding a style that appeals to you.

Supergiant has been relatively quiet about Transistor since its debut, leaving anxious fans desperate for more info. Don’t worry the silence is not a bad sign. “I think a lot of people have already made up their minds about whether or not they want to play Transistor just from what little we’ve revealed thus far,” Kasavin says. “Likewise, | don’t think we'll tip many people over the fence by revealing more weapons or characters or whatever. So we just keep on tinkering away at the game.”

» Joe Juba

» Platform PlayStation 4 * PC » Style

1-Player Action

» Publisher Supergiant Games » Developer Supergiant Games

» Release 2014

The Right Sound

Bastion had a particularly memorable soundtrack, and you should expect another outstanding effort with Transistor. It may have a different style, but the team still has the same

commitment to establishing

atmosphere through music.

“We once again have Darren

Korb our composer and audio director at the helm on this front, and we knew

straightaway that we wanted

the music in Transistor to be at least as significant as

it was in Bastion, in its own way,” says Supergiant’s Greg

Kasavin. “One way that’s

manifest is that Red happens

to be a singer, so the music

you hear isn’t just there to be

pretty, it’s part of the world and part of this character. A lot of who she is is right there in the music.”

previews 73

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The Elder scrolls Online

Inauspicious beginnings conceal a greater game

» Platform PlayStation 4 * Xbox One PC + Mac

» Style Massively Multiplayer Online Role-Playing

» Publisher Bethesda Softworks

» Developer ZeniMax Online Studios

» Release April 4 (PC/Mac) June (PS4/Xbox One)

74 previews

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Scrolls Online, I’ve got a much better

sense of what to expect out of the final game. Prior to this play session, the only areas we had a chance to check out were small low-level zones that felt boxed-in and frankly a little bland. This play session allowed me to take a character past the entry-level content and into the greater world of Tamriel, exploring the expansive area around Daggerfall and diving into the skill system, progression, and beautiful open- world environments.

Elder Scrolls Online feels more and more like Skyrim with each build. Outside of the tutorial zone is a vast area containing quests, bosses, surprises, and numerous opportunities for exploration. In this way, much of the lower- level experience from levels 1-15 feels like playing a single-player Elder Scrolls title. This is a good thing, as it allows players to acquire a solid stable of abilities and learn how to use them before grouping becomes an option.

It’s also worth mentioning that the combat in this build has been greatly improved and sig- nificantly more engaging than the “block and smack” mechanics that defined earlier itera-

tions of the game.

One of the most impressive and intriguing

\ fter a full weekend with The Elder

things in Elder Scrolls Online is the skill system. With so many choices it’s easy to

get lost, and that’s a good thing. Players can invest in more traditional, class-specific talent trees, but they can also choose from a wealth of other options, from crafting and racial skills to options acquired through questing and exploring. Your participation in the guilds of the world and other various groups/affiliations can unlock passive and active ability options, which adds to the feel that ESO is grounded in its single-player RPG roots. Players have the chance to create truly unique characters.

The game remains largely quest-driven out- side the beginner area, and this freeform expe- rience is refreshing and enjoyable. Wander in any direction for a few moments and you’re likely to uncover new characters to interact with or crypts to explore. The city of Daggerfall feels incredibly fleshed out and almost real, a

vast upgrade from the standard MMORPG city that merely exists to serve as quest hub with vendors. You can spend hours just traversing the city and surrounding areas, and if the later areas of the game are anywhere as big, this world is looking downright enormous even by MMORPG standards.

While questing, you stick with a core team of NPC adventurers for many hours, learning a lot about them and making various storyline decisions that may have significant impact down the line.

Two of the most important things in MMORPGs - grouping and endgame were not available to test in this session. While we won’t know how these aspects turn out until after the game launches, the single-player aspects seem deep enough to keep a Skyrim fan or MMORPG enthusiast satiated for quite some time. » Daniel Tack

Next Car Game (working title

FlatOut developer reveals its next destruction derby

Bugbear Entertainment made its name

with the FlatOut series. That destruction- focused car franchise garnered a fanbase thanks to its love of shredded metal. In recent years the company has worked on some other racing franchises like Sega Rally and Ridge Racer, but now it’s back with a new PC title that dials up the destruction to new heights.

Currently being developed under the work- ing title Next Car Game, Bugbear’s latest is in Steam early access, with a release expected this year. The game already demonstrates the developer’s disregard for proper car care and mastery of physics and destruction. Running through a sample demolition derby ring and two racetracks on gravel and tarmac, | found the game strikes a nice balance between the fun of using your car with aggression against competitors while still preventing you from damaging out instantly. In the process, your car inevitably gets deformed, with parts and metal particles bursting into the air. The track itself ends up a junkyard of debris.

R ack in the PlayStation 2 era, Finland’s

One thing | notice while playing the game with a controller is the two cars available (a prototypical American muscle car and smaller European car) seem to feel more substantial than those in the FlatOut series, which felt a little floaty and turned on a central pivot point. This is important when both racing the track as well as trying not to get too knocked around.

Car parts can be upgraded, and unlike most racing titles that feature a clear-cut parts inven- tory, the game has a marketplace of parts where users can sell to other players. Bugbear hasn’t declared whether it plans to impose parameters on prices, or if they will let them be set by users. The parts you use won’t increase an arbitrary “acceleration” rating, for instance, but change actual values like the time it takes you to go from 0 to 60. Given demand, some parts you want or need simply might not be available.

Choosing which car to use when is also important you might not want to opt for the car with the engine in the front if you’re going to be using it for ramming in a demolition derby.

Bugbear plans to craft a variety of tracks » Platform and a selection of derby arenas (including a PC figure-8 circuit) housed in larger career and » Style multiplayer structures, but the studio isn’t 1-Player Racing ready to talk particulars. (24-Player Online) However, none of these details are as » Publisher important as Bugbear’s historic dedication to Bugbear Entertainment destructive racing. Ten years since the debut of

! » Developer the FlatOut series, the developer can leverage

Bugbear Entertainment improved technology to truly bring its dramatic wo Rel crashes and races to life like never before. 201 a tae

» Matthew Kato

V/3

TIME 00°96.56 LAP 00:58,.56

previews 75

» Platform PC + Mac « Linux

» Style

1-Player Strategy/

Simulation

(4-Player Online)

76 previews

» Publisher Gaslamp Games

» Developer Gaslamp Games

» Release Spring

ockwork Empires

Frontier colonies and cosmic horrors collide

new Victorian-steampunk-Lovecraftian

setting. Gaslamp Games (Dungeons of Dredmor) is taking the simulation game somewhere new in Clockwork Empires with colorful characters, crazy occult gods, and even real-time multiplayer modes for a genre that often never leaves the warm confines of single-player settings.

Players indirectly control critical characters as they perform tasks around a frontier colony, as well as lesser tier workers and lower-class pawns. You influence character behavior, but cannot directly control it. Clockwork Empires is less concerned with micromanagement than having you set policies, which frees you from making direct decisions every time. The char- acters and their personalities shine through regardless, which makes for interesting chal- lenges and encounters.

Not only do players have the opportunity to advance technologically, but there are powerful forces based in mysticism and magic as well. Bold leaders may tempt fate by seeking the powers of the occult to power their colonies. Many mysterious secrets exist for players to discover. Some are spurred on by encounters with the Obeliskians, living monolith beings with tentacles that may run into your naturalist as he or she studies an old ruin or a species of beetle.

The Obeliskians may eventually make demands from your colony. If they request some bones for a project, you have to decide whether to provide them the bones and hope they leave you alone, fight back with force, or wait and see what they create with the resources. Maybe they come up with some magic engine that doubles your available technology. Maybe they summon an eldritch cosmic horror in your town square. Anything could happen, and that’s just one small inter- action that your colony has over the course of agame.

For those who prefer to play with others,

( ; et ready to manage a colony in a bold

Clockwork Empires features a traditional asyn- chronous game mode, plus a more ambitious synchronous multiplayer mode where players interact with other players’ settlements. These interactions can be positive or negative, and players are well advised to keep an eye on their colony and what others may bring into it, from positive trade to saboteurs to dark, loathsome things with no face that slither in the dark. Playing with friends can range from cooperative growth and development to creative backstabbing and diplomacy. Clockwork Empires’ concept is intriguing, but don’t expect Gaslamp Games to delve too deep into the game before launch. The studio wants to retain as much wonder and mystery

as possible. “It would have been really awe- some to have people pick up the game not knowing, and just to discover things,” says Gaslamp Games CEO Daniel Jacobsen. “Sadly the internet has made that really difficult. You really sort of have to opt out of information by just not looking at Twitter for a week while you play through a game. It’s like those wonder- ful moments where you actually have to tell people about stuff that happened in a game because it was back in the day that there was no internet, and FAQ’s didn’t exist and you actually had to use words, and then the lore around a game would eclipse the game itself. And it’s sort of our attempt at making such a thing possible again.” » Daniel Tack

This encounter with an Obeliskian had an unfortunate ending

*"; *

Heroes Of The Storm

Tychus Findlay joins the all-star Blizzard roster

free-to-play MOBA-style game, Heroes

of the Storm. Players can control many of Blizzard’s iconic characters in fast-paced five-on-five matches featuring characters from the Diablo, StarCraft, and Warcraft franchises. This means that you can finally

R lizzard is going all out with its upcoming

StarCraft II players might remember Tychus from the game's first teaser cinematic, walking out of the infamous New Folsom prison, only to be trapped in a different sort of jail at the whim of Arcturus Mengsk

determine who would win in a fight between Illidan and Diablo, Thrall and Kerrigan, and many other zany matchups right out of the strangest fan fiction.

Distancing itself from other games in the same genre, Heroes of the Storm does not fea- ture in-game stores for characters to purchase

gear, and each map has special conditions that can give teams an edge.

One of the many Blizzard icons that players have access to is outlaw Tychus Findlay. This minigun-toting former soldier has a spin-up time associated with his weapon, but can dish out massive damage. Findlay also has access to frag grenades that can knock back enemies, and a choice of several heroic skills.

The Drakken Laser drill, originally used for mining operations, can be called forth to do incredible single-target damage. Findlay’s other heroic ability is Commandeer Odin, which allows him to call forth and pilot the Odin mechanized armor, giving him powerful cannons, missiles, and additional protection.

Like other Blizzard heroes, Findlay has access to a number of special skins. The Infested Tychus is one such unlockable option, which turns Findlay into a Zerg-infested terror. With only a portion of the character roster announced thus far, expect more reveals as we move further into 2014. » Daniel Tack

» Platform

PC * Mac

» Style

1-Player Action/Strategy (10-Player Online)

» Publisher

Activision Blizzard

» Developer Blizzard

» Release 2014

Who is Tychus Findlay?

Former soldier. Erstwhile thief. Convicted felon. Tychus Findlay and Jim Raynor share what some might call a checkered past the type filled with daring exploits and courageous fights doing not so courageous deeds. While no one can be sure where Tychus’ loyalties lie, one thing is for certain. He’s a fearsome combatant whose impact on the battlefield is anything but subtle. Tychus always goes big. Always.

previews 77

» Platform PlayStation 4 Xbox One PlayStation 3 Xbox 360 * PC

» Style 1-Player Shooter (Multiplayer TBA)

» Publisher Bethesda Softworks

» Developer Machine Games

» Release May 20

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The end of the world as we know it

n 1946, the U.N. General Assembly met for

the first time, President Harry Truman off-

cially declared the end of World War Il, and It’s a Wonderful Life released in theaters. Our world was recovering.

In Wolfenstein: The New Order’s alternate reality version of 1946, Captain William J. Blazkowicz’s world is spiraling into an abyss after the Nazi regime develops powerful machines that rock the United States, England, and their allies back on their heels.

In the first of the three beginning chapters of the demo | played, Blazkowicz and his comrade Fergus Reid are leading an attack on General Deathshead, a foe who has also appeared in earlier installments. The mis- sion begins on a bomber making a run at Deathshead’s fortress. When the plane goes down, however, Blazkowicz is forced to face the robotic Panzerhund and heavily armed sol- diers as he marches through the trenches.

Floating under the water as bullets whiz by and comrades gasp for breath is a callback to countless stormings of Normandy. Machine- gun nests bearing down on the beach keep Allied soldiers pinned as friends fall around

)

wis

them. This may sound like the World War II games the industry was inundated with last decade, but the proceedings take a sharp left turn shortly thereafter. As Blazkowicz, Reid, and their squad push into the castle, the hor- rors of the Nazi regime are revealed.

The Nazis in Wolfenstein aren’t the inept jackbooted thugs of Indiana Jones films.

They are creatures of pure evil, experimenting on prisoners and crafting them into abomi- nations. Machine Games doesn’t pull any punches. The imagery in these scenes is hor- rific and connected just enough to the crimes of the Holocaust that Blazkowicz’s personal reaction feels authentic. The Nazis are still caricatures, but believable ones. The chapter concludes with a Nazi victory, as Blazkowicz gets captured.

The transition to the second chapter, which jumps forward to a version of the 1960s domi- nated by the Third Reich, is more emotional than | expected from a Wolfenstein game. As Blazkowicz escapes from his prison and learns about how the United States surrendered after an atomic attack, his resolve toughens.

The gameplay blends traditional series

‘ematerint

Wolfenstein: The New Order

elements like overcharging health with pickups and equipping armor pieces scattered around. As in the original game, hidden rooms yield

a variety of collectibles, including gold, let- ters, and enigma codes. The latter are found

in pieces, with an entire set revealing game modes not yet detailed.

Wolfenstein: The New Order’s progression system is smartly implemented. The four skill trees (stealth, tactical, assault, and demolition) each have a number of different perks that are unlocked by your play style. For instance, kill- ing 10 enemies while dual-wielding unlocks an assault perk that halves the reload time when firing two guns. Killing two or more enemies with a grenade gives Blazkowicz the ability to throw enemy grenades back. | checked the perk trees often, approaching scenarios with the intention of making progress toward new unlocks.

While infiltrating the Nazi bases, keep an eye out for radio-equipped commanders. When one is nearby, an alert appears on the HUD. You won’t know exactly where they are, only how close you are. Should one see you, they'll sound an alarm and summon reinforcements. A silent takedown or rapidly eliminating a com- mander should you be spotted (and before the alarm is fully engaged) will make your life easier.

The enemies you face are varied and inter- esting. During the preview, | saw grunts, flying drones, giant metallic dogs, armored German shepherds, walking mechs, and a grotesque cyborg cobbled together from human flesh and metal.

| didn’t know what to expect from Wolfenstein: The New Order, which made the experience more enjoyable. William “BJ” Blazkowicz is a grizzled and emotionally scarred Captain America, and I’m looking for- ward to seeing how he takes back the world from the Nazis. » Michael Futter

*

Sniper Elite 3

or the kill

| he video game market is oversaturated

Zooming in f

with shooters, but like the marksmen it

focuses on, the Sniper Elite series stands apart thanks to its methodical pace and focus on realism. Fans of the series will be happy to know that Rebellion is crafting an even more advanced sniping simulation for the upcom- ing sequel, while incorporating some helpful tweaks to stave off frustration.

Sniper Elite 3 sticks to the series’ World War II roots, but this time Rebellion is turning to the war’s often overlooked North African campaign to change up the scenery and gameplay. During a hands-off demo, Rebellion showed us a level set in Egypt’s Halfaya Pass, which features a chain of small villages and buildings inside of a winding canyon. Sniper Elite 3’s environments are larger and more open than in previous games, and accommodate mul- tiple routes and gameplay approaches to your objective. The level also features more vertical- ity than your average shooter, with towers and

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canyon walls that serve as convenient sniper nests, and trenches and caverns that facilitate fast getaways.

Rebellion is focusing on improving enemy A.l., which has been a weak point for the series. Enemy soldiers now behave differently based on their rank, with officers providing buffs to their squads and issuing orders to subordinates. Enemies also see and hear more realistically, and pursue you based on your last known location (indicated by your silhouette). Thankfully, when an enemy spots you, his comrades aren’t instantly alerted instead your location is dispersed first to nearby enemies after a believable delay, giving you time to dis- patch the foe or relocate.

Various visual indicators help players navi- gate their surroundings undetected. A tagging mechanic similar to Far Cry 3 allows you track enemies behind cover by displaying their sil- houettes when line of sight is broken. Other information such as visibility, heart rate, and

enemy awareness are conveyed by real-time icons. The most important visual cue is the alert meter, which indicates how close enemies are to pinpointing your location based on the sound of your shots. Relocating decreases the meter, encouraging players to take a few shots and then move to a new position, just like real snipers. Purists need not worry; Rebellion says you can turn off all of the visual cues for a more challenging and authentic experience.

Sniper Elite’s X-ray Kill Cam has always been the series’ standout feature, and it’s back and gorier than ever. Rebellion has added a muscle layer to character models, along with a simulated circulatory system. The developer has even added a vehicle kill cam; shoot a vehicle’s weak point and the camera switches to an X-ray view as the resulting explosion rips through its engine. The effect is a little hokier than its human-anatomy counterpart, but enter- taining nonetheless.

Rebellion is adding all the bells and whistles you would expect from a modern shooter, including an XP system, customizable rifles and loadouts, and a suite of 12-player multiplayer modes. The entire story campaign can also be played with a buddy, complete with new coop- erative objectives, and experience crosses over between single- and multiplayer modes.

Despite all the additions, Sniper Elite 3 is still a niche title, but not in a bad way. It eschews the everyday run-and-gun formula of triple-A shooters for a tense and tactical experience where every shot counts exactly what sharp- shooters want from a sniper game.

» Jeff Marchiafava

» Platforn PlayStation 4 Xbox One PlayStation 3 Xbox 360 + PC

» Style 1 or 2-Player Shooter (12-Player Online)

» Publisher 505 Games

» Developer Rebellion

» Release Summer

previews 79

Wii U+ PC * 3DS

1-Player Action/ Platforming

Yacht Club Games Yacht Club Games

March 31

80 previews

shovel Knight

ast year, developers from WayForward

(Contra 4, Double Dragon Neon), split

off to form Yacht Club Games. Shortly thereafter Yacht Club launched a Kickstarter campaign for Shovel Knight, a tribute to 8-bit classics like Mega Man and Castlevania with an injection of Dark Souls-style risk. | fought through the spooky graveyards of Specter Knight’s world and came away with renewed excitement about this twist on the classic action-platformer genre.

Shovel Knight is ripe with nods to classic NES games, Mega Man in particular. The blocky character designs, themed levels, and instant death hazards all call back to Capcom’s classic. Even the titular knight’s movement feels close to the Blue Bomber, with a dose of Scrooge McDuck-inspired shovel pogoing. The gameplay is tight, responsive, and feels great even while using an analog stick as opposed to the classic d-pad. Pulling off tricky moves is satisfying, like chaining a series of pogo-jumps across tombstones or platforming through the dark using sporadic lightning cracks to light the way.

Precise platforming is key, considering the challenges waiting around every corner. Shovel Knight forgoes a traditional lives

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system, but the sting of death is still potent thanks to the Dark Souls inspiration. Players drop a portion of their hard-earned cash with each death, and must recover them during the following run or lose it permanently. The checkpoints bookmarking players’ prog- ress through the tricky levels also offer their own risk/reward. Leaving checkpoints intact provides a safety net, but they can also be destroyed for a sizable cash reward. The gems and treasure Shovel Knight recovers from fallen foes and hidden chests can be put toward upgrades or useful items, like a fireball power or brief invulnerability.

The aforementioned invulnerability comes in handy when facing off against the scythe- wielding Specter Knight. The boss battle plays out like an encounter with Castlevania’s persistent Grim Reaper. Specter Knight tosses his bladed weapon around the battleground like a deadly boomerang, summons skeletal minions, and teleports around. It’s a tough battle, but like the games of the 8-bit era, pattern memorization and twitch reflexes pay

off. The invulnerability power allows Shovel Knight to become invincible for a few precious seconds (complete with Castlevania-esque sound effect), which lets him dodge Specter Knight's flying blade. Seven similar boss fights await players across Shovel Knight’s other stages, including the flying Propeller Knight and fiery Mole Knight. After tackling all eight bosses, Shovel Knight must take down the evil Enchantress. Does a Dr. Wily-style fortress await tenacious players?

A few of the bosses are playable thanks to Kickstarter stretch goals met by excited back- ers. Other extras added during development include a new game-plus, female protago- nist, and four-player battle mode featuring every boss.

A vein of nostalgic love runs throughout everything Yacht Club has shown of Shovel Knight so far. The unique infusion of a risk/ reward system adds a new flavor of challenge to the retro design sensibilities. Hopefully if it’s received warmly, Yacht Club will consider ports to more platforms.

Dungeon Defenders |

Rounding into form

hen last we saw Dungeon Defenders Il, it » Platform lacked the dialogue and strategy that made PC + Mac Linux the original game a hit. Recently, we jumped » Style

into anew map with three members of the Trendy team to see how the game is coming together, and it’s in much better shape.

Dungeon Defenders II retains all of what made the original tower defense/action RPG hybrid so much fun. The original four character classes (Squire, apprentice, monk, and huntress) have grown up, but their skill sets and defenses feel familiar. We perused a new sewer map located underneath the town square that was the site of our last battle. The five-wave skirmish took place in the mountains with chasms and rivers cut into the earth around the central base and sub-objectives.

We experimented with the new combos to take down new spear throwing foes that attack from long a dis- tance and burrowing wither bugs that make defenses and objectives immensely more susceptible to attack. Combos typically require multiple heroes, like the hunt- ress and her geyser to soak an enemy followed by the monk’s lightning aura or apprentice’s cyclone trap (both of which deal storm damage to provide the second half of the stunning electrocution).

Some combinations can be executed alone, though. The huntress’ oil flask makes enemies more vulnerable to the magma-filled blaze balloon trap, for instance. Elementally charged loot can also play a role, providing the second half of a combo otherwise impossible with a single hero’s defenses and skills. Heroes can equip a weapon and four relics that boost stats and can shape classes into different builds.

The most exciting news from the demo was how Trendy is expanding the gameplay beyond the campaign mode. Taking a page from Left 4 Dead’s playbook, the studio is creating a new mode featur- ing a “wave director” that responds to hero selection, defenses, and other variables. The result should be less predictable and more challenging gameplay that requires players to adapt to unexpected enemies.

Trendy is still refining animations, the melee combat system, and the visual effects of equipped items before Dungeon Defenders 2 soft launches this spring, but this free-to-play sequel is shaping up nicely.

» Michael Futter

1-Player Action/Strategy (4-Player Online)

» Publisher Trendy Entertainment

» Developer Trendy Entertainment

» Release Spring

The Golf Club

Sculpting your favorite back nine

his year’s golf landscape looks very different, » Platform ip with EA Sports forgoing a new title for its PGA PlayStation 4 franchise in 2014. Even if the company planned Xbox One + PC on releasing a game this year, HB Studios would still » Style have reason enough to put out The Golf Club. This 1 to 4-Player Sports (Online TBA)

Nova Scotia-based developer, which has worked with EA Sports in the past for ports of titles in the » Publisher Tiger Woods series, is bringing something to video TBA

game golf that fans have been requesting for years » Developer

course creation. HB Studios The Golf Club offers procedurally generated courses » Release that you can edit, as well as the option to make your Spring

own course from scratch. Parameters include the number of holes, time of day, par, fairway distance, number of hazards, size/slope of the greens, and more. You can also tweak elements such as sculpting indi- vidual plots of land (like filling water hazards with grass and shrubs), pin placement, and tree location.

You can also move entire holes around or take the green you like from one hole and plop it into the middle of another hole’s green to create a new par three. The game handles these changes quickly, and the sur- rounding landscape adapts well to your terraforming thanks to the use of the Unity engine. Once you’ve created your masterpiece you can share it with friends, play those curated by the community, and create tour- naments and tours of your favorite courses.

On its face, The Golf Club’s gameplay is recogniz- able, with an analog swing, draw/fade, a post-swing indicator, the ability to add spin, etc. But Golf Club producer Anthony Kyne says the team wants good shots to be more about feel than golf-by-numbers.

“It feels like real life in the fact that you can pull back, and depending if you’re just trying to nudge it on the green just do a little chip and run you get the sort of feeling you do doing that rather than just trying to hit a little marker on a power bar,” he says.

By concentrating on gameplay and a feature set that fans have been asking for, HB Studios is striving to prove that there’s more to a sports title than just a license. » Matthew Kato

previews 81

» Platform

Wii U + 3DS

» Style

1 to 4-Player Action/Platforming

» Developer Big Red Button (Wii U) Sanzaru (3DS)

2014

(ay 5 Conic \wa Lc IGT IN OUI Wo

n 2013, Nintendo and Sega announced a three-game deal that put Sonic exclusively on the Wii U and 3DS. The first two titles

in that arrangement, Sonic: Lost World and Mario & Sonic at the Sochi 2014 Winter Olympic Games, received lukewarm recep- tions. The third title, Sonic Boom, closes out the deal and wisely takes Sega’s mascot in a new direction.

Sega is sending Sonic and friends for a semester abroad, with two western studios at the helm. Big Red Button, founded by Jeff Lander (True Crime series) and Bob Rafei (Crash Bandicoot series, Jak & Daxter series), are handling the Wii U version. Sanzaru (Sly Cooper Collection, Sly Cooper: Thieves in Time) is manning the 3DS installment.

We saw a trailer for the CryEngine 3-backed Wii U version, and it’s clear that this is going to be a very different Sonic adventure. While there are still opportunities to showcase Sonic’s

sonic Boom

speed, players are also given play time with Tails, Amy, and Knuckles.

Tails relies on gadgets, Knuckles is the brute of the bunch, and Amy is agile and swings an oversized hammer. Players have access to different pairings of characters in each “wide linear” playground. Rafei says the game isn’t fully open world, but each new environment offers opportunities for exploration (similar to Ratchet & Clank’s planet-based sandboxes). The game is a cooperative affair, with two fixed characters in each zone and boss battles involving all four of the heroes.

The character designs have been overhauled

by OuiDO!, the animation company behind a new CG cartoon that will begin airing this fall on Cartoon Network, though Sega calls Sonic Boom a new branch of the franchise rather than a replacement. The games serve as a pre- quel to the animated series.

Sonic’s upcoming adventure is a signifi- cant departure from past titles. With Big Red Button’s experience in exploration-based adventure and Sanzaru’s impressive track record with character-driven platformers like Sly Cooper: Thieves in Time, we’re eager to see how this journey to the west turns out.

» Michae

All four of the playable characters will participate in speed segments

Sonic Boom offers cooperative gameplay

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84

THE SCORING SYSTEM

Etiod platforming with 2D Metroid-style exploration, elix and Capcom have created a winning formula. Sin 5 on nearly every platform available, you have no exclSSTCr to download it right away.

ee. : Though Final Fantasy X/X-2 HD Remaster scored higher than Strider, its status as a rerelease makes it ineligible for Game of

the Month honors.

AWARDS

10

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

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

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

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

N|Q@Q/}A | O

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

Flawed. It may be obvious that the game has lots of potential, but its most engaging features could be gamenformer opie cokes undeniably flawed or not integrated into the experience. P PLATI N UM 9.75 and 10 Bad. While some things work as planned, the majority of this title either malfunctions or it is so dull that the game Awarded to cames falls short as a whole. = GOLD hatecor pose Painful. If there is anything that’s redeeming in a game of 9 and 9.5 this caliber, it’s buried beneath agonizing gameplay and uneven execution in its features or theme. Awarded to games Broken. Basically unplayable. This game is so insufficient +t SILVER tat core meen in execution that any value would be derived in extremely 8.5 and 8.75 small quantities, if at all. fe The award for the

S| most outstanding

Trademarking common use words. GAM ES THE M a] NTH gameiin the issue

For more information on the age classification ratings in our reviews, head to\gameintormer.com/ratingé

Everything Your meart Desires.

dameintormer.com

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Concept

Reboot the classic PC franchise by sticking close to its old-school stealth gameplay and medieval urban fantasy backdrop

» Graphics

One of the better-looking games for the new consoles, even if the environments are relatively tiny

» Sound

Garrett’s new voice actor does a solid job bringing the character back to life, but the modern synth soundtrack feels out of place

Playability

Zipping between shadows using Garrett's swoop ability is a blast, and the feedback is generally tight enough that if you get caught, it’s your fault

» Entertainment

Thief's sneaking challenges are highly rewarding when you ghost through the world undetected, but will send

you to the loading screen repeatedly if you're not careful

» Replay Value Moderate

The Edge

All three versions of Thief play identically. The Xbox One version requires a longer installation and packs a resolution of 900p (compared to the PS4’s 1080p), but the difference is not significant. Both console versions have

a bit of texture popup and longer load times, so the PC version gets the edge here.

86 reviews

hero Garrett has returned to steal from

a sickly city. This time around, he’s joined by an accomplice named Erin, but their partnership is cut short when a routine mis- sion to steal an artifact called the primal stone goes south. A mysterious, cosmic energy escapes from the stone, consumes Erin, and knocks out our hero. Garrett wakes up a year later with a magic hangover and a hunger for answers about his missing companion. The narrative features a cast of fairly interesting characters and pays homage to many of the beats in the original Thief, but mostly serves as an anchor for a string of spectacular heists.

The original Thief was a triumph that has continued to inspire stealth games over the last 15 years, so Eidos-Montreal’s reboot has some big shoes to fill. At times, the devel- oper seems ill-fitted for the franchise, but the studio has padded out this selection of classic stealth challenges with crafty cat-and- mouse moments that help intensify Thief’s slow pacing.

None of Garrett’s capers feel like retreads

of other missions. In one moment, | was sneaking through a mansion’s courtyard, diving for cover before bursts of lightning illuminated the shadows, and in the next | was barreling through a burning section of the city, dodg- ing flames and falling girders. One heart-pounding mission had me exploring a haunted asylum in a sequence that reminded me more of survival horror games like Amnesia: The Dark Descent than a traditional stealth mission.

No matter what your objective, Thief is constantly changing up the pace. Optional objectives and a sprinkling of random jewels and rare artifacts give you plenty of reason to fully explore every level. A smattering of clever environmental puzzles force you think like a thief in

\ fter a decade away, the Thief series’

Style 1-Player Action Publisher Square Enix Developer Eidos-Montreal Release February 25 Rating M

order to unlock concealed safes or disable hidden traps. Missions usually feature mul- tiple paths to success; in fact, | often stum- bled upon hidden back doors while exploring the environment for loot. You’re also free to explore a small city hub where you can take on side missions, which are often fun as well as a great way to earn extra cash if you need to upgrade your equipment.

Thankfully, Garrett is more than capable of overcoming all of the challenges before him. A swoop ability allows Garrett to dive from one shadow to another in the blink of an eye, while his mystical focus vision lets him locate expensive objects and sense hidden switches. | loved using Garrett’s tools and talents to explore the world from the edges of every shadow before prying on the holes in guards’ patrols. Removing a satchel of gold from a mansion without setting off an alarm made me feel more capable than if | had fought off a dozen guards to earn my prize.

Armed with a quiver of arrows that do everything from extinguish flames to nail ropes into high perches, Garrett is better equipped to avoid combat than dish out pain. Thief’s combat system is fairly elementary; you have one attack and a

dodge, but there are no combos or counter systems to help round out the action. If you get spotted, it’s possible to take down a single guard, but if he alerts a few of his bud- dies (which is bound to happen), then you’re better off fleeing. However, even when you run, it is often hard to lose your pursuers and find a safe hiding spot, which results in the dreaded trial-and-error pattern that has plagued stealth games since the original Thief hit PCs back in 1998.

If you’re content to save your game every couple minutes and enjoy a slower-paced stealth game, then Thief rewards you with plenty of moments so tense you might catch yourself holding your breath. Eidos-Montreal may have adhered too closely to the series’ roots, resulting in a reboot that suffers from classic problems like simplistic combat and trial-and-error sneaking missions. However, locked behind this old-school game design is a gem that stealth fans should eye up for their collection. » Ben Reeves

This review is for the PlayStation 4, Xbox One, and PC versions. Thief is also available for PlayStation 3 and Xbox 360, but Square Enix did not provide review copies of those versions

Final Fantasy X/X-2 HD Remaster

Worth listening to Tidus and Yuna’s story once more

e COLD

years ago, with leading man Tidus plead-

ing, “Listen to my story...” His journey centered on an awkward, budding romance with a summoner named Yuna and their struggle to stop Sin, a mysterious whale-like creature destroying the continent of Spira. It introduced us to a world full of spirituality, blitzball, and the sacrifices brave souls must make to secure peace.

Focusing merely on its narrative isn’t enough - Final Fantasy X changed the way we experienced RPGs with its fully voiced cutscenes adding a new layer of storytelling. It pushed boundaries and raised standards; like Final Fantasy VII, it was a cinematic turning point in video games. Square Enix is providing another chance to relive this defin- ing moment with not only a visual upgrade, but also brand-new content previously exclusive to the international versions of Final Fantasy X and X-2.

Square Enix didn’t just raise the resolu- tion and call it a day; the visual overhaul is noticeable. Barren areas now teem with detail, color, and life. Where blurry, green landscape filled the backdrops, shrubbery now thrives. Structures follow suit with additional detail, making them more realistic.

F inal Fantasy X made its debut over 10

Style 1-Player Role-Playing Publisher Square Enix Developer Square Enix Release March 18 Rating T

Even the characters’ faces look more life- like and expressive. The fresh coat of paint keeps everything on par with what we’ve seen from other PS3 games. However, tell- tale signs like the characters’ awkward mannerisms show that these are still PS2 games at their cores.

Sparking some ire from diehard fans, Square Enix rearranged and remastered over 60 tracks from Final Fantasy X. This is most noticeable if you’re intimately familiar with the original soundtrack, and the changes aren’t as jarring as | expected. Some rearrange- ments, like the infamous “Calm Before The Storm,” retain their essence with refinements, but it’s not all changed for the better. “Besaid Island Theme,” for instance, loses personal- ity by ditching its memorable piano. Still, the arrangements don’t rewrite the songs; most of the time, they clean up the melodies and make the tracks more powerful while adding unnecessary instruments. Square Enix obvi- ously wanted to update the music to make the same impact as the enhanced visuals.

It doesn’t, but | appreciate the attempt to spruce up the collection even more.

Both X and X-2 feature content new to North America (but seen in the original international versions). Final Fantasy X adds

More To Final Fantasys X’s Arc?

This HD collection features a 30-minute audio drama teasing that the quest to save Spira is hardly over. Set three years after defeating Sin, the scenario introduces two new characters named Chuami and Kurgum. Chuami has an interesting connection to one of Final Fantasy X’s main characters, and Yuna, Tidus, and other cast members reveal what they've been up to. When a new mystery emerges, it forecasts a great danger is looming again. However, the audio drama leaves it hanging. A hint to

Final Fantasy X-3? Time will tell what's in store.

dark aeons and the expert sphere grid, where not every character is entrenched

in a set path. They all start in the middle of the grid, which makes it easier to customize characters. It doesn’t drastically change the experience, but having more control over your characters’ development, like setting Auron up as a healer, is a nice touch. Eternal Calm is also included, a short movie that provides context to how Yuna came to her decision to join up with the Gullwings in Final Fantasy X-2. It fills in some of the blanks and is a much better segue into X-2’s plot than Yuna’s concert.

Final Fantasy X-2’s international additions include new dresspheres, a creature cre- ator, and fiend arena-battle tournaments. Its biggest offering is the Last Mission, which takes place three months after the end of X-2. Yuna, Paine, and Rikku are brought back together by a strange message urging them to ascend lutycyr Tower. Last Mission is a roguelike dungeon crawler, where you try to stay alive and ascend as many floors as possible. After a set number of floors, cutscenes provide insight into what the characters have been up to since they were last together. The floors aren’t exciting, but the dresspheres and leveling system keep it fun. Last Mission is certainly a nice diver- sion, but not incredibly engaging.

Even years later, Final Fantasy X is still an exciting RPG, telling a compelling story with plenty of momentum. While the crazy girls-night-out theatrics of X-2 might still cause you to roll your eyes, the battle system is still fast and fun. For those who want the complete arc of the Final Fantasy X saga, the collection delivers. Even without a nostalgic lens, both games hold up well.

» Kimberley Wallace

PS3 ¢ Vita

» Concept Provide the complete story of Final Fantasy X’s cast with an HD upgrade

» Graphics

The visual improvements are noticeable. Everything is crisper and clearer, with more detailed environments and touched-up character models

» Sound

Final Fantasy X features re- mastered and rearranged tracks. Some are for the better, while others aren't as impressive. Voice acting is still hit or miss throughout both games

» Playability

Grasping the controls and getting in the groove is still easy, but also requires you pay attention to enemy weaknesses

» Entertainment

Whether you're taking a

trip down memory lane or experiencing Final Fantasy X for the first time, you won't be disappointed

» Replay Value Moderate

The Edge

The Vita version is nearly identical to its big brother, but there are some addi- tional jaggies and other minor graphical imperfections. None of these issues impede your experience, but the difference is evident.

reviews 87

QA A

Yl AD

XS

The Wolf Among Us: Episode 2—omoke & Mirrors

A dark world with darker stories

PS3 © 360 ¢ PC

» Concept Continue to investigate in pursuit of the Fable murderer

» Graphics

Graphics still look sharp and the new, detailed locales capture the darker tone perfectly

» Sound

The ‘80s synth matches the time period well, with other appropriate music throughout. The voices are solid, but repeating actors from

The Walking Dead is distracting at times

» Playability Point-and-click controls still get the job done, and action sequences are forgiving. This chapter is more about story and exploration with limited gameplay

» Entertainment

Telltale is crafting an engaging story in Bill Willingham’s twisted Fables universe, keeping both fans and newcomers hooked to see the next thread

» Replay Value Moderate

The Edge

The PC still trumps the PS3 and Xbox 360 versions

when it comes to visuals

and load times. Waiting for new scenes or smaller loads within them was pretty equal between the PS3 and Xbox 360. However, the PS3 still outshines the 360 slightly in the graphics department.

88 reviews

Style 1-Player Adventure Publisher Telltale Games Developer Telltale Games Release February 4 Rating M

commitment to Bill Willingham’s Fables and its

dark side. The first episode ended on a startling cliffhanger, leaving the second, Smoke & Mirrors, with some big shoes to fill. While still engaging on its own, without any groundbreaking decisions or exciting sequences, Smoke & Mirrors feels empty.

The installment slows down the action from the first episode to deliver more about Fables’ universe and introduce a slew of new characters. It gets you out in the world to explore as you resume your investigation of the Fable murderer. The transition is engaging, espe- cially seeing how twisted the Fables’ world is, with strip clubs and fairy tale characters forced into prostitution.

My biggest gripe is that this episode debuts too many characters without letting them find their places. For instance, the infamous Jack from fairy tales such as Jack & Jill and Jack and the Beanstalk makes his debut, but is little other than annoying. | can only assume that the under-developed characters will get more opportunities to grow in future episodes, but their roles feel half-baked for now.

Smoke & Mirrors’ gameplay is more barren than the previous episode. Remember those cool time-stop- ping, big decision moments from the first episode? Episode 2 doesn’t feature a single one. Instead, it focuses more on relationship-building, which is about proving yourself to certain characters. This is done through interrogation sequences. Can you question a child without being too forceful? Will you break stuff around a strip club to get answers? Telltale places these choices in your hands, but sometimes they feel too guided. For instance, in the strip club, you are repeatedly presented with the option to break things; it starts to make you think the developers want you to behave in a certain way.

You’re still investigating murder scenes, but it feels as though the process of connecting clues has been dumbed down. Telltale places the answers right in front of you, but also makes you confirm them through dialogue and clues numerous times. This was done better in the previous chapter, where you were connecting what happened to Toad, but piecing it together wasn’t as obvious.

Episode 2 feels more like a bridge in the story than a complete chapter. Still, | can’t deny that the world and the mature tone are captivating. The latest chapter doesn’t tarnish my enthusiasm for where the larger story is going, especially with a new cliffhanger that leaves you just as concerned and stunned as the last one. | just wish Episode 2 had a little bit more meat on its bones. » Kimberley Wallace

i elltale’s opener to The Wolf Among Us proved its

PS4 ¢ Xbox One Wii U ¢ PS3 © 360

» Concept

A classically designed Lego game that provides a deeper look at the worlds and characters from the film

» Graphics

A visual marvel consisting of detailed worlds made entirely out of bricks. I often would

sit back and look at the details. Fans of Lego’s modular sets have plenty of new custom options to add to their city streets

» Sound

Many of the voice actors reprise their roles, and that infectious song “Everything is Awesome” seems to pop up every 10 to 15 minutes, which is a good thing

» Playability

The swift-moving levels and timely intermissions from the standard gameplay formula elevate an otherwise average Lego experience

» Entertainment

Shorter than the current crop of Lego games, but compacted with excellent world designs and snappy action

» Replay Value Moderately High

The Lego Movie Videogame

Formulaic and awesome

Style 1 or 2-Player Action Publisher Warner Bros. Interactive Developer TT Fusion Release February 7 Rating E10+

by government and big business. Citizens are

spoon-fed the same music, television shows, and overpriced beverages. These people gleefully swallow it all up, never once considering alternative options. The thinkers and dreamers who can make a difference in this world, and perhaps teach others how to unlock their individuality, are hunted and silenced by the powers that be. Under this rigid infrastructure of con- formity, people’s lives move like clockwork, repeating the same steps every 24 hours.

This formulaic reality is a good home for The Lego Movie Videogame. This experience is built with the same set of instructions used to create over a decade’s worth of Lego games. While the Lego game experiences are skinned differently each time, the act of smashing bricks and scampering to collect all of the loose studs hasn’t changed. Neither has assembly, the search for red and gold bricks, or the heavy reli- ance of using character-specific moves to open up new passages. Developer TT Fusion falls back on the series’ tropes in this entry, and that’s okay. Much like Emmet, the film’s protagonist and the poster boy for obedience, Traveller’s Tales’ classic gameplay formula can surprise you, entertain you, and is periodically capable of amazing things.

To match the visual aesthetic of the film, almost every object in the game is made entirely out of Legos. In past games, only specific objects were made of bricks; everything else was rendered for realism and as a way to establish a divide between interactive and non-interactive pieces.

This change spotlights the developer’s appreciation and mastery of the 56-year-old interlocking bricks. Almost every building is teeming with unique details that strike a balance between plastic simplicity and architectural wonder.

All 15 levels are expertly paced and designed. Repetition is rarely a problem, either. A few stages offer exciting deviations from the standard Lego formula, such as beautifully illustrated freefall sequences and the chance to play as the lumbering pirate Metalbeard which is every bit as fun as | hoped it would be.

This video game adaptation expands sequences seen in the motion picture, but does a lousy job delivering its story. It plays out more like a selec- tive highlight reel than a flowing narrative. Before you even consider playing it, make sure you see the movie. The gameplay stands on its own, but to truly enjoy every facet of this experience, context from the film is needed.

TT Fusion followed instructions to create this game’s foundation, but the art on top of it is the work of master builders. The visuals are a surprising hook in this Lego entry. » Andrew Reiner

i he Lego Movie focuses on a society dictated

Earth Defense Force 2025

A successful infestation

Style 1 or 2-Player Shooter (4-Player Online) Publisher D3 Publisher Developer Sandlot Release February 18 Rating M

f you’re familiar with Earth Defense Force 2017 (or EDF: Insect Armageddon, to a lesser extent), you know what to expect from EDF 2025. The Ravagers an invading army of enormous bugs and robots have descended on the planet, and you need to shoot them. The skirmishes aren’t long; most of them take 10 minutes or less, and your objective for most of the 80-plus missions is “kill everything that moves.” This simplicity serves the action perfectly, making it easy for you to hit the battlefield and start pulling the trigger.

Your goal may be straightforward, but EDF 2025 has some surprising depth. Strategy and careful weapon selection are critical in later missions, and four different classes each with a massive and unique cache of weapons to collect - give you a lot of pos- sible paths to victory. The Wing Diver, with

NASCAR ‘14

Stuck in the pits

her jetpack-enhanced mobility, is my favorite of the bunch, but all of the classes are worth experimenting with. | found the Fencer and Air Raider to be better suited to support rather than solo play, but you need to try everything if you want to collect all of the weapons, since you only earn new gear and health for the class you’re currently playing.

| loved sifting through my newly collected weapons between missions, then testing them out to separate the good from the hilariously terrible. This level of freedom adds to the fun, but it is still far from a tactics-focused experience. The bad guys come at you in writhing swarms, and you blast them as efficiently as possible. It’s pure popcorn action you just have more ways to wreak havoc.

All of this is best enjoyed as a team, in theory. With split-screen and online options,

you’re able to play with your fellow EDF soldiers...but it makes the framerate take a dive. In the middle of the chaos, you are bound to notice some other technical short- comings. The graphics, collision, and anima- tions aren’t up to modern standards, but they usually don’t have a negative effect on the action. The occasional hiccup makes you feel more like you’re controlling a low-budget sci-fi movie, though some gamers might not find the errors as charming as | do.

The bottom line is that EDF 2025 is just plain fun. It has a clueless earnestness in the mission explanations and the exchanges between your fellow soldiers, and the combat delivers concentrated and accessible action. You can find more ambitious sci-fi shooters out there, but you won’t find anything else that captures EDF 2025’s delightful mixture of action and atmosphere. » Joe Juba

Style 1 or 2-Player Racing (16-Player Online) Publisher Deep Silver Developer ETX Racing Release February 18 Rating E

series from Eutechnyx (now going by ETX Racing), and while it’s arguably a

better experience than the last two, it doesn’t single-handedly elevate the franchise. This mildly iterative title evokes the dreaded spec- ter of the yearly sequel. The good news is that Eutechnyx has created a foundation ripe to capitalize on, but I’m still waiting for it all to come together.

NASCAR ‘14 is not just a carbon copy of Inside Line, but most of its improvements are either minor enough or exposed by other flaws that the sum total of the experience doesn’t equate to a lot of positive momentum.

For example, A.|. drivers are more aggres- sive in exploiting the openings you give them, and a pack of cars will freight train you if you can’t hold your line especially until you get your car up to snuff if you’re in career mode. This is a good thing, but the A.I. lacks refinement; ramming its bumper down your backside like it was the do-or-die last lap even when it’s the first. It’s like the A.I. is following a set line, unaware of what’s hap- pening on the track. In real-life NASCAR, that would quickly create a pit brawl. Furthermore, the A.I. cars still don’t know how to enter the pits safely nor how to execute good fuel/tire

ili his is the third game in the NASCAR

strategies on shortened race lengths.

Thankfully, 16-player online leagues are available if you instead prefer the headaches real-life people bring. Here you can create a custom slate of races and keep standings for the season. Restarts are clean and overall the experience has matured. It lacks some bells and whistles, but it provides a baseline expe- rience that’s better than previous installments.

| hoped that this game would reveal a broader vision for the series, taking it beyond a few turns of the wrench. | wanted it to

take some chances and make a declaration for why stock car racing is different from regular racing which it is, and excitingly so. NASCAR ‘14 doesn’t do this. Ironically, the overall lack of ambition and plan to update via DLC (which includes paint schemes and chal- lenges based on real-life situations from the upcoming season) is its own self-defeating argument against yearly iterations like this.

At best, this game is a stopgap to hopefully something better in the future, because it’s signaling its stagnation. » Matthew Kato

8 YY

PS3 ¢ 360

» Concept

The EDF redeploys to save humanity from yet another invasion

» Graphics

It looks as good as it needs to, though the visuals aren't mind-blowing

» Sound

I lost it when my fellow EDF soldiers burst into song mid-mission

» Playability

Each class has a slightly different control scheme, but none of the basic actions are difficult to master

» Entertainment

Killing Ravagers is fun, and collecting new weapons

and experimenting with the classes keep you coming back

» Replay Value Moderately High

1YG

PS3 ¢ 360

» Concept

The series works around the margins, improving its lap time but not really picking up the positions

» Graphics

Visuals look middle-of-the- road for a last-gen title. A new variant on the cockpit camera has been added

» Sound

The spotter is helpful most of the time, but he can break down when things get thick

» Playability

The All. is more difficult

to race against, but not necessarily smarter. Also, the onscreen proximity awareness meter is harder to read than last year for some reason

» Entertainment

It’s starting to feel like it’s going around in circles, and that’s not the fault of the sport itself

» Replay Value Moderately High

reviews 89

Yi Bu 1S

I.

PS4 ¢ Xbox One PS3 © 360 ¢ PC

» Concept

Blend the classic arcade action with Metroid- style exploration

» Graphics

Strider’s ninja moves always look cool and the backgrounds are impressively detailed

» Sound

Some of the tracks got stuck in my head, but much of the voice work is a little too kooky

» Playability

The controls are extremely responsive and the well-paced introduction of new abilities makes it easy to incorporate them all

» Entertainment

Outside of a few minor annoyances, this is exactly what I was hoping for out of a Strider reboot

» Replay Value Moderate

The Edge

If you've got the option,

be sure to play Strider on PlayStation 4, Xbox One, or PC. These platforms have

a crisper resolution and a smoother framerate. If PS3 or 360 is your console of choice, it’s still a great experience as long as you don’t compare it side by side with the others.

90 reviews

Strider

Double Helix honors the way of the ninja

O' famex ay) gameinformer . GAME ric MONTH... SILVER

Style 1-Player Action Publisher Capcom Developer Double Helix Release February 18 (PS4, PS3), February 19 (Xbox One, 360, PC) Rating E10+

characters that for some reason Capcom

never got behind fully. After the gravity- defying ninja’s first arcade outing in 1989, there was only one sequel, and that was over a decade ago. With such drastic gaps between entries, it’s that much more impor- tant that the new Strider game is done right. I’m happy to report that Double Helix nailed all of the classic elements of the series while launching it into the modern era.

This reboot offers so much for fans of the previous games. Strider controls fantasti- cally and always looks like a total badass. He leans forward to sprint, kicking up dust in his wake. His attacks are a blur of death. In the rare event that he’s standing still, he settles on acool pose with his plasma scarf trailing dynamically behind him. He takes on favorites like the Ouroboros, the triplet fighting sisters, the mecha-gorilla, and several new characters in a plentiful array of entertaining boss battles.

The world is split up into many large chunks instead one cohesive 2D map. Areas range from the futuristic Soviet metropolis of Kazakh City to a mad scientist lab to dark under- ground caves infested with insect-possessed troops. The depth and detail in these environ- ments is impressive especially the outdoor areas, which convey a massive scope to the world just off your path. Hidden passages and rewards offer plenty for the curious explorer, and color-coded doors taunt you to return with upgraded equipment.

New abilities are unlocked at an ideal pace throughout the six- to eight-hour comple- tion time, pulling you forward with an entic- ing breadcrumb trail and allowing you to smoothly incorporate new moves into your repertoire. The Cypher, a plasma-based blade, switches easily between four different attributes at the tap of the d-pad. Strider’s scarf changes to orange to indicate explosive attacks, blue for freeze slices, and so on. The

: . trider is one of those awesome classic

variety of armed guards, flying turrets, and venom-spewing insects are all resistant and vulnerable to different attack styles. It keeps you on your toes, and by the end you are constantly swapping attacks to stay alive.

Tricky platforming sequences add variety and challenge. Since Strider can climb on the walls and ceiling, it takes a lot to trip him up. Buzzsaws, laser grids, and crushing pistons all result in our hero’s trademark phase-out death. Fortunately, he merely loses a small sliver of health and teleports to the closest safe platform. This generous respawn system, combined with the tight controls, means frus- tration is kept to a minimum. | never got hung up for long on one particular obstacle.

The ninja’s blade could use a little sharpen- ing in a few spots. Not that | was expecting The Last of Us, but the story isn’t great. You’re basically out to kill the last boss

Boss battles are frequent and fun

and all of his minions. You won’t find much depth in Strider’s cold assassin heart. The game doesn’t have a traditional teleportation system, so it can be a pain to trudge all the way across the world when you’re trying to mop up the last round of collectibles before the last boss. Then, when you beat the game, you have to decide whether you want to save and lose your current game or not save and shoot back to the last checkpoint. With only one save file available, you can’t duplicate it and have it both ways. Some might feel that the normal difficulty is too easy, but a hard option exists if you’re looking for a more intense challenge right out of the gate.

In the grand scheme of things, these com- plaints are relatively minor. Strider is a great reboot for old-school arcade junkies and at the same time a fresh action experience for newcomers to the franchise. » Bryan Vore

Mercenary Kings

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

Tribute Games

Tribute Games TBD M

SHOCK BOMB

hen certain games release, you find

yourself wondering why more devel-

opers haven’t done the same thing before. Mercenary Kings is one of those games. While few inherently new ideas are at play in Tribute’s latest project, the combined whole is an impressive effort that mixes clas- sic shooting (inspired by games like Metal Slug or Mega Man) and injects some of the customization, storytelling, and ancillary mechanics more prevalent in modern games. Whether playing alone or with friends, this massive adventure should keep most players busy for hours.

You are one of the Kings, a mercenary force brought back to life through a secret scientific formula to rid a tropical island of the terrorist threat named CLAW. Before each mission, you wander through camp purchasing first aid kits, equipping new bionic mods, and customizing equipment. Once your soldier is up to snuff, you tackle missions that have you rescuing hostages, taking down giant robotic bosses, gathering supplies, or infiltrat- ing ancient temples. More than 100 missions are available, but many of these outings see you returning to the same maps again and again. While all of Mercenary Kings’ maps are suitably large, it’s a grind coming back to the same location the seventh or eighth time.

The level designs and enemy placements are top notch, exhibiting a strong eye for a gradual challenge curve that always keeps players on their toes, whether through tough platforming, challenging baddies, or a severe time limit. More than 100 distinct enemy types await your attack, constantly demanding new tactics. The shooting mechanic feels pur- posefully stiff, only allowing you to shoot in straight lines up and down or left and right - a direct homage to the games that inspired Mercenary Kings. Little touches like an active reload system (a la Gears of War) add a modern touch, forcing you to time your shots and movement to coincide with when bullets remain in your magazine.

While a number of boss models are repeated or show up in only minor variations, they are usually excellent fights. With time and patience, each telegraphs its movements, helping you to gain a sense of mastery. However, I’m not a fan of the odd approach to tracking down a boss. In any given stage, you might need to track your targets to one of several possible locations on the map. If they aren’t there, you must run across the stage again to the next location. If they are there, they’re usually on a timer, and they flee to the next location before you can finish them off. It’s a frustrating mechanic that | could have done without, even though the game provides a couple of ways to work around the issue.

One of the biggest features that sets Mercenary Kings apart is its rewarding customization. After acquiring money and materials on missions, you can upgrade your character’s armor for more hit points, install new bionic mods that offer effects like faster

Perri aaaaonoennane

speed or higher damage, or change your outfit colors. However, the weapon system far out- strips everything else, offering around 300 dis- tinct weapon pieces that can all be mixed and matched to create an arsenal for any occasion. By the end, you might have a handgun that shoots electric bullets, or a shotgun with a sniper-rifle scope that looks like a trombone.

As | explored Mandragora Island, my admira- tion for the gorgeous art, animation, and music grew. Mercenary Kings is a masterpiece of old school 2D presentation, filled with clever nods to older games, but with a distinct style to the characters and backgrounds all its own. The evocative chiptune soundtrack matches that look perfectly, and | looked forward to each new area and the character models, environ- ments, and music | might find there.

Tribute’s shooter holds up well as a solo experience, but the flexibility to play two- to four-player local or online play (but not both at the same time) makes this a great fit for group get-togethers. Since many missions include multiple objectives, it can be fun to work together and decide how best to split up the tasks in order to speed up full com- pletion. After having tried multiple variations of play, the two-player online team-up is my recommendation.

Mercenary Kings is a testament to the idea that you can get too much of a good thing. The slick art, old-school shooting, and deep customization options are immensely fun, as are the stages that you play through the first few times. As it is, this style of shooting action feels like it’s stretched thin over such a lengthy campaign, and some of the mis- sions might have been more fun if | hadn’t already explored the maps so thoroughly. That tedium certainly isn’t enough for me to warn people away from such a richly illustrated tribute to the roots of the shooter.

YYy yy Vhs hhh

PS4 ° PC

»

Fight the forces of CLAW using an astonishing array of customized weaponry

Beautiful pixel art and animation are two of the strongest features

»

An upbeat chiptune sound- track perfectly matches the visual style

Basic shooting mechanics are straightforward and solid, but it takes some time to familiarize oneself with the complex upgrade options

An enormously entertaining shooter that starts to wear

out its welcome after multiple repeats of the same stage maps

» Moderate

8.15

» Concept

A new single-player DLC release that fleshes out some parts of the original

game’s story

» Graphics

These visuals still look better than some PS4 and Xbox One games

» Sound

New character Riley is played with the same level of emotional depth and subtlety as Joel and Ellie

» Playability

The tense, desperate combat packs a punch, and the ending action sequences

are memorable

» Entertainment

It’s not the revelation that the original game was, but it’s an affecting and well-written fleshing out of the fiction

» Replay Value Moderately Low

92 reviews

The Last

An emotional look into Ellie’s past

gemenformer y. SILVER

consider The Last of Us to be one of the

greatest achievements of the last generation

of gaming, so | came to Left Behind wary of the prospect of Naughty Dog tinkering with the fiction. Great stories are often defined by what’s left to the imagination as much as the events portrayed onscreen. Early on, Naughty Dog confirmed that Left Behind is a prequel, assuaging my fears that the studio was going to tinker with the perfect, enigmatic ending of the original game.

This claim was mostly true a large part of the game takes place prior to the events of The Last of Us. However, there’s also another plotline that hasn’t been revealed one that depicts some events that occur during one of the season changes in the original.

The core of Left Behind is the fraught rela- tionship between Ellie and Riley, which was alluded to in the final scene of The Last of Us. Riley, excellently voiced by Yaani King, is a great addition to the game’s universe, another tough-but-vulnerable kid like Ellie. As before, some of the best moments are the quietest; whether taking pictures in a photo booth, dancing in an abandoned big-box electronics store, or playing an imaginary fighting game at the arcade, Left Behind shows us how life manages to go on even in the worst circumstances. Ellie and Riley are growing up without a net, trying to survive in a hostile world while dealing with their complex feelings for each other. Once again, Naughty Dog’s writing shines, letting our attachment to Riley slowly build until the bittersweet conclusion.

Style 1-Player Action Publisher Sony Computer Entertainment Developer Naughty Dog Release February 14 Rating M

The other side of the story is more focused on frantic combat. Once again, you’re pitted against hordes of grotesque “clickers” and vicious human cannibals, armed with a limited arsenal and your wits. For fans of the original, you'll feel right at home hoarding ammo, sneaking behind cover to strike at your foes. The action-oriented parts of Left Behind are engaging, especially the new sequences where you have to battle clickers and humans at the same time. Here, you can use bottles or

Of Us: Left Behind

other distractions to play them against each other; | frequently used the enraged clickers to clear the room of the people hunting me before using stealth to sneak past.

At around two and a half hours long, it’s not an epic experience, but another window into Ellie’s life. Instead of blunting the impact as | feared, Riley and Ellie’s story adds reso- nance to the original ending. For The Last of Us fans, this is a ride well worth taking.

» Matt Helgeson

SS Re=

a

Our Darker Purpose

A roguelite darkly

gemenformer SILVER

the nightmare dreamscapes of the

Edgewood Home for Lost Children is almost everything a player looking for a modern “roguelite” could desire. Featuring achievements that matter, high difficulty, randomized dungeon crawls, and some ele- ments of choice thrown in, this darkly beau- tiful title feels like the perfect evolution of the style of game that Binding of Isaac brought into the spotlight.

Budget constraints in many Kickstarter and Greenlight games can become apparent in visuals and sound design, but that isn’t the case here. The strange gothic environments, bizarre enemies, and charming-yet-haunting soundtrack complement the game perfectly. It has a Nightmare Before Christmas feel that dulls the sting of continual deaths.

| his Tim Burton-esque romp through

Death is permanent and frequent, but all is not lost. Crystals obtained from each level are used to purchase various upgrades. Some are permanent character boosts that make things a little easier, but the best and most interesting improvements come from the unique achieve- ment system. Forget unlocking a meaningless amount of points or a gold trophy; you actually need to complete achievements in order to unlock and access various “courses.” These courses add varied powers and abilities, and only a certain number can be equipped. The majority of achievements need to be earned by completing boss encounters in specific and often difficult ways, like defeating the ice dragon with his own ice shards or staying within the Candelabra’s light radius during the entire fight duration.

The game also features a leveling system

The Winged Overseer is one of many challenging boss encounters

Style 1-Player Role-Playing Publisher PON Wild Games Developer Avidly Wild Games Release January 29 Rating NY, S. 7 BY

that is reset upon each respawn. Defeating enemies gives experience points, and at each level up players can pick one of two options. Most of the time these are simple things

like some additional attack damage, speed, health, and some more interesting bonuses tacked on to base stats - like additional damage to bosses or bonus chances to find special rooms. These options combined with courses allow a player some serious custom- ization options to complement the random power-ups acquired through a character’s life. Players can also choose their route through Edgewood, often having the option of picking two to three different floors to explore. These options give players some additional choices before venturing forth.

The level of difficulty is high. While some bosses and enemies can be better handled through rote memorization and practice, the random dungeons are often lethal. Step into a cloud of confusion chalk and you’re likely to get killed and find yourself back at the starting line. While the villains start off rather slow and easy to walk around, this quickly changes as you delve deeper into Edgewood’s mysteries. This challenge is perfect for the player that can take a beating and come back inspired to take on new challenges, occasionally becoming just a bit stronger through crystal upgrades and coursework.

Our Darker Purpose is fast-paced life- and-death frolic and provides many hours of delightfully difficult gameplay. An unforgiving game is nothing new, but the clever setting combined with the challenge and customiza- tion makes this title shine within its own niche category. » Daniel Tack

» Concept

An action-packed RPG with permadeath, procedurally generated dungeons, and some forms of persistent progression

» Graphics

While they won't tax your graphics card, the visuals paint a lavish nightmarescape

» Sound

Chilling and charming, the sound complements the graphics well

» Playability The basic controls are simple and easy to learn

» Entertainment

A challenging and beautiful foray into the genre. Novices can progress slowly through the upgrade system while learning the ropes; veterans can jump right in and relish the experience. A must play for Binding of Isaac fans

» Replay Value High

reviews 93

Banished

Winter is coming

Style 1-Player Strategy Publisher Shining Rock Software Developer Shining Rock Software Release February 18 Rating N/A

» Concept

Exiled from your homeland, build a new town and attempt to survive

» Graphics Not incredible, but a sight prettier than other games in the genre

» Sound

Stock chopping, cutting, and harvesting sounds. Nothing special

» Playability

Games like Dwarf Fortress and other priority-based city building games are notoriously difficult with execution of basic commands and allocations. Banished is more accessible

» Entertainment

If you're into city building games, this is one to check out

» Replay Value High

94 reviews

anished takes the concepts of city builders like Dwarf Fortress and Towns and refines them into an accessible take on the survival

city theme. While the genre can be difficult to get into due to clunky interfaces, obtuse or cryptic instructions, and infuriating citizen behaviors, Banished is intuitive and easy on the eyes. Players attempt to create a thriving city that can survive starvation, disease, and the elements.

Your citizens start off with a bundle of resources, and then it’s up to you to decide the best route to survive and thrive. Will you build fishing docks? Farms? Orchards? You need to keep your villagers fed, but at the same time you have to commit citizens to moving things to stockpiles, chopping firewood, crafting tools, making clothes, and a long list of other options. There’s no “right” way to do things, and the map seed may play a role in some of your deci- sions. This leads to a delicious bit of decision making each game, and as players go from game to game they find themselves learning and applying new tactics.

You don’t have hands-on control of your citi- zens; you prioritize tasks and allocate people and to specific duties and roles. Alerts appear onscreen to let you know when people are hungry, freezing, dying of old age, or contracting typhus. In many cases, these warnings come too late - Banished favors the hyper-prepared and the planner. The first few games my population died from starvation and the cold. A few games later, | handled the more obvious threats and fell victim to a disease outbreak. Each attempt to create the perfect settlement gets more sat- isfying, and it’s easy to sink hours into the title coming up with new ways to make things work.

Unlike some of the other titles in the genre, Banished does not feature dungeons or monsters to battle. The war is waged against the reality of cold winters, devastating disease outbreaks, and hungry populations. Banished is subtle in some of the ways that it can crush the player; even if you have a healthy stockpile of food and other critical supplies, time may simply win out as old age claims your populace if there isn’t a younger generation to take over.

Banished is an alluring option for players look- ing for something in the same vein as Dwarf Fortress or Towns but want a more polished and accessible experience. » Daniel Tack

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» Concept

Protect your family, rob

your neighbors, and watch everything go down on security cameras. Your home is your castle, and you protect it at all costs from other players

» Graphics

The pixelated simplicity is an interesting way to present some dire situations and grim consequences

» Sound You'll probably shut the music off after a few minutes

» Playability The controls are simple and easy to learn

» Entertainment

This is definitely a niche

title, but those looking for something well off the beaten path won't be disappointed

» Replay Value High

ur house:

Balance: $ 2000

Undo

The Castle Doctrine

Only the strong survive

Style 1-Player Strategy Publisher Jason Rohrer Developer Jason Rohrer Release January 29 Rating N/A

some, it may seem brutally unfair and punishing.

To others, it may be exactly the kind of competitive experience they’ve always wanted. Players must protect their own assets while attempting to steal from others to survive and thrive; it feels like a darker player-vs-player version of 2013’s Monaco while making some grim obser- vations about the nature of society. As a strange social experiment and interesting multiplayer playground, The Castle Doctrine provides a genuinely interesting experi- ence for those willing to look past the shoestring interface and visuals.

The concept is simple: You start with $2,000 to spend on various defensive and offensive tools like walls, guard dogs, traps, guns, saws, wiring, wire cutters, crowbars, and more. You create a lethal maze to protect your family and safe from other players who invade your home. You have to navigate your own death trap before moving on, so it must be possible to complete.

Death is permanent. Once your character dies which can happen as a result of a botched robbery or by running out of resources and committing suicide - you respawn with a fresh character, family, and $2,000. This concept of permadeath makes each and every choice have con- siderable weight, and that weight only gets heavier as you accumulate wealth and growth during a character’s life. On each attempt, you have the option of seeking revenge; the security cam lets you check out players as they maneuver through your traps, so you can write down the names of those who succeed and deliver vengeance.

The leaderboards display the current reigning champions and the success rates of robbers attempting to break into their caches. The closer to the top you are, the bigger a target your cache is, especially for hungry thieves with little or nothing to lose. It’s a better choice to feed off the weak at first, and move up to the dangerous mansions after you have some practice and a robust sack of tools.

As | became hardened from each gruesome death, | was inspired by other players’ trap factories and planned new ways to get back at intruders. When you rob other play- ers, you may push them to virtual suicide. It’s a good thing that the concepts are somewhat removed from reality via heavily pixelated graphics, because this game is incred- ibly dark. Will you become wealthy and powerful on the corpses of fallen victims? Will you seethe in silence plan- ning the ruin of Jordan Michael Roberts or Hector John Herbert? Will you stop playing after losing everything?

The Castle Doctrine is a player-driven PvP paradise of well-laid traps, vengeful voyeurs, and desperate thieves. The presentation and traditional aspects like graphics, sound, and interface are rough around the edges, and it isn’t deep enough to stay interesting for long. Even so, The Castle Doctrine is an intriguing diversion from uninspired copycats and clones that often plague the industry. It won’t suit everyone, but | applaud its creativity. » Daniel Tack

| he Castle Doctrine is a curious MMO roguelike. To

Professor Layton And Ihe Azran Legacy

Professor Layton finally attains tenure

\ fter five games and a film, Professor

Layton is ready to retire. This isn’t the

end of the franchise, but developer Level-5 says the Azran Legacy marks the last Professor Layton game featuring the titular puzzle master in a starring role.

The Azran Legacy closes out the prequel trilogy that chronologically begins with The Last Spector and continues with The Miracle Mask. The Azran Legacy stands alone, as do all of Layton’s stories, but continues the relationships established in the previous games, and neatly rolls into Curious Village with a post-credits teaser. During Layton’s journey to discover the mysteries of the Azran (wherein he finally does some archeological work as opposed to his usual non-academic heroics), he solves puzzles and uncovers history left behind by an

Game Development

Game Design

Style 1-Player Puzzle Publisher Nintendo Developer Level-5 Release February 28 Rating E10+

ancient, technologically advanced race.

In Professor Layton’s world, puzzles are traded like currency for information and favors. It makes no sense why someone would need to solve a puzzle about melting a giant ice cube in order to find a person’s location, but such is the charm of the Layton franchise. Thankfully, not all the puzzles in the Azran Legacy feel so forced into the narrative as the ice cube example.

Most of Azran’s puzzles involve sliding blocks and literal puzzle piece arrangement in order to unlock ancient doors. | preferred the logic puzzles and the difficult-to-define puzzle type where you examine an image looking for clues, but those are rare. If you run into trou- ble, the hint coin system can help you find a solution with little punishment. The puzzles are

= a il

3300 University Boulevard « Winter Park, FL

Financial aid available for those who qualify * Career development assistance «

Accredited University, ACCSC

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

new, but the structure is the same as previous Layton games. If you’ve played Layton before, you know what to expect.

The story adopts a grim tone near the end, which took me by surprise. It dives into Layton’s family history and ties up some loose ends explaining where characters like Layton’s assistant Emmy Altava has disappeared to in the following games. A lot of poorly executed twists occur in the closing hours, some of which feel like they are present purely to sur- prise as opposed to advancing the narrative.

Level-5 insists this is the end of Professor Layton taking top billing. The franchise will continue in unknown directions, but The Azran Legacy offers a worthwhile conclusion that adheres closely to the same formula that made Layton so beloved. » Kyle Hilliard

800.226.7625

$.25

» Concept

Uncover the mysteries behind Layton’s largest and possibly darkest puzzle

» Graphics

The distinct art style hasn't changed much over the years, and no one has complained

» Sound

The charming violin and accordion music remains one of the more memorable aspects of the game. Some accents sound forced, but overall the voice work is quality

» Playability

The point-and-click interaction gets the job done. Despite

the many different styles of puzzles and solutions, you won't be confused about how and where to register input

» Entertainment

Layton is all about puzzles and story. The former stays true

to the formula, and the latter is entertaining, even if some reveals are cringe-worthy

» Replay Value Moderately Low

© 2013 Full Sail, LLC

Batman: Arkham Origins 8.5 Dec-13 Madden NFL 25 7.75 Oct-13 Bureau: XCOM Declassified, The 7.5 Oct-13 Remember Me 7.75 Juk13 Assassin's Creed IV: Black Flag 8.25 Dec-13 Battlefield 4 8.75 Dec-13 Magic: The Gathering Duels Call of Duty: Ghosts 8 Dec-13 Ride to Hell: Retribution 2 Sep-13 Call of Duty: Ghosts 8 Dec-13 Beyond: Two Souls 7.75 Nov-13 of the Planeswalkers 2014 7.5 Sep-13 Castle of Illusion 7.5 Oct-13 Saints Row IV 8.5 Oct-13 Contrast 7.5 Jan-14 BioShock Infinite: Metro: Last Light 8.5 Jul-13 CastleStorm 8.25 Aug-13 Sanctum 2 8.5 Jul-13 Doki-Doki Universe 7.5 Feb-14 Burial At Sea - Episode 1 8 Jan-14 NBA 2K14 8.5 Dec-13 Castlevania: Lords Of Shadow 2 6 Mar-14 Skylanders: Swap Force 8.5 Dec-13 Killzone: Shadow Fall 8 Jan-14 Brothers: A Tale of Two Sons 8 Oct-13 NCAA Football 14 7.75 Aug-13 Charlie Murder 7.5 Oct-13 Splinter Cell: Blacklist 9 Oct-13 Knack 8.25 Jan-14 Bureau: XCOM Declassified, The 7.5 Oct-13 NHL 14 7.75 Oct-13 Contrast 7.5 Jan-14 Star Trek 5.75 Jul-13 NBA 2K14 8.5 Jan-14 Call of Duty: Ghosts 8 Dec-13 Payday 2 8.25 Oct-13 Dark 2 Sep-13 Star Wars Pinball: NBA Live 14 4 Jan-14 Castle of Illusion 7.5 Oct-13 Pro Evolution Soccer 2014 8.25 Nov-13 Deadfall Adventures 4 Jan-14 Balance of the Force 8 Dec-13 Need For Speed: Rivals 9 Jan-14 Castlevania: Lords Of Shadow 2 6 Mar-14 Puppeteer 8.5 Nov-13 Deadpool 6 Aug-13 State of Decay 7 Aug-13 Resogun 8 Jan-14 Contrast 7.5 Jan-14 Rain 6.5 Nov-13 Diablo Ill 9.25 Oct-18. TMNT: Out of the Shadows 2 Nov-13 Tiny Brains 5.75 Feb-14 Deadpool 6 Aug-13 Ratchet & Clank: Disney Infinity 9 Oct-13 Walking Dead: 400 Days, The 8 Sep-13 Tomb Raider: Definitive Edition 9.25 Mar-14 Diablo Ill 9.26 Oct-13 Into The Nexus 8 Jan-14 Dragon Ball Z: Battle of Z 7 Mar-14 Walking Dead: Season Two - Warframe 7.75 Jan-14 Disgaea D2: A Brighter Darkness 7.5 Nov-13 Rayman Legends 9 Oci=13 DuckTales: Remastered 8 Oct-13 Episode 1:All That Remains,The 8.5 Feb-14 Disney Infinity 9 Oct-13 Remember Me 7.75 Jul-13 Dungeons & Dragons: Wolf Among Us: Divekick 6.5 Nov-13 Ride to Hell: Retribution 2 Sep-13 Chronicles of Mystara 7.75 Aug-13 Episode One Faith, The 9 Dec-18 Call of Duty: Ghosts B Dec-13 DONot Fall 6 Oct-13 Saints Row IV 8.5 Oct-13 Dynasty Warriors 8 6: *Sepig WWE 265 8 Dec-13 Crimson Dragon 6 Jan-14__ Dragon Ball Z: Battle of Z 7 Mar-14 Skylanders: Swap Force 8.5 Dec13 FIFA 14 8.75 Nov-13 XGOMAEnemyiWithin si2ollecals Dead Rising 3 8.75 Jan-14 Dragon's Crown 8 Sep-13 Splinter Cell: Blacklist 9 Oct-13 Flashback 3 Nov-13 Fable Anniversary 8 Mar-14 DuckTales: Remastered 8 Oct-13 Star Wars Pinball: Fuse 7.75 JSul-13 PE Fighter Within 1 Feb-14 Dungeons & Dragons: Balance of the Force 8 Dec-13 Grand Theft Auto V 9.75 Nov-13 nes sali 9 Oct-13 Forza Motorsport § B76 dan-14 Chronicles of Mystara 7.75 Aug-13 Tales of Xillia 8.25 Sep-13 Gig 2 8.25 Jukig Dr. Luigi 8 Mar-14 Killer Instinct 875 Jansia “Denasly Wantors 8 6 Sees: ne De es eae lier iDead oa ey Lococycle 7 Jan-14 F1 2013 7.25 Dec-13 Walking Dead: Season Two - Lego Marvel Super Heroes 9 Dec-13 Tropical Freeze 9.25 Mar-14 NewoKa Be dance FIFA 14 8.75 Nov-13 Episode 1: All That Remains, The 8.5 Feb-14 Ligtning Returns: DuckTales: Remastered 8 Oct-13 NiBAUNeTa 4 Jan-i4 Fuse 7.75 Jul-13 tes ee rae eae Final Fantasy XIll 7 Mar-14 Game & Wario 8 Aug-13 Nec ray sisees: sivas Omar Gran Turismo 6 8 Feb-14 WANE SIE . Berta Lost Planet 3 6 Oct-13 Beale cia a SDR INEGI Peggle 2 8 Feb-14 Grand Theft Auto V 9.75 Nov-13 XCOM: Enemy Within OBEInERE Madden NFL 25 7.75 Oct-13 me cael 7 5 popes Bawarste Gale 8 Jani4 Grid2 8.25 Jul-13 . . Magic: The Gathering - Duels See ug-1 Ryse: Son of Rome 6 -dancia Ibb & Obb 7 Oct-13 of the Planeswalkers 2014 7.5 Sep-13 Pikmin 3 9 Sep-13 Super Motherload 6.25 Jan-14 Killer Is Dead 6 Octis ay : Metro; Last Ught er) Seu lS es seine i Tomb Raider: Dafintive Eaition--o2s°macta Kingdom Hearts HD 1.5 Remix 8.25 Oct-13 acunaaeiien ric Flag on meas NBA 2K14 8.5 Dec-13 artes ies ree Zoo Tycoon 7 Jan-14 PeSieiSmine sci ze fea ee : a Si eae etna Skylanders: S\ Fi 8.5 Dec-13 Lego Marvel Super Heroes 9 Dec-13 jattlefield 4 8.75 Dec-13 NHL 14 7.75 Oct-13 sven lers: Swap Force .5 Dec-1 Ligtning Returns: eae Infinite: : Payday 2 8.25 Oct-13 Sonic Lost bs 5 Dec-13 Final Fantasy Xi 7 Mar-14 rial At Sea. Episode 1 8 Jan-14 Pro Evolution Soccer 2014 8.25 Nov-13 Splinter Cell: Blacklist CmOciaIS Assassin's Creed IV: Black Flag 8.25 Dec-13 Lost Planet 3 6 Oct-13 Brothers: A Tale of Two Sons 8 Oct-13 Rayman Legends 9 Oct-13 Super Mario 3D World 9.25 Jan-14

6.5 |

Platform PC Release February 7 Rating N/A

)

Platform Ouya Release January 28 Rating NR

9

Platform PS4 Xbox One Release February 18

, : Rating E It's great when free games don't

beat you over the head with purchases, but it doesn’t mean much if they aren't fun to play. I enjoyed the silly tone of Soul Fjord, but the rhythm-based combat system was all it took to completely sabotage the experience.

I get what JazzPunk is going for I'm well-versed in B-movies and games that are hilariously awful but at some point bad just becomes bad again, and the game tiptoes down that line with the grace of a hippopotamus.

Rayman Legends is the same great game on new-gen consoles, with a few extras. Xbox One players get a few additional challenges, and PS4 owners can snap pics and scratch off tickets with the gamepad. If you haven't played it before, you have nO @XCUSE.

the:score

2

Platform PC Release January 28 Rating M

If you want a multiplayer-only shooter without spending $60, there are plenty of options for cheap or completely free. Normally, this 1s where I'd reiterate that you should not play Rekoil under any circumstance, but from the abundance of deserted maps I saw, it seems that most gamers have already

received that memo.

21.25

3.15

Platform PC Release January 30 Rating N/A

It’s a smart, innovative testbed for interactions, but the more it tries to be a game filled with challenging objectives and boss fights, the more Octodad reveals that underneath the suit, there’s not much to get

excited about.

Platform PS3 Release March 11 Rating E10+

While the characters remain stale, Atelier Escha & Logy’s alchemy systems continue to get more complex and impressive.

Visit gameinformer.com/mag for the full reviews

96 the score

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Burial At Sea Episode 1 8 Jan-14 Broken Age: Act | 8.5 Mar-14 Brothers: A Tale of Two Sons 8 Oct-13 Card Hunter 8.25 Nov-13 Castle of Illusion 7.5 Oct-13 Civilization V: Brave New World 9.25 Sep-13 Company of Heroes 2 8 Aug-13 Contrast 7.5 Jan-14 Divekick 6.5 Nov-13 Divinity: Dragon Commander 7.6 Oct-13 Don’t Starve 7 Jul-13 Dota 2 Sep-13 DuckTales: Remastered 8 Oct-13 Dungeons & Dragons:

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20 Years On Zebes

The continuing life of Super Metroid

For the typical gamer, Super Metroid stopped evolving a long time ago. Technology advanced after the Super Nintendo era, more sophisticated consoles released, and people moved on to newer and more cinematic titles. However, as we cel- ebrate the game’s 20th anniversary, we have not seen the last of the secrets this 16-bit classic has to offer.

Super Metroid was developed by Deer Force,

an internal team at Nintendo. It released in March of 1994 in Japan, and became an instant classic. Samus Aran returning to the alien world of Zebes established an atmosphere familiar to fans of the first game, but the new flexibility of her arsenal invited players to explore every corner and corridor of the planet. Many players ran through the game more than once, hunting down items and perfect- ing techniques. For some, that wasn’t enough.

Over the years, a devoted community of gamers has formed around Super Metroid, dedicating themselves to pushing the game to its limits. They spend hours practicing and devising unconven- tional tricks and strategies to get through the game as quickly as possible. You may have seen some of these individuals in action; one of the highlights of this year’s Awesome Games Done Quick charity marathon was a four-way race through Super Metroid. It was streamed to 70,000 viewers, and done in under 46 minutes.

That is an amazing clear time, but the players’ devotion goes beyond a simple desire to finish quickly; they have a reverence for the game and its many facets, and that’s what inspired a com- munity to grow around it. “Super Metroid was just well-designed. That’s what it boils down to at its core,” says Aaron Barnhart (a.k.a. Goiden), one of the commentators on the AGDQ race and a speedrunner himself. “This was a game that was designed to give the player control. They were able to give you a toolset, and give you way too many controls that you are never going to learn on your first playthrough. But by giving you that many options on how to approach the problem, you Can come up with your own way to play.”

Super Metroid has no tutorials. Apart from a brief explanation of items when you pick them up, you are left to experiment and discover all of the tools at Samus’ disposal. Some of these are easier to find than others; if you wait at the title screen, a series of clips demonstrates tricks that are never even hinted at during the normal course of the game. Things like enhanced charge beams, using the charge beam to weaponize your spin jumps, or using a power bomb to completely refill your health, are shown without instruction to show players the possibilities. “It’s a subtle thing,” Barnhart says. “They’re teasing you, saying, ‘We put this in the game. Now you figure out how to do it.”

Those techniques are obviously intended to be a part of the game, but the speedrunning com- munity has discovered a broad array of tricks that most players would never encounter, even after multiple playthroughs. Though not technically glitches, many of these involve precise timing in order to take advantage of how Super Metroid functions. On this page, you see a small selection of unconventional maneuvers the game allows intentionally or not.

Whether they involve killing bosses quickly, breaking out of the intended sequence of events, or just doing something cool, the speedrunning community is still pushing for innovation in a game that is now two decades old. Though it is born from a desire to shave away seconds, the process highlights the remarkable versatility and lasting appeal at the core of Super Metroid.

“To me, the most important thing about Super Metroid is just the exposure of the game - the run we got to do at AGDQ, for instance and show- casing what a great platformer it was,” Barnhart says. “I think a lot of people these days might not have even had a chance to play it. Super Metroid might be a lost gem for a lot of people, and whether or not you intend to speedrun it or use any of the techniques, your first playthrough is an entirely different experience. In my opinion, it’s a lesson in game design.” &

Soe eggeidcddcddedededdeededaaadddddds Special thanks to the members of the Super Metroid speedrun community that contributed to this article: Gotden (@GoldenSRL, \twitch.tv/go1 den), Zoast\(twitch) \tv/zoasty), and Ivan (@SRL_Ivan, twitch. tv/ivar). To delve deeper into the art of speed running, check out their

work at speedrunsiive.co

Super Metroid Tricks You Weren't Supposed To Find

Seo Bante

S * ;

. a -

-

MOCKBALL _ The first trick that blew open

the sequence-breaking doors in Super Metroid, the mockball allows you to retain your running speed while in morph ball form (which is normally much slower). This allows you to get under some gates that were supposed to block your prog- ress, letting you prematurely access certain areas and items. It even lets you skip the Spore Spawn boss.

KRAID QUICK-KILL Anormal fight against

Kraid the first major boss can take some time. However, this trick involves hitting the monster with a missile at just the right time to freeze its mouth open, then unloading with super mis- siles. When performed correctly, this ends the fight in a matter of seconds and prevents Kraid from entering the second phase of the fight.

WALL-JUMPING Jumping up walls is a natural

part of the game, but it can be used in unintended places if you have the skill. For instance, one area is a large vertical climb that you are supposed to use the ice beam to ascend, freezing ene- mies and using them as stepping stones. However, with practice, you can use the wall jump to climb this area instead, eliminating the need for the ice beam entirely. 7

“7

SHINESPARKING _ When Samus runs for a

certain distance, her speed booster kicks in for super-charged sprint. If you crouch during this sprint, you store a “shinespark,” which can be used to propel Samus through areas. This surfaces during regular play, but what you may not know is that with some well-timed taps of the dash button, you can cheat how the game calculates when the speed booster activates, drastically reducing the space required and allowing you to store and use a shinespark in areas where it wasn’t previously possible.

Is That Even Possible?

BIG METROID SKIP _ The most recent trick to surface, the Big Metroid

Skip lets players save time by avoiding the cutscene in Tourian where Samus is grabbed by the “baby” Metroid. Since the developers designed the encounter to make players get caught, evading the beast and escaping the room is tough, involving some intricate jumps that exploit the Metroid’s movement patterns.

PHANTOON'S X-FACTOR _ Dealing damage

to the boss Phantoon can be tricky, because it is unpredictable and only vulnerable for short windows. Super missiles give you the most damage per hit, but they also send Phantoon into a rage. However, if you use a charged wave beam enhanced with a power bomb (which the community has dubbed the “X-factor”), you can deal damage equal to four super missiles, and avoid enraging Phantoon. You need to time this exactly, but it can save a lot of time in this challenging fight.

Ifyou watch an experienced speedrunner blow through Super Metroid, you may think that the precision and skill on display is super-human. However, even the best players have yet to reach the theoretical limits of the game: Using a computer to perform ridiculous feats with frame-by-frame accuracy, a tool-assisted speedrun (TAS) can help unearth new yg even. if they

aren't humanly possible:

“This game’ could still’see some large changes in the coming months and years,” says Ivan, the GS (Yor, eames Done Quick four-way race. "There are still things that we are not doing because it just isn't realistic for bine e ab 2 to do some of the things the TAS does: For instance, the TAS uses a completely different route..-going first to the i

b // bu

Phantoon,; then downto Ridley, up to Kraid, and finishing with Draygon: Doing this involves some insane boss strategies that as

of right now are not very feasible for humans ‘to pull off.”

classic’ 99

i]

Pv : ame Movies By The Numbers

rom Final Fantasy: Spirits Within to Uwe Boll Biggest ieee weekend: Highest production budget:

: : : : : Tomb Raider $47,735,743 Prince of Persia: The Sands polluting the silver screen with stinkers, video of Time ~ $200,000,000 (estimate) games and movies have had a troubled past. Highest domestic gross:

However, there have been some big successes Tomb Raider $131,168,070 Lowest domestic gross: as well. We looked at the box-office receipts of ; ; Dead or Alive - $480,813 i 7 Highest worldwide gross: the major video game movies and broke down some of the Prince of Persia: The Sands Lowest opening weekend: biggest losers and winners. by Andrew Reiner of Time $336,365,676 Pokémon Heroes $260,372

Lowest worldwide gross: Postal $146,741

Number of theatrical Uwe Boll movies made: 5

Number of dollars lost by Uwe Boll movies: $90,844,080

Number of dollars the Resident Evil series made above production budget: $667,934,664

*data collected from Box Office Moja

JMDB BoxOffice.coml

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