Kingdom Hearts will be back in the hands of gamers in only a few more months. With E3 upon us, Square Enix has given us another small taste of this highly anticipated game.

Showing series protagonists Sora and Riku in action within such worlds as Tron Legacy and The Three Musketeers as well as bringing in new friends along with old enemies, there’s sure to be plenty of twists and turns thrown in with the familiar Kingdom Hearts formula.

Below is the press release from Square Enix, and check out the trailer while you’re here!

Heroes of the series, Sora and Riku make a triumphant return in KINGDOM HEARTS 3D [Dream Drop Distance]. Explore the unique story lines and gameplay styles of each character as they take on the Mark of Mastery exam and uncover the mysteries of the Sleeping Worlds. This is the first in a series of new gameplay videos, so stay tuned for the next installment.

KINGDOM HEARTS 3D [Dream Drop Distance] will be available in North America on July 31, 2012 on the Nintendo 3DS™ system.

http://youtu.be/KbNe9d800SA

Almost one year ago, Capcom found itself at war with its fans when it cancelled Mega Man Legends 3 despite much demand. In fact, many would argue that the company itself was the first to fire shots when it blamed the fans for the cancellation, despite the fact that these same people were actively helping with development. When pressed on the issue, asking what more they could have done besides make the game for them, this is how Capcom famously replied via its Euro Twitter account:

As it turns out, there were plenty of developers outside of Capcom who were willing to continue with the making of the now infamous title, including CyberConnect and Mega Man father Kenji Inafune, with no response. In what would be later slaps in the face to fans of the Blue Bomber, Capcom even neglected to put Mega Man X in the re-release of Marvel vs Capcom 3, once again citing a lack of fan demand despite X leading all of the published fan polls, ahead of many of the characters who actually made the cut.

Obviously, fans weren’t happy, but there was one group who decided to do something about it. Taking a cue from fan movements such as Operation Rainfall, a Facebook movement titled 100,000 Strong for Bringing Back Mega Man Legends 3 emerged, quickly amassing tens of thousands of members to prove to Capcom that the game does have an audience, and at the very least, all these fans want is the Prototype version, a glorified paid demo that was designed to gague interest in the first place.

Well, it finally happened. A few weeks ago, the group hit their goal and as of this writing, have surpassed it with about 107,000 fans asking for the game they were promised. Gamers are still joining the Dev Room to prove that they will continue to participate. So now the ball is in Capcom’s court. Aside from Mega Man, the company that used to be known for pleasing fans by porting over risky titles in the West like Phoenix Wright, has done nothing to discourage their rage, especially after milking fans for finished content and charging extra money to download the ending to their games. Frankly, with their reputation sinking in the eyes of many gamers, now couldn’t be a more oppritune time to listen to the them.

The solution? Announce Mega Man Legends 3 at E3.

At this point, what choice do they have? Why not throw in Professor Layton vs Phoenix Wright and MAYBE Ace Attorney Investigations 2 for good measure? I mean, look at it this way. Operation Rainfall, the community that banded together and demanded that Nintendo bring three titles to the North American Wii market, got their wishes answered when Xenoblade was released in April and The Last Story was announced for a summer release. Honestly, I’ll be shocked if Pandora’s Tower, the third title of this holy trinity, isn’t playable on the show floor.

Point being, if Nintendo can release three titles after receiving requests from a group of about 12,000, (which isn’t bad by any stretch of the imagination,) it would be the ultimate in dickish moves for Capcom to ignore almost ten times the amount of people asking for the release of just ONE game. Hell, we’ll be happy with the Prototype which was supposed to have been finished already.

Since this series of controversies hit what was once one of my favorite developers, Capcom has all but lost me as a customer, and I know I’m not alone. E3 will be a turning point for the company and I’ll be eagerly anticiapting what they have to announce. Because going forward, this will shape the perception of a company that once prided itself on accepting fan interaction and feedback, but since then has backhanded us with broken promises, nickel and dime business practices and alienating those who are lining their pockets. So Capcom, do the right thing. Release Mega Man Legends 3. Because there are 100,000 people who want it… and many of which like myself will be done with you if we don’t get it.

Last week, the internet was set ablaze by rumors of a Star Fox and Metroid crossover being developed by Retro Studios. While gaming rumors are a dime a dozen around E3 season, considering the last time Retro was said to be working on a mystery game, those stories were true when the announcement of Donkey Kong Country Returns hit our ears with that sweet, sweet sound of confirmation. So let’s just say I had my hopes up to see the two series in the very capable hands of Retro while bringing some noteriety back to the Star Fox name.

Sadly, it’s apparently not meant to be.

Over at the Paul Gale Network where the news originally broke, the blog has updated its site with the following message:

“This game is not what Retro Studios is currently working on and it will not make an appearance at E3 next week. Now depending on what side of the fence you were on in regards to whether or not you wanted this game to be real is where this news might be personally good or bad to you. If you hated the idea, then rest assured that the game isn’t happening. If you liked the idea, then at least I can leave you with a bit of cushioning.”

Whether or not Retro is working on something else for the WiiU at E3 is yet to be seen. All I know is that we NEED a new Star Fox game after so long. The Nintendo 64 version collectively blew gamers away with its level design, game play and humorous voice acting, but has yet to reach such heights since, but I’m not sure pairing it with Metroid would make much sense. If Samus were to pair with anyone, it would be with another long forgotten franchise in F-Zero. I mean think about it, Captain Falcon is a bounty hunter. He has a ton of bad ass moves in Smash Brothers that he’s never shown off in his own series since he’s behind the wheel the whole time. Why not show how he would fare against another bounty hunter?

Even Star Fox would make sense pairing with F-Zero. Between a character named James  McCloud in both titles and a strong connection in some of the endings of Star Fox Command, The Lylat System might just be a furrier version of where the F-Zero Grand Prix takes place!

Regardless, it seems like we’ll have to wait assuming we’ll ever get this title at all. I hope the idea will see the light of day, but for now, consider this one of the many rumors that has proven to be false.

SOURCE: http://paulgalenetwork.com/home/2012/05/30/confirmed-status-update-on-retro-studios-making-star-fox-metroid-fusion-saga-for-wii-u/

Earlier today, Nintendo got the E3 hype rolling early with their streaming presentation of Iwata Asks, displaying new functions of the WiiU before their formal press conference in a few short days.

Through seeing the controller in motion, displays of the equipment and an incredibly cheesy skit that’s sure to make the rounds as part of the annual “embarassing E3 moments” that everyone eagerly awaits, Nintendo was able to show that the WiiU will be more than just a Wii with a tablet.

Features include:

The WiiU tablet, now known as the “WiiU Game Pad,” will have larger analog sticks that press down, can function as an independent TV remote and has a sensor that can read cards and figures for game play. I guess that explains the figures used in the Rayman Legends trailer. Can anyone say Skylanders?

Support for the Wii Remote, Nunchuck and Balance Board. So no more having to buy a whole new set of equipment!

A new remote called the WiiU Game Pad Pro will be released as a stand alone control for the supposed hardcore crowd. It looks like the Classic Control Pro except it’s wireless and functions independently. I’m wondering though, will old Classic Controllers work?

Out of all the announcements, the biggest one would be Nintendo’s new online strategy. Trust me, with their history, I would have never expected to say that Iwata and company might have the most expansive online component of any gaming console out there, but that was before they revealed the MiiVerse.

MiiVerse will connect through the Nintendo Network and support the WiiU, 3DS and all future Nintendo hardware. The home menu will show friends, Mii’s on your console and people who are playing recent games that you have played, where these groups can chat in real time about the game their currently engrossed in. The tablet can be used like PictoChat, Swapnot and Flipnote Studios to write and draw messages to these groups for easy communication. Game play can be suspended at any point to leave messages on a forum type environment to ask questions, leave tips and communicate with those playing the same games that you are. Eventually, gamers will even be able to chat through PC’s and all mobile devices, which is a great idea since it would be better to embrace smart phones rather than treat them as competitors. Even during game play, the Mario title displayed showed players from each stage commenting on their experience. Iwata assures us that they will keep away spoilers, but I’m not too sure on how they will be able to filter that.

But the most telling part was that the WiiU Game Pad will feature full video chat support. So yes, the company that made it impossible to play with friends online for nearly a decade will now allow video chat featuring creepy old men watching 20 somethings play with their action figures while asking if they’re their best friends. At least that’s what I took from the video skit, which was like an episode of the Big Bang Theory, except it was slightly entertaining.

Keeping up with the theme of sexual deviancy, the last feature showed was the ability to browse the web on both the tablet and the TV, much like the games displayed last year. If you want to share your web browsing experience with your friends, then why not? So once I have a WiiU and I decide I’m gonna sit back and watch some porn, when Jonathan inevitably pops into my head, I can say, “Hey! This is the kind of work Jonathan can enjoy!” And just like that, I can share my porn with the rest of the world. And even though the browser will display on both the TV and the tablet, you can cover the TV in case you don’t want people in your house to see what you’re doing. But being the innovators that they are, Nintendo is bringing fun to browsing by letting off festive music and confetti when the curtain is pulled off the TV. So when my wife walks in on me, it’ll be like a really fun surprise!

Head over to Nintendo.com to watch a replay of the stream. Hopefully that can hold you off until Tuesday when the formal press conference takes place. And trust me, after watching this edition of Iwata Asks, I can’t wait to feed zombies a bullet sandwich!

 

There are racing games, and then there are EXTREME racing games! Or at least there were, but they have really gone out of style in recent years. Even kings of extreme like SSX have become more tame in more recent titles. But does that stop Mad Riders? No! This digitally released ATV racer has style to spare, with gorgeous visuals to boot. But is that enough to deserve a go around, or does this title stall at the gate?

Mad Riders features 40 plus tracks over about a half a dozen locales, all of which look fantastic in motion, (though I can’t say the same for the character models. The audience has a severe lack of faces.) By performing well in races, players will level up, unlocking new tricks, vehicles and outfits along the way. Like great arcade racers of the past, collecting special icons, racers can manually trigger boost charge stations, shortcuts and ramps… but not until you unlock the ability to do so. It feels really limiting in the beginning, since you literally can’t do anything but drive forward or boost when the game starts up, but as the game expands, that’s where it reaches its full potential.

Performing tricks throughout the races nets extra experience points while earning more boost power for extra speed. Plus, it gives you great practice for when other modes come into play. Some of the usual features include checkpoint races where racers have to hit certain spots to advance and trick contests where the racer with the most successful tricks throughout a lap wins. But Mad Riders has some lesser used ideas that make it speed ahead of the competition. Race modes like Perfectionist, where racers repeatedly complete the same lap for a set amount of time to earn the fastest single lap, are great to play. Especially with friends both locally and online.

For all of its modes, Mad Riders is pretty straightforward, which is probably its biggest flaw aside for the slow progression. Even with the large amount of tracks, many of them feel the same. The AI isn’t too difficult, so it won’t take too long to place 1st in every track the game has to offer. Not to mention that there’s nothing more puzzling than being warped to the back of a ramp because your back tires scraped the side of a rail, barrier or edge. Hey game, just because I was close to falling doesn’t mean I actually fell!

Complaints aside, Mad Riders was a pleasant surprise that took me back to a simpler times in gaming. Feeling like the closest thing we’ll ever get to a new Jet Moto, while this racer doesn’t do much to reinvent the wheel, (aside from a few great game modes,) it’s racing, online capabilities and trick systems are simple, yet effective. Plus, for only $10, you can’t go wrong with so many tracks and vehicle types, even if many of them feel similar. So if you’re an arcade racing fan, want a gorgeous HD racer or miss simple, classic style titles, should you download this title? Frankly, you’d be mad not to.

Ubisoft’s new ATV racer, Mad Riders, is scheduled to debut on Xbox Live Arcade and PSN this week, and what better way to build up the excitement by releasing a new trailer?

Except this isn’t just any trailer. Mad Riders has the balls to show off the trailer of the trailer! While the game has a solid release date, we have yet to receive comment on when the highly anticipated trailer will debut. But until then, the video below will have to suffice. And that won’t be hard to do with all of the insane tricks and intense racing that the video shows off. Plus, it’s clear that the developers don’t take things too seriously, which is always a plus with me.

Look for a full review of Mad Riders soon!

What was an apparent leak earlier this afternoon, the reveal trailer for the upcoming WWE 13 from THQ hit the web, but was quickly pulled from every web page that dared to post it.

Promising a “revolution,” WWE had been hyping up the reveal for May 28th during Monday Night Raw through cryptic videos that gave no real clue as to what it was hyping. That revolution is seemingly an updated version of the revamped WWE 12 from last year, showing off new cinematic match sequences such as the ring collapsing after a top rope suplex, destrucable barricades that go into the crowd, and old favorites from wrestling’sboom period such as Mankind and Stone Cold Steve Austin.

But most importantly, current WWE Champion CM Punk is the cover boy this time around, which not only gets my Hulk Hogan PJ’s bunched up in excitement, but after he brought mainstream attention to the company last year through his “unscripted” roast of the company he worked for, was there really any other choice?

WWE 13 will arrive on November 1st, but check back on Monday for when the trailer is”officially” released

Darkrai, the hard to find Nightmare Pokemon from the Diamond and Pearl generation, is currently obtainable in Black and White versions. By simply going into your main menu and downloading it through mystery gift, this powerful creature can be a dream come true in any trainer’s team.

Why should you care? This dark type monster isn’t associated with nightmares for nothing. And no, it’s not just because of its emo bangs covering up one eye. Its special ability automatically reduces its opponent’s health every turn the foe is asleep. Adding in its wide variety of special type dark attacks, and this hidden beast will become a challenge for almost any oppenent, especially against the usually domanant psychic types.

Make sure to catch this rare Pokemon before June 10th. These special creatures only tend to show up once every few years, (unless you’re a Game Sharking cheater that is!) And the best part is you’ll have it a few months before the release of Black and White 2, so you can dominate your friends while they’re fiddling around with their brand new Tepigs. In other words, Darkrai is for winners. You’re a winner, aren’t you?

Long before God of War invented quick time events, games like Dragon’s Lair put them on the map. Imagine a time back in the 80’s, when there were these crazy things called arcades. These wonderous machines would feature games that were way more detailed than what consoles could offer at home and were the place to be when gamers wanted to experience the newest tech. Even amongst such classics, Dragon’s Lair was unique due to it playing out like an interactive Saturday morning cartoon. If you need any proof of how popular it was, just take a look at how many times its been re-released! It’s on DVD, Blu Ray, mobile devices and home consoles… but never before have YOU been able to become Dirk the Daring. That is, until Dragon’s Lair met Kinect.

This port of Dirk’s most famous adventure plays almost exactly like it did in the 80’s. An animated film taking players through the obsticals standing in the way of rescuing the princess runs on screen while lightning quick prompts show players which directions and buttons to press. Yes… if you’ve played this before, the game is almost competely unchanged. Unlike the quarter eating days of the past when the slightest mistake meant walking away in shame or sinking in another 50 cents, new features include difficulty levels that allow multiple mistakes per life, clearer on screen prompts that act more like modern day QTE games, leaderboards, achievements and avatar items. Even if you want to just sit back and enjoy the animation, (with the skill and charm of Don Bluth, animator of numerous films such as An American Tale, All Dogs Go to Heaven and Disney’s Robin Hood,) you can just head into the options and just watch the game play itself!

But these features aren’t the selling points of this version… this download is all about the Kinect compatibility. This optional way to control the game makes it feel like much more of an interactive experience rather than just tapping a button when prompted. Jumping forward, backward, left or right controls directions, a swipe of the arm swings Dirk’s sword and reaching up grabs ropes. After ten minutes, you start getting an idea of what it would really be like to fight through the lair, since buyers will get a nice workout from all the jumping around. The Kinect mode even allows a second player to get in on the fun with co-op, but considering it’s not a true team experience and just has players swapping places from scene to scene, you’re better off just sticking with single player to avoid the load times. Overall, I was impressed with how much Kinect added to the classic Dragon’s Lair experience… that is, when it works.

One of the many, many death scenes. Poor Dirk...

Playing hands free will make you glad that the default setting allows multiple mistakes per life. As with most Kinect games, the camera has some issues with registering your movements at the most random times, so there were plenty of times where the exact same movement that worked minutes ago wouldn’t work later. Aside from these control issues, this download is more about nostalgia than anything, because with unlimited continues that won’t drain your laundry money, Dragon’s Lair is only about 15-20 minutes long. Even if you collect all of the achievements and play a perfect run, the game wouldn’t take more than a few hours to memorize for most. However, the most off-putting part is the price. $10, (or 800 Microsoft happy points in gamernese,) is far too much for what you get, especially when Dragon’s Lair Trilogy on Wii has three games for only five dollars more. Sure, you won’t get Kinect support that way, so gamers with the camera and an itch for nostalgia are going to have to consider if hands free controls alone are worth it. As far as the game itself, like most kids, I got my ass HANDED to me at the arcades and would have had to spend a small fortune to make it to the end. So I never knew that about half way through, many of the rooms repeat in reverse. If anyone out there knew this from the arcades, kudos, (and let me borrow a couple thousand dollars. I’m good for it, I swear!)

The Lizard King is mezmorized by the buns of steel.

Almost 30 years later, Dragon’s Lair is still as humorous, charming and challenging as it used to be. It’s play style has stood the test of time through games like Shenmue, God of War and most notably, Heavy Rain, and deserves its legendary status in gaming history. With that said, games are much different today than in the age of arcades, so as a stand alone game, its a tough sell for today’s generation with the length and repetition considered. Even with Kinect support that freshens up the experience, its unreliability and novelty will wear off after no time at all. Unless you really want the Kinect experience or are a Dragon’s Lair fanatic, there are cheaper alternatives if you want to experience Dirk’s classic adventure.

Since its debut on the original Xbox, the Fable series has been a staple in Microsoft’s first party lineup. And why wouldn’t it be? It’s taken gamers through a second life where they could be a badass warrior, hold down a part time job, have seven wives and buy house after house without ever having to get off of the sofa. But since Fable III, the the tales of Albion have taken somewhat of a back seat, but as you and I know, when there’s a gap in sequels, make a spinoff!

This is where Fable Heroes comes in. Switching gears from the typical Action/RPG style, Heroes is a lighthearted hack n slash that takes players across many familiar locations from the franchise’s history, except presented through a puppet stage play that looks like it could have been ripped straight from an episode of Mr. Rogers. Choosing between puppet versions of the four heroes of Fable II at the start, (brutish Hammer, magic user Garth, expert marksman and all around douche Reaver, and the Hero respectively,) each character provides different playstyles that only become more varied as you unlock more puppets to use.


Once you’re actually in the game, you won’t find anything mindblowing with the game play, but it accomplishes its purpose well enough. Choosing between weaker quick attacks, more powerful flourish moves and an area clearing attack at the cost of some health, beating mini versions of iconic series foes like Hobbes, Hollow Men and Balverines without taking damage builds up a multiplier to increase the amount of gold your earn with each kill. You’ll want to make the most of these cash increases, because not only can you spend gold on upgrades and earn dice rolls for the upgrade board, (more on that in a bit.) There are always four players on the screen at once, so if you’re not cool enough to have any friends, the AI will be your new wingman. And just like a brain dead friend, they tend to stand next to hazards, refuse to move forward at points, and are just all around bad most of the time. My recommendation? Force them to be a ranged character, because the game clearly favors the melee fighters who rack up multiple kills at a time while poor little shooters fire one shot at a time at a horribly slow pace. Even when they do kill something, they’re so far away from the dropped cash that the close ranged characters will snatch it up anyway. This is serious business because the game is always comparing your results with the rest of your team, and trust me, you probably won’t want to be the one laughed at in last place.

Fable has been about choices from the start, and while you won’t be making any life altering decisions in Heroes, being able to take control of your destiny does come into play. Near the end of each stage, the team gets to choose between branching paths that will take them to drastically different areas, usually coming across seperate sets of enemies and end stage challenges. At the end, you’ll either come across a towering boss where the team will work together to slay, or competitive mini games where outlasting your friends is the key to victory. Aside from the paths, while treasure chests full of power ups are scattered throughout the game, special good and evil chests eventually appear. Good chests usually benefit the team in some way, by giving a random member a boost in strength or making it rain money. Evil chests do the opposite and have a chance of sabotaging one of your team mates… assuming it doesn’t backfire and target you instead.

So after you’ve beaten your friends down through skill or through treachery, what do you do with all of your winnings? After each stage, the heroes are transported to a board game, where a roll of the die determines what you can upgrade. The amount of gold or powerups collected determines how many rolls you get, but since it’s all determined by chance, it’s not uncommon to land on squares that you can’t access yet. Imagine being the only one in the group who didn’t upgrade because of crappy rolls? Yeah, it’s a crappy feeling? I appreciate trying something new, rather than the typical “press start to upgrade” routine, but when powering up, unlocking new skills and playable characters relies on chance? Yeah, I’m not having that. On the plus side, all characters keep their upgrades, even if you’re not controlling them, so computer characters keep their gold and can be upgraded for when you decide Reaver is boring and you’d rather be Garth. Wait, what am I saying? Reaver never gets boring.

But even with branching paths, it doesn’t help the biggest problem with Fable Heroes, which is the severe lack of content. The main game is over in about two to three hour, which isn’t helped by the game’s way too forgiving take on dying. KO’ed players can still fight as an invulnerable ghosts and the stage keeps going as long as there’s one player still alive, AI or otherwise. The only drawback, (if you can really call it one,) is that ghosts can’t collect money. But when you’ve already collected thousands in gold that you don’t lose when you die, why do you really care? Reviving is as easy as picking up a health item on the map, but you’re better off dead if you ask me.

Playing through the game again in the harder dark world or unlocking the remaining paths only adds a small amount of incentive to go through it again, but thanks to the shallow, repetitive game play, it might seem more like a chore after awhile. While it might be strange to say, the mini games were the most entertaining sections, giving a much more entertaining break from the action. Especially comparing to what… the boss fights? The ones that are almost indistinguishable from each other? Yeah, I’d rather kick exploding chickens any day. The real bulk of the replay value comes from trying to max out each hero, which is artificially lengthened by the board game I mentioned earlier. But after your first few heroes are completed, will you really care anymore? The only reason I want to keep playing is for the ability to transfer gold to Fable: The Journey when it’s eventually released.

When it’s all said and done, Fable Heroes is a fun little distraction while we wait for the next major entry, especially with a party of four either locally or through Xbox Live. The charming presentation will crack a smile from even the toughest of tough guys and competing against friends is a blast. With that said, the tedious upgrade system, the repetitive action and the huge gap in the amount of content vs. the amount of unlikable almost promises that most gamers won’t play the same small stages over and over just to see the next new character or power. It’s not like I was expecting a full on Fable experience, but with the quality and depth of the Xbox Live titles of today, Fable Heroes doesn’t even compete with older titles like Castle Crashers. Fans of the series will appreciate this new take on their favorite franchise moments, and will even give them a head start with the Kinect version scheduled for this year. But if you were looking for the next great hero of Albion, you won’t find him here.

 

Oh, April 1st. What a day you’re sure to be. One full of so many surprises, most of which people will skeptical over. Of course, I’m talking about the day of Wrestlemania 28.

On this day of days, what better way to celebrate one of the greatest games of its time? One that goes down as one of the single best representations of a licensed property since the creation of video games. Of course, I’m talking about WWF Betrayal.

This tiny cartridge was so jam packed with awesome, most gamers were intimidated to load it up into their Game Boy Color’s. But not this guy! No, back when it was released in 2001, I was up to the challenge that this game brought. And now, I’m here to right this wrong and make sure more gamers put boots to asses in this forgotten masterpiece.

Featuring a jam packed roster of four superstars, (now take that in for a moment… FOUR!) your favorite grappler was sure to be at your disposal. That is of course, assuming The Rock, Stone Cold Steve Austin, Undertaker or Triple H were your favorite grappler. After your chosen character is cheated out of the WWF title, Stephanie McMahon is kidnapped during your bout. Considering that security was too busy watching your match to do their job, Vince promises to give you a rematch. But only IF you rescue her. It’s really riveting stuff.

Traversing through the streets, sewers and rooftops as your pixelated fighter, the superstars are forced to hold their own in their toughest battles yet. Sure, they’ve faced off with masked demons like Kane, 7 foot tall monsters like The Big Show and even the temptation of necrophilia, but you know it’s about to go down when you’re face to face with the dreaded construction worker! Or the vicious security guard! Even what appears to be killer prostitutes!

This beat em up shows off each character’s extensive move-set, ranging from punching, kicking and a finishing move (kind of like Cena’s move-set today). It’s also very admirable that the developers went through so much trouble to realistically animate each attack, some even consisting of three frames of movement.

At the end of each of the three whole stages in this unforgettable gem, you’re confronted by a menacing boss. Each boss matches up with your guy in almost every way, especially since they’re automatically one of the three wrestlers you didn’t choose. There’s nothing more rewarding than trading the dreaded punch or the unstoppable kick against someone who’s exactly like you, especially when you have to do it three times. I mean, words can’t describe how exciting this was! And by the time you reach the end, it turns out that Vince was responsible for the kidnapping all along! Does it make sense? Hell no! But come on! It’s wrestling!

Most wrestling gamers will tell you that No Mercy is the greatest wrestling game of all time. Well, not only would they be wrong, they’d be stupid. I mean… I know WWF Betrayal didn’t actually have any wrestling in it. The short 45 minutes of play time is greatly extended by the multiple half hours it will take to finish the whole game three more times with the other wrestlers.

And please don’t whine about how the characters hardly looked like themselves. Four fighters that play exactly the same take up a TON of memory and you’re lucky you got any detail at all. The only thing that comes close to the greatness of this title is WWF Crush Hour, since there was nothing more innovative than putting wrestlers in a car combat game! Well, nothing except a ridiculous beat em up! So go ahead, try to find a copy of WWF Betrayal. It might be the greatest way to burn through an hour that you’ll ever find. And that’s the bottom line, because this geek behind his computer said so!

Game: WWF Betrayal

Platform: Game Boy Color

Where to Find: Garage sales, garbage dumps, in the posession of the “It’s still real to me, dammit!” guy (like our writer Joe Starr for example)

 

Time sure does fly, doesn’t it? We’re only a few days away from the one year anniversary of the 3DS. Since it launced, the handheld has sold millions of units, even outpacing the original DS during the same amount of time. Not bad at all considering the DS is on track to be the best selling gaming platform of all time. But I remember sitting in front of the computer trying to churn out reviews for the games at or near launch. Not many were great.

In fact, most of them were outright bad. The internet was filled with predictions of doom, saying that Nintendo was destined to fail, the 3DS was horrible and that the launch was compared, (laughably,) to the Virtual Boy. When the company is known for incredible titles like Mario and Zelda, who could argue otherwise when all they gave us was Steel Diver, (a DS tech demo,) a dumbed down Pilotwings and a sequel to Nintendogs, a game that was never going to have “hardcore” gamers lined up at the door to play. I’m not going to sit here and say the launch was great, but really, gamers… what else did you expect?

Over the last few console generations, I can’t remember a launch that was pulled off well. For all of the complaints over the 3DS, is it really worse than say… the PS3? Where aside from about two games, had nothing good to play for about two years? Or how the original DS blew our minds with… a mini game collection where you molested a faceless woman, a poor controlling port of Mario 64 and the revolutionary Yoshi’s Touch and Go? All game of the year candidates, I know. Last I heard, the PS3 is doing pretty well for itself now, and the DS is considered one of the greatest handhelds of all time.

Nothing says high quality launch like scraping scorpions off of a woman's back!

On the flip side, let’s look at the PSP and Wii. I remember Adam Sessler on X-Play claiming that the DS was living in a “PSP World” during their Polarium review. Game Informer said Nintendo could learn how to launch a system from Sony, because of the PSP’s amazing launch of over 20 games. Most of them were ports, but they looked pretty, so who cares? Anyway, fast forward to today, and aside from Monster Hunter and a ton of Square Enix spinoffs, what is there to play on the PSP again? Mostly poorly controlling ports pretending to be console games, remade or updated versions of old classics and the occaisional gem once every year or so. And while I don’t share the opinion, many gamers feel the Wii was an overall letdown. But who would have guessed that when it launched? It had so many fun, unique ways to use the motion controls. And it launched with a Zelda title. Freakin ZELDA!

Let’s not pretend that the PS2 launched with Metal Gear Solid 3, Final Fantasy X or Shadow of the Colossus. I remember being forced to buy Madden at launch because that and SSX were the only games that didn’t look like complete ass. And while the PS1 is one of the most fondly remembered consoles, I know this wasn’t because of it’s earth shattering launch of Jumping Flash and Battle Arena Toshinden.

The highlight of the Playstation's launch days.

Besides, it’s not like the 3DS’ opening months weren’t available for everyone to see either. I was shocked at how many people who bought it were acting surprised that there weren’t any new high profile games for early adopters. I mean, seriously? It’s not like they promised Mario Kart, Pikmin 3 and Super Smash Bros at launch. We knew what we were getting at the time, and to me, there were really only three reasons to get it at or on March 27th.

One would be to experience the new technology from day one, being able to watch it evolve. Secondly, being that one “cool guy” who had the newest gadget. The third reason would be to buy it knowing it would suck, just to be that person who wants to sound smart by complaining about a system that you knew you wouldn’t like to begin with.


That’s not to say that Nintendo didn’t make some huge mistakes with the system in the beginning, and the quick price drop was an admission of guilt to me. First, they focused too much on the 3D and not on the games. Sure, I get that the average consumer would be attracted to the 3D concept since it was all the rage at the time, (or at least more so than now,) but they never told us why we needed it as opposed to a DSi, which was $80 cheaper. Which brings me to their other mistake, the cost was way too high. Gamers knew it wouldn’t have much to play in the beginning. Parents would see the DSi next to it and likely go for the cheaper alternative. So how could it have ever sold without its own identity and without games to justify the higher price? Of course, we all know how that went, and I ended up with a ton of free games as an apology thank you for my early purchase. You’re welcome Nintendo.

The 3DS Ambassador program. Also known as the "Please don't trade it in towards a Vita initiative."

It just goes to show that launches don’t define a console’s life. Today, 3DS owners are much happier. The claims of the 3DS being the next Virtual Boy have been replaced with excitement over the next Kingdom Hearts. Those who begged for a solid Nintendo offering have long finished Super Mario 3D Land and are firing away online with Kid Icarus. The cheaper price definitely doesn’t hurt things.

My point is that next time a system launches, whether it’s the Vita, WiiU or Playstation 5000, know that the launch doesn’t define the system. Developers are just starting to sink their teeth into what these new systems are capable of, and the best titles are always yet to come. And next time, save the theories of armageddon to Nostradamus and just enjoy your games.

Real time strategy games have traditionally had a hard time finding an audience on consoles. Let’s face it, a keyboard and mouse are usually going to be best for the fast paced map management that the genre requires. But after starting up Defenders of Ardania, I felt that those who’s Windows 95 PC’s couldn’t run any recent titles, this Xbox 360 version might be what can get a new audience’s foot in the door. Or at least it could have been, but it never does much to hold your attention for long.

It takes awhile before things become this exciting.

Blending elements of RTS games with traditional tower defense, Defenders of Ardania makes you into a king who must manage territory, troops and resources to continuously build defenses against the evil threatening to destroy your castle. Focusing on both defense and offense, the key to victory is to strategically place towers that can attack incoming enemies while blocking their path towards your castle. At the same time, you’ll try to send in your various units ranging from standard infantry, defensive damage sponges and warriors that can attack enemies that they cross paths. Both sides gain resources by selling towers and destroying enemies, so the more pain you bring to your foes, the more you have to work with. Whoever destroys the opponent’s castle first wins, except for certain chapters in the extensive campaign where additional objectives will be added on… assuming you know what they are. There was more than one occaision where I destroyed the enemy castle, only for a last second objective to be tacked on with little explaination, (aside from a blink and you’ll miss it box of text.) Two minutes later, I somehow lost and had to redo the whole 30 minute stage over again. There’s nothing more exciting than having to redo a whole stage for reasons you don’t understand!

The single player campaign does a good job of getting you acquainted with the game’s fundamentals, but it moves way too slow for my tastes. After about four missions in, (about two hours later,) the laughably bad narrator, (sounding like a really awful Sean Connery impersonator,) loosens up the leesh and leaves you to your own devices for the most part. But even as new abilities such as magic become unlocked, more offensive techniques open up and more units are introduced, the game pretty much boils down to whoever spams out the most units with the best tower placement wins. The majority of the maps are so small, there’s really not a lot of improvisation that can be brought in anyway, so it’s not like you have much choice. And by the way, it doesn’t help that the console controls are needlessly confusing, (why do I have to build towers with A, but I send out units with X?) Playing online adds more strategy since you’ll have real people who can either help or hinder your progress in its Vs. and Survival modes, but it still doesn’t alieviate the fundimental flaw with the game… that it’s just not that fun to play.

Press X to win.

So is Defenders of Ardania a lost cause? Not completely, since I do feel that it’s early stages are a great introduction for those new to strategy games as far as the basics and its visuals are pretty damn good. But long before the story is finished, newbies will get bored and want something more in depth while RTS vets are likely to scoff at how limited this game is compared to some of the greats. And at 1200 Microsoft Points, ($15 for those outside of Xbox land,) it’s a pretty steep price for a game with only a handful of functions. My advice? Try the demo and get the hang of the mechanics, because the full game doesn’t change much, then move on to a deeper console experience like Halo Wars. I hear it’s pretty cheap right now. But as far as this game goes, it’s far to limited to justify a purchase, and there’s not much anyone can do to defend it.

Platform: Xbox Live Arcade, (Also on PC, PSN)

Price: 1200 MSP, ($15)

Out of the nearly 40 fighters in Street Fighter X Tekken, one stands out above the rest. And surprisingly, it’s not any of the Tekken fighters debuting in 2D… or a Street Fighter character for that matter. Yep, I’m talking about Poison. S/he’s been a fan favorite for years, but had never appeared in a Street Fighter game as a playable brawler until now.

But what makes this sultry trap artist so popular? That’s easily because of her bizarre history dating back to Final Fight. If you’re a Capcom fan, you’ve probably heard the rumors about how she was originally a woman but was changed to a man in the U.S. version, which lead to her gender confusion. Or maybe gamers just don’t want to admit that a transgender character is hotter than most of the characters who were “born” female?

So how has a character with such little exposure throughout the years gain such a following? It’s all thanks to YouTube user MegatonStammer. This fine young man has put together a documentary explaining the controversy and history of one of Capcom’s most (unintentionally) popular creations. If nothing else, it’s an interesting look at how rumors get out of control, and even shape the identity of a fictional character. Check it out below and enjoy!

Crossovers are all the rage lately, especially with fighting games. So it’s no surprise that Team Ninja wants to get in on the action. At GDC, the newest trailer for Dead or Alive 5 showed footage of a gi wearing, headband donning karate man taking on flagship character Kasumi. No, not Ryu… that OTHER guy who looks just like him. Virtua Fighter 5’s Akira will make a special appearance in the upcoming fighter.

And they couldn’t have chosen a worse character.

Don’t get me wrong. I love DOA and I’m also a fan of Virtua Fighter. And because of that, I have no idea how Akira will fit in with fans of either series. First, you have the DOA fans who expect fast pace, simplistic fighting with counters keeping button mashers in check. Virtua Fighter on the other hand, is notoriously technical, forcing players to work for their combos with elaborate inputs and set ups.

In a game full of characters that are difficult to master, Akira is probably the most complicated of all. So how will he faithfully transfer into the world of Dead or Alive? Either he’ll handle completely differently, (which is highly unlikely,) or he’ll be altered severely to fit this game’s mechanics, (bingo, that’s where my money is.) So either you’ll frustrate DOA fans with a much harder character to use or you’ll annoy VF fans who hate to see Akira stripped down so much, (which is rare that you don’t want a character stripped down in DOA.)

Or… fighting gamers won’t care either way and will just have fun with this new character. While I don’t think the two franchises meld together well, as long as he’s fun to play, I don’t care. Check out his review trailer and let us know what you think!

Well, terrified is probably overstating it, but let’s just say I’m nervous.

Ever since Team Ninja revived the classic series on the Xbox in 2004, I’ve been on board with anything that has Ryu Hayabusa on the cover. When it came to action games, nothing would quench my bloodthirst better than the unforgiving, yet rewarding fights that gamers were guaranteed when they saw the words Ninja Gaiden on the box. But 2004 was a long time ago. Since then, head designer Tomonobu Itagaki left his team amidst a dispute with publisher Tecmo, Tecmo themselves have merged with Koei and as for the team itself, it’s had its share of hits, (like Dead or Alive Dimensions,) and misses, (the controversy surrounding Metroid: Other M comes to mind.) Last year at E3 when I saw the new Ninja Gaiden on display, I ran over to the open demo, anxious to see how one of my favorite franchises was moving forward. I booted up the game, selected hard mode, (of course!) and got down to cutting foo’s up.

But instead of being excited when I walked away, all I could think was, “what happened?”

I remember when a boss like this would be difficult.

What I played felt like a completely different game. So many key aspects that made the first two so great were gone. When I was trudging through the streets of whatever European town Ryu was in, I couldn’t help but be distracted by the lack of essence dropped by enemies, numerous “cinematic” action sequences that inturrupted the fast paced game play with almost every kill and Ryu’s red glowing arm that would activate an attack that instantly wiped out all the enemies on screen after a small amount of foes were slaughtered regularly. Wall running, a trademark of the series, was gone in place of really… slow… kunai… wall climbing. Oh, and half assed stealth sections were added where a mysterious fog would keep enemies from seeing you. I understand that they’re trying to make 3 stand out from the previous two, but all of these areas had no flow. It was like they were just slapped together for the sake of some kind of false variety.

My biggest fault with it though… was that I didn’t die. Not once. I beat all the enemies, climbed all the boring walls and took down a giant mech with hardly any effort. Remember, this was on hard in a game with a reputation for being challenging on easy. Knowing that I could just haphazardly run through the game without a care in the world, how is this Ninja Gaiden?

These soldiers just line up to die.

I’ve tried to stay away from reviews, and I’m about to boot up my GameFly copy to see how it turned out, but the fact that I’m even getting what was always a must buy franchise through GameFly is telling for me. If I wanted a button masher where I could just headbutt my controller through to the credits while half my game consists of quick time events, I’d play God of War. But if this is the direction Ninja Gaiden is heading in, I fear for it. I fear for Dead or Alive. And I fear for one of my favorite developers in Team Ninja. As I start this game up, I’m hope I’ll find that the fear is unfounded… but from what I’ve played so far, I’m afraid that it won’t be.

 

Unless you haven’t been on the internet within the last couple of weeks, you’ll probably know that there’s been a storm of controversy over day 1 DLC for our favorite video games, more specifically for Mass Effect 3. A large amount of gamers have been in an uproar over the idea that unless you were lucky enough to grab a copy of the collector’s edition or are willing to pay an extra $10 on top of the $60 charged for the game itself, you’ll be missing a quest line and party member that adds much to the story for long time Mass Effect followers. One side says it’s a shady practice to release content that’s ready on day one seperately from the main game, especially because many of the files for the content were discovered on the disc. BioWare and its defenders have said that the DLC is created on a separate budget after the main content is finished, and developing it in this way helps keep the team working rather than laying them off.

But how did former BioWare designer Christina Norman respond to the criticism at a recent GDC panel?

“There’s no point in releasing DLC a year after your game has come out when most people have already sold your game back to GameStop three times,” she told the audience. “That means getting it out early; that means even day-one DLC. That is a terrible thing to some players. Players rant–they know nothing about this DLC that’s coming out except its name. But then it’s ‘oh this game must be incomplete, the game must be ruined.’ Game developers are not evil. (Some are evil.) But most are not evil.”

“We just want to release awesome stuff. Players please, give us a chance. Judge our games based on what they are. Judge the DLC based on what it is. Stop thinking you’re a producer and telling us when and where we should be building our content.”

I’ve never been a fan of DLC for the sake of it, especially when it’s already on the disc or released on the first day, but I can respect the idea that it’s usually not the developer’s call. However, when one such developer decides to go on a rant like the one above, I can’t help but become completely floored over how out of touch some people in the industry can be. Because of that, I can’t help but break down the above quote in response.

“There’s no point in releasing DLC a year after your game has come out when most people have already sold your game back to GameStop three times,”

Oh, the GameStop argument. This comes up so often as an excuse to make publishers look like the victims. But aside from the hypocrisy of how publishers give gamers tons of incentives to shop at GameStop over other retailers, why not get down to WHY people trade in their games? I personally detest Gamestop and their business practices, so it’s rare that I’ll defend them, but maybe if developers realized that the problem lies with their games and not the “evils” of the used market, there would be fewer people handing off their games for a quarter of what they paid for it.

Games are becoming more and more expensive. The last time games were in the $60 range were in the SNES and Genesis days where cartridges were far more expensive to produce than discs. Since DVD and even Blu Ray discs are much cheaper to manufacture, there’s really no reason to charge more as far as I can see. But wait, I forgot that games cost so much more to make these days. With multimillion dollar budgets that go mostly towards graphics, voice acting and commercials, the biggest part of the game often gets overlooked… and that’s the game itself.

Ironically, BioWare didn’t seem to have this fear that people will have traded their games in “three times over,” within a year back when games like Neverwinter Nights released expansions long after release. And by expansions, I mean big, meaningful expansions that gave us hours of extra game play, unlike the laughably short Zaeed and Kasumi missions from ME2. I understand that PC games usually can’t be sold used, but even ME1 released DLC long after it first hit store shelves. So what’s the difference between these games compared to ME2 and 3? I played the first game for about 70 hours. It had so many areas to explore, side missions to find and squadmate interactions to delve into. I never even thought about trading it in. But part 2? I finished it once about five hours faster than I did the first one, which by the way, INCLUDED all of the side missions.

The fact of the matter is that games today are getting shorter and shorter. If we were sold games that would either give us tons of content or were so memorable that we would always want to keep it on our shelves, we wouldn’t trade them in. I mean used games, rentals and borrowing aren’t some amazing new invention… I’ve been doing some form of the three for over 20 years now. And you know what? The gaming industry is still alive and well. Myself, as well as many gamers that grew up with the games I grew up with would rarely think of selling their copies of Mario World, Sonic 2 or Final Fantasy III. You know why? Because they were worth keeping.

“Players rant–they know nothing about this DLC that’s coming out except its name. But then it’s ‘oh this game must be incomplete, the game must be ruined.’ Game developers are not evil. (Some are evil.) But most are not evil.”

You Want This Guy? Prepare to Pay Up!

Now Ms. Norman, I wouldn’t say players know “nothing” about the DLC. They knew that the character’s dialogue was in the script as early as last year when it leaked on the internet. They knew he was coming when the contents of the collector’s edition were released almost nine months ago. They also knew that many of his files were already on the disc despite being promised that the DLC went into development after the main game was finished and sent for certification. I wouldn’t say the game is ruined. I wouldn’t be as rash as to label the hardworking game makers as “evil.” But to say we know nothing about it when we clearly have an idea that including this character on day one in one way or another was always the plan, how could you not expect people to react negatively? If anything, it’s the players that shouldn’t be labeled as evil because being angry over the idea of having to dish out more money on day one for content that’s already finished is more than justifiable.

They probably wished they didn't go on record with this...

“Judge our games based on what they are. Judge the DLC based on what it is.”

Yes, lets. Let’s judge it on the fact that PS3 versions are running significantly slower at 30 FPS, giving those gamers an inferior experience. Let’s judge it on the fact that some 360 gamers are finding that they can’t access the game at all with their gamer tags. Let’s judge it on the fact that some players are being greeted with a level 1 Shepard mid game. Maybe if the game was properly tested instead of throwing a ton of resources into day one DLC, we wouldn’t be where we are now.

And lastly, the real kicker.

“Stop thinking you’re a producer and telling us when and where we should be building our content.”

Gamers are Unhappy. They Must Want to be Producers!

Wow, excuse me. I didn’t realize that calling out a company on something the consumer feels is unfair means that they think they’re producers. Last I checked, the manufacturer is supposed to answer to the consumer, not the other way around. True, there will always be those that don’t know or don’t care about business practices and just want to be entertained, and thanks to them, a huge game like Mass Effect will always be profitable. But that doesn’t mean that the paying customers that voice their opinions are any less important, or should be dismissed as someone who’s “thinking they’re a producer.” This elitist attitude is turning off many loyal gamers, and while you’ll always have the average joe who will pick up any high profile game with guns and explosions, those fans that have supported the company from Neverwinter to KOTOR to Jade Empire until now are going to start disappearing.

It’s not like the blame lies with the developer exclusively. After all, ME1 was the last game released by BioWare on consoles before EA purchased them. As I mentioned, ME1 didn’t have day one DLC or this ridiculous fear that everyone will have traded the game in after six months. I know they have little choice but to trumpet the company line. We know what happened when Infinity Ward got tired of Activision’s crap. Or when Tomonobu Itagaki got fed up with Tecmo. But it doesn’t make it any easier to feel that a once respected developer is answering more to their employers than the people who give them a reason to be employed.

So Ms. Norman, you have your perspective and the gamers who disagree have theirs. But please, don’t dismiss us with this combative tone. It’s easy to treat the complaints as unwarranted after you’ve already achieved success through the ones issuing them. But don’t forget, without gamers, there would be no game developers. With the growing mistrust between gamers and game makers, it’s getting harder and harder to feel good about a $60 purchase. I know it would be easier if we all just shut up and gulped down whatever you feed us like good little shoppers, but since that’s not going to happen, try treating your fans like people and not dollar signs next time.

Jet Set Radio. It’s a title that brings back many fond memories. Memories of when the Dreamcast was the most incredible piece of equipment in my gaming library, when extreme sports were the cool thing to do and when cel shading was still unique, (it didn’t take long for that to get run into the ground.) I remember trying to learn to roller blade so I could pretend to be one of the GGs, (minus the tagging.) All that got me was a whole ton of embarassment and a near broken ankle. I wish someone would have told me that 16 was too old to play pretend.

Either way, the graffiti tagging platforming classic will be the next game released for Xbox Live Arcade and the Playstation Network in Sega’s line of Dreamcast classics. Taking control of a street gang who fight the oppressive law enforcement in the futuristic city of Tokyo-To, JSR was one of the most creative games on the console. While it saw a sequel on the original Xbox, this title will be an easy way for fans to relive a little nostalgia while those who missed the Dreamcast era will see what the big deal was.

To celebrate, Sega is holding a contest to get your custom tag in the game. So for those artists out there, if you want your chance to get your work tagged all over a city without the danger of getting arrested, now’s your chance! The details can be found at Sega’s site located here.

But me? I’m just excited to relive those days with one of my favorite games of the time, (minus nearly killing myself.) Most importantly, I’ll be able to play as the little goth cutie Cube. Once I unlocked her, the rest of the cast was dead to me!

Jet Set Radio is scheduled for this summer. Until then, check out the new trailer and prepare to be amazed!

Street Fighter X Tekken is only a few days away and fighting game fans across the country are frothing at the mouth for the chance to play this new crossover. As we get our arcade sticks ready in anticipation, there are several new features and mechanics that haven’t been used in this type of fighter before. It’s never good to go into a fight unprepared, but we’ve got you covered. With these tips, you’ll be sure to have a leg up on the competition , or at least you’ll improve your chances of not getting beaten into a bloody heap.

Think Street Fighter IV meets Tekken Tag Tournament:

Seeing as this is the first of two crossovers featuring the two franchises, Capcom has taken the driver’s seat at the first round. It makes sense that this version would take after their most popular fighter at the moment and use similar graphics and mechanics. Some SFIV combos work when using characters from that fighter with plenty of differences to make them somewhat fresh while using the traditional six button layout. Whereas every character on the roster has enhanced “EX” versions of their special attacks after using a third of your super meter. The only real difference is that super moves are done with one quarter circle and three punches like Marvel vs Capcom rather than the Street Fighter style of double quarter circles with one punch or kick.

Poison Finally Makes her (?) 2D Fighter Debut!

But if this was exactly like SFIV, there would be no reason to buy it, (unless you REALLY want Tekken characters to use,) so naturally, Tekken’s mechanics come into play as well. Combos that juggle opponents are essential to victory, and the wall bounce animation from Tatsunoko vs Capcom and MVC3 returns to help chain moves together. Before you get too cocky, you’ll always want to make sure to watch your health, because like Tekken Tag, the round is over when your first fighter is KO’d. There’s no shame in switching!

The Tekken Characters Actually Work!

When the game was announced, I had my doubts on how well the Tekken characters would be adapted to the 2D world of Street Fighter. After playing the game, I’m happy to say that not only do they work, but they’re some of the most enjoyable characters on the roster. Sure, they took some liberties with how they play, (some characters like Jin have been given projectiles while all characters can jump ten feet in the air like the SF guys,) but for the most part, all of them keep their signature moves and combos while fitting in a 2D environment. So when you see a guy tearing it up with Julia and Kazuya, make sure you say hi to me.

Julia Promptly Preparing Ryu’s Anus.

The Art of Tagging Out

Tagging out in a 2 on 2 game is going to be important no matter how you look at it, so it’s fortunate that the game has numerous ways to do it. If you want to be a bore about it, pressing the mid punch and kick buttons uses a standard tag, but leaves your incoming character vulnerable. To make things way more interesting, by linking a combo with a double tap of the fierce or roundhouse buttons, the last hit will trigger a launcher tag, which will knock the opponent in the air and automatically switch to your partner so they can continue the juggle. Just make sure not to miss the launcher unless you want your fighter to stand there for a good second, (an eternity in a fighting game.)

If you want to deal the most damage while being a bit of a show off, the strongest way of utilizing your partner is through the double team supers or the cross rush technique that gives you control of both characters at once. With a quick quarter circle with the two middle attack buttons, the double team super, called cross arts, links together each of your fighter’s super moves for a huge amount of damage. If your opponent manages to survive, your second fighter will take over to finish the job. A backwards quarter circle with the two mid attack buttons activates cross rush, which lets you create combos that are otherwise impossible by having both of your fighters on screen at once for an all out assault. Be careful with this technique however, because both characters will be vulnerable to attack.

Talk About Double Teaming.

Infinity Gems

To give an aspect of customization to each team, players can equip up to three gems that give your team an attribute boost. Each one has various effects, such as boosting your power, increasing your defense or building your super meter. Some are automatically active where as others aren’t usable until certain conditions are met, like landing three punches for example. Some of these have drawbacks, such as the super meter boosting gem that reduces the amount of damage that your fighter deals in exchange for the increase. Keep in mind that buying the limited edition and preordering through certain retailers will nab you exclusive gems. I can’t say I’m happy about certain players having a statistical boost above those who buy the regular game or don’t preorder, so I can only hope that gems can be disabled in versus modes.

Opening Pandora’s Box

Just to get it out of the way, I can’t stand these new mechanics that help players come back from behind. To me, you should be able to win on your own and not need a crutch when you’re simply not the better fighter. With that said, if I had to choose one that I can tolerate the most, Pandora would be it. Unlike OTHER Vs. games, Pandora can only be activated when you have less than 25% health, but it sacrifices your active fighter. The character that remains receives infinite meter, a boost in power and a speed increase, but there’s a huge drawback. The Pandora user has a small amount of time to win, but if they don’t end it soon, they automatically lose. I was in a match where Hugo got me in his grapple attack for the win, but his Pandora meter ran out right before he landed the attack. Hugo collapsed and both characters were on the ground, but I was awarded the win. So if you’re going to activate it, be ready to go all out!

It’s All or Nothing!

So that about scratches the surface with Street Fighter X Tekken. If you were bored interested enough to read these tips, you’ll have more of a fighting chance. By building on the solid SFIV engine, throwing in the aspects of Tekken and creating options new to this version, fighting game players will have their hands full. How excited are you for its release this Tuesday? Let us know below!

The Sony Vita has officially been released for a little over a week now here in the States, and we won’t know how well it’s doing for at least a month. It’s no secret that Sony has been struggling as of late, between the overall disappointment of the PSP, the failure of the PSP Go and massive company wide losses. Launching the Vita puts them in a position to turn things around on the handheld gaming side of things, especially with the potential the system holds. In this guy’s view however, there are some big changes that the Vita has to make compared to its predecessor.

First, build its identity.

What can buyers expect with the Vita? Is it a game system? Is it a multimedia device? While it’s obvious to gamers who have followed the progress of the system that the Vita is the follow up to the PSP, I don’t feel Sony has made that apparent in the way that it’s been presented in the eye of those who don’t refresh gaming news pages 50 times a day. Especially with the option for a 3G subscription, you have to make sure that parents, kids and the overall average joe knows that it’s a gaming system first, because if all they want are apps and 3G subscriptions, they can get that on their phones.

Focus on the games!

While adding DVD playback to the PS2 made a big difference when it came to sales, the PS3 flat out sold itself as a blu ray player that happens to play games at certain points during its life span. Hell, that’s pretty much how they tried to justify the initial $600 price point. Sony cannot make the same mistake with the Vita by focusing on its supplimental features over its core function: playing video games. As long as the Vita has great games that you can only find there, Sony will have a consistent base of gamers purchasing the system throughout its lifespan.

These matter more than a faulty GPS.

Make it unique.

The PSP’s marketing made a major mistake that hurt it throughout its lifespan, and I don’t think Sony necessarily sees it as one. Sony advertised the PSP as a portable PS2, much like the Vita is being shown off as a type of PS3 in your pocket. To gamers and non gamers alike, why should we be expected to pay up to $300, a subscription fee and $50 on memory when I can already play PS3 games on the PS3 sitting at home? A damn near $400 commitment is too high of a premium to be able to play the same games “on the go.” Games like Wipeout are also available on the PS3 and while Uncharted: Golden Abyss is a Vita exclusive, no matter how impressive it was, I was constantly reminded throughout game play that I was playing an inferior version of Uncharted. Considering that I could of just popped in any of the three console versions at home, why did I need a Vita again?

I feel like I’ve seen this before.

That’s where Nintendo has always done well when it comes to their handhelds, and it wouldn’t hurt Sony to follow suit. When  most games are on the DS, 3DS or Game Boy, they stay there, usually taking parts of what made the console versions great while keeping the portable version unique. Whether it’s Mario 3D land’s take on 3D platforming with shorter, more focused levels, Zelda: Phantom Hourglass’s unique control and puzzle elements that couldn’t be done on consoles or each Mario Kart entry that finds ways to feel different from the last with a change up in mechanics, I’ve rarely played a portable Nintendo game and felt that it would have been just as good or better on consoles. If it were up to me, Sony would use games like Uncharted to get their foot in the door while heavily pushing games like Sound Shapes and Gravity Rush. Those are the money makers when it comes down to it. As long as the great exclusive content keeps flowing, you’ll have more adopters, fewer people regretting their purchase and an overall happy fan base.

You can’t tell me Gravity Rush doesn’t look awesome.

No gimmicks for the sake of gimmicks.

Now here’s an area where Nintendo fails at times. While I say Sony should make the games unique, that doesn’t mean that they should force features in that don’t fit. Once again, in Gravity Rush, using the gyroscopic controls completely works, but it also gives you the choice of using traditional controls. This is what the Vita needs to do more often, making the most out of the two touch pads, the motion controls, the cameras and the augmented reality features without making them required or forced. To use another example of what not to do, the demo of Uncharted I played had some awkward, forced touch control that disrupted the flow of the game. To cut through a curtain, I had to stand in front of it until a menu came up for side equipment that was only accessible during touch screen sections. THEN, I had to tap the knife and make predetermined swiping patterns over the screen to cut through. Keep in mind that all of this could have been accomplished by pushing a button in front of the curtain and having Drake cut through it on his own. It slowed the game down, was fairly tedious, added nothing to the experience and felt completely unnecessary.

Stop alienating gamers.

During the Vita’s reveal at E3, it was mentioned that the game cards had their own memory. Save files and DLC could be saved to the card, potentially eliminating the need for memory cards. Then they announced that the Vita would launch with close to 30 “titles.”

Everything sounded all well and good until it turned out that not only would memory cards be needed, but they’re unique to the Vita and are fairly expensive, (so you can’t even use your old Memory Sticks.) Some games will store the data on the game card, but those games can’t have their data moved to the memory card, taking away that freedom, (which is also one of the big problems with the 3DS and its SD card support.) Oh, and out of those 30 “titles,” it turned out that a big chunk of them were apps, not actual games. On top of these slaps to the face, Vita’s are locked to one profile per system, so if your brother, sister, husband, wife or life partner want to play with their profile, guess what? You’ll have to throw Sony another $250 or wipe the original Vita clean. Oh, but that’s right. There’s really no other real choice since no self respecting adult would play a 3DS in public according to Sony Computer Entertainment of America’s CEO, Jack Tretton.

These kind of practices won’t sit well with the average gamer, and while there will always be Sony loyalists who defend every decision they make as ones we should “get over,” most will abandon ship rather than turn the other cheek. At the end of the day, gamers are what the Vita needs the most, and if they keep pissing them off, there’s no way it can be a success.

And no self respecting businessman would be such a douche.

And lastly, games, not graphics.

For almost as long as I’ve been a gamer, graphics have always been a huge selling point. I remember the Genesis being so popular because it looked so good, all the way up to the PS3 and 360 making such a heavy push for HD. But the truth of the matter is that graphics can only get you so far. Think about it, despite us being told that graphics are the measure of how far games have advanced, the best looking system is hardly ever the best selling one. Just look at the PSP vs the DS, or even the consoles of this gen. If the Wii proved anything, it showed that people will buy for the enjoyment they get from the games, not how it looks in 1080P, (and I think some of the backlash the Wii gets is due to it challenging this idea that great games equals great graphics, but that’s beside the point.)

Right now, Vita is focusing on how powerful it is. That’s all well and good for its debut so we can see at first glance how much more advanced it is than the PSP, but that can’t be the focus for too long. When I played the PSP the most, it was with simpler looking games like Locoroco, Patapon and Prinny, which were a lot more fun to me than pretty games like Crisis Core or Kingdom Hearts. And going back to my two favorite examples, Gravity Rush and Sound Shapes aren’t going to break any records for their high polygon counts, but from what I’ve played, I’d much rather spend my money on those than another nice looking Uncharted game that will last me all of five hours.

Sound Shapes might not look the best, but it’s damn fun!

Whether or not the Vita will be a long lasting staple in our gaming libraries or an HD flash in the pan won’t be seen for a long while, but Sony can’t keep making the same mistakes. All I know is that for this new handheld to be successful, this gaming giant will need to take a different approach than they have in the past. Gamers will flock to the system if it’s made to seem like a must own machine that provides unique experiences at a great value. But most of all, it needs to be FUN! It’s in gaming’s best interest for the Vita to be a strong competitor because in the end, competition will bring out the best in everyone involved and it’ll be gamers that win. It’s just up to Sony to step up their game. At this point, they don’t have much choice.

To celebrate the release of Rhythm Heaven Fever, (or to commemorate the fact that the Wii was actually getting a new game,) the great guys and gals at Nintendo and IAm8Bit invited a group of lucky gamers to test out their ability to keep up the beat while being hindered by tons of free food and liquor.

The Event Was a Big Success!

Following the success of the the DS hit from the creators of WarioWare, Rhythm Heaven Fever features more ridiculous mini games, all of which involve keeping the beat with the catchy in game music. The tunes make the game stand out, making activities such as kicking soccer balls seem like the most amazing thing you’ll ever do ever. It’s funny how a game that uses only two buttons manages to be so fun, leaving a smile on my face long after the event was over. And no, it wasn’t the alcohol. I don’t even drink!

As usual, the IAm8Bit crew went all out, featuring video and photo booths, plenty of Rhythm Heaven inspired decorations, kick ass headphones and some awesome plushies that I was tempted to steal. Luckily, my sticky fingers were occupied by the free swag given out, like this awesome Rhythm Heaven shirt.

Rhythm Heaven Fever is in stores now, and from what I’ve played, it’s the bees knees. And no, I’m not saying that because of the free stuff. Or the free food. Or the free beers for my friends. I swear!

Check out the festivites in the video below, including the hottie at about 30 seconds in. Whoever nabbed her is a lucky guy! (Hint: that’s my wife.)

Are you in LA this Thursday?  Do you like fighting games? If you don’t, do you like free food and drinks? Of course you do! Well you’re in luck, because Capcom is throwing a huge Street Fighter X Tekken party from 8PM to midnight on March 1st.

Gamers will get another chance to try out the upcoming fighting game before its release, using a tweaked Street Fighter IV engine to bring the two universes together in this huge crossover brawler. Featuring the best of the best from the the Tekken and Street Fighter rosters, we’ll finally be able to play out some of our potential dream matches. Ryu vs Kazuya? Guile vs Paul in the battle of Americans with screwed up hair? Or Zangief vs. Kuma in a bear vs bear wrestler match?

Come play the game, meet some people, check out the cosplayers and hang out. But make sure to register ahead of time, because space is limited to the first 1000 and ID is required since the event is 21 and over. If you haven’t done so, you can register here.

Late last week, Nintendo held their Direct Video conference and dropped a bomb on North American RPG fans. The Last Story, a Wii exclusive RPG that was never supposed to see the light of day in the west, is being brought over thanks to a publishing deal with Xseed games. And yet, it’s ironic that a big reason why this game is seeing the light of day here is because of a little bit of rainfall.

If you’re wondering why this is such a big deal, there are a few reasons. First, this is the next major RPG developed by the folks at Mistwalker Studios, headed by the father of the Final Fantasy series, Hironobu Sakaguchi, (Last Story, Final Fantasy… Get it!?) Impressions coming in from Japan and Europe are incredibly positive, showing that Sakaguchi has not lost a step when it comes to creating these epics. After all, the last good single player Final Fantasy to me was the X series, (yes, including X-2.) And what a coincidence, these were the last ones he worked on. This game is the real next step in the series in my imaginary world where FFXII and XIII don’t exist.

To think we almost weren’t going to get this.

Second, it’s one of two high quality JRPG’s coming to a system that’s not only starving for RPG’s, but games period at this point. With Nintendo focusing on the Wii U, Wii owners haven’t had much to do in the way of new games for awhile now. Maybe the promise of a mini JRPG revival in a generation that’s been lacking all around in the genre will send the Wii out on an incredibly high note.

And lastly, it proves that a group of passionate fans can make a difference when they’re persistent, respectful and enthusiastic. Since the creation of Operation Rainfall, the Facebook group dedicated to bringing three Wii exclusives to the west after Nintendo of America had shown no interest in shipping them over, they’ve built awareness and a following that couldn’t be ignored. The first game of their campaign, Xenoblade Chronicles, was announced for an April release a few months back, and now with The Last Story on its way, even if they were to stop at this point, it’s impossible to argue that this wasn’t a huge victory. Plus, it proves the naysayers, pessimists and douche bags who berate groups like these by saying they’re “whining” because they won’t accept the unfair decisions that are force fed to them wrong. Capcom fans can learn a thing or two from this.

The Last Story is scheduled to be released this Summer, with Xenoblade coming out April 6th. The third game, Pandora’s Tower, has yet to be announced, but with the momentum this movement has built, don’t be surprised to hear about it soon. Until then, check out the new Last Story trailer that hit the webz after the announcement and prepare to get hyped!

During the Pokemon Smash! TV show in Japan, Game Freak head Junichi Masuda let the electric shooting cat out of the bag; Pokemon Black and White 2 are headed to the DS!

The announcement was surprising on many levels. First, it’s no shocker that a new version of Black/White would be coming eventually, especially considering the series is known for releasing a third “enhanced” version, (and by enhanced, I mean the same game with a few slight changes.) However, these games are the first full fledged sequel within a Pokemon generation. Whether or not the game will have a new story, an updated Unova region or a new region altogether remains to be seen, but I’m crossing my fingers that the game will expand on the surprisingly well told story from the originals. Oh, and now there are two new versions instead of one, proving once again that Pokemon’s strongest ability is the ability to print money.

Secondly, while I have no idea how the games would properly communicate if they were on different platforms, it seems to be a shock to some that the games are coming to the DS instead of the 3DS. It makes sense to me that a direct sequel to a DS game should remain on the DS while the next generation is prepped for the 3DS, especially since the 3DS is fully backwards compatible, but I feel for my 3DS owners who want their creatures to take advantage of their shiny new handheld. Let’s just hope that the games will have extra 3DS functionality or bonuses, like Zelda: Oracle of Seasons and Ages did for the GBA.

And lastly, the cover Pokemon seems to be the complete version of the three main Legendaries from the first games. It was said that the previous mascots, Reshiram and Zekrom, were once one Pokemon that split into two, while the hidden ice beast Kyurem was implied to be their discarded body after the split. What can these new creatures be? Are they new Pokemon, or are they Kyurem with either Reshiram’s fire element or Zekrom’s electric element? I can’t wait to find out!

Black and White 2 will hit Japanese shelves in June, while the games will be “coming soon,” to North America.

2011 had some crazy gaming moments. Some were unbelievable, some were hilarious and some were a long time coming. With so many releases and events every year, not every great moment gets the attention it deserves, but that’s going to change here. Without further hyperbole spewing, here are the top 10 overlooked moments in gaming this year. And as expected, spoilers are abound. You have been warned.

 

Fuckin Toad!

Super Mario 3D Land

Nintendo 3DS

“I’m here to kill you!”

Now it’s not like Mario is obscure in the slightest, but the annoying requirements of beating 3D Land twice with two characters that were barely any different from each other to unlock the final stage is sure to put of many a gamer. As usual with a Mario game, this final stage ramped up the difficulty higher than any other stage, but one villian in particular made it harder than it had to be. No, not Bowser or his illegitimate kids, but Toad. That’s right… Toad. That bastard stands right on a block that’s only big enough for one, so the only way to advance is to make a very narrow jump off of his head and onto the platform above. Why is he being such a dick and trying to get you killed? I don’t know, but I know who’s name is on my red shells every time I’m playing Mario Kart. And yes, this is more of a manufactured problem since I refused to use the Tanooki Suit… but it was so much more fun finishing it that way.

 

 

Dance Marathon

Dance Central 2

Xbox 360

For some reason, Harmonix decided that Dance Central 2 needed a story, so a story we got. After all of the rival dance crews have been beaten, you’ll come face to face with a mad doctor who plans on ruling the world or something. And he’s going to do it by using dancing robots! The only way to beat them and save the world is what any logical person would think to do… a dance off! This isn’t for the weak of heart however, because serving these machines is the real deal, being forced to dance five of the hardest songs in the game in a row. You might need your inhaler handy before heading into this challenge.

 

 

The Big Boner

Shadows of the Damned

Xbox 360/PS3

You know when you get game designers Suda 51 and Shinji Mikami to work on the same game, crazy shit is about to go down. Shadows of the Damned came out during the summer and combined the over the top style of Suda with the action game play that Mikami is known for to provide some of the most out there experiences in gaming this year. But in a game filled with over the top dick jokes and a high level of violence, Big Boner takes it to a completely different level.

Remember when Mr. Mosquito was considered risque for having to suck blood off of a girl in the bathtub? How about fighting demons across the body of a giant woman after jumping through a wormhole that was located right on the back of a poster with a bent over stripper? Yup… the guys who made this game were seriously screwed up. And that’s why their games are so memorable.

 

 

The Panic Dance

Ghost Trick

Nintendo DS

Ghost Trick had so many great moments that it’s hard to pick just one. From the many twists and turns the story takes to the amazing cast of characters, I could make an entire list out of the awesome stuff that happens here. But none stands out more than the panic dance.

Like in most video games, the police force is pretty incompetent. Take Bailey the prison guard for example. When a prison break ensues, what does one do to get the situation under control? While most would round up the prisioners while cracking a few skulls in the process, Baily resorts to the panic dance. What’s sure to become an anime convention favorite, this dance passed on to each generation of Bailey’s family is useless, ridiculous, and most of all, hilarious.

 

 

After Burned

Shinobi

Nintendo 3DS


Shinobi on the 3DS has plenty of moments that make you feel like a bad ass. There’s also plenty of references to Sega’s other forgotten franchises like Golden Axe. But the greatest moment in the game came about half way through the game that combines both of these elements. Jumping onto a fighter jet leads to a sequence that pays homage to the classic After Burner arcade game while slicing mofos up who think they can stand up to a ninja ass kicker like you. Actually being able to pull this section off leaves you feeling nostalgic, rewarded and like a gaming bad ass all at the same time.

 

 

Loosha’s End

Professor Layton and the Last Specter

Nintendo DS


I’m starting to sense a trend here.

After the heartbreaking ending of the last Professor Layton game, The Last Specter did its best to top it. In between solving puzzles about water jugs and flower pots, the Professor and his friends got caught up in another mystery plaguing another small village, this time involving a mysterious specter that was ravaging the town. As more and more questions were answered, the crew met Loosha, a sea monster who protected her sick friend and the town itself from those who were looking to wreck the town for his riches. In a heartbreaking final scene, Loosha uses the last of her strength to provide her friend with a clean environment to heal her sickness and give her a second chance at life. 

 




Luna, Destroyer of Worlds

Mighty Milky Way

Nintendo DSi

A little puzzle/platformer found its way onto the DSi eShop earlier this year by the name of Mighty Milky Way. Players controlled a space alien named Luna who would travel from galaxy to galaxy while avoiding hazards, traps and a giant T-Rex. This heroine’s goal isn’t clear until the very end when she reaches our solar system and destroys Earth!


You see… it turns out the T-Rex was trying to protect the Earth while all along, you helped Luna destroy it. As the game puts it, what have you done!? Good job buddy. 

 

 

 

 

The Morality of Pokemon

Pokemon Black and White

Nintendo DS


A running joke for years amongst grown men who still collect pocket monsters like myself has been how Nintendo tries to dress up Pokemon battles as bonding moments between trainer and creature when in reality it’s nothing more than anime dog fighting. In Pokemon Black and White however, the issue was finally addressed, becoming the main theme of the much more advanced story compared to previous installments. Ironically, it was the bad guys who were trying to stop these cruel acts while the player fights to stop them. Then again, it’s hard to follow a group claiming to liberate Pokemon while fighting off their opponents with Pokemon battles. 

 

 

 

 

Crushing Silver under a pile of crap

Sonic Generations

360/PS3


Oh man, this was a long time coming. After that awful abomination that was Sonic the Hedgehog 2006, Sonic Generations gave us a glimpse on how great that game could have been by giving us two fantastic stages based on the post apocalyptic world that game tried to portray. But the best part came with the boss fight againsty Silver, which not only made the forgetable hedgehog actually seem kinda cool, but gave gamers some retribution after the stain his game left on Sonic fans five years ago when he’s helplessly crushed under his own giant katamari ball of debris. Burying Silver under a pile of crap? Just call it returning the favor.

 

 

Herman Cain: Pokemon Master


Not exactly a moment IN a video game, but a memorable one nonetheless. There was a man named Herman Cain who was running for the GOP presidental nomination. He looked to protect the world from devistation. And he strived to unite all people within our nation. It didn’t turn out so well, but during a speech, he did say the following:

“Life can be a challenge. Life can seem impossible. It’s never easy when there’s so much on the line. But you and I can make a difference. There’s a mission just for you and me.”

It turns out these words came from a strong influence in Cain. And that influence was Pokemon The Movie 2000, (or at least the theme song from the film.) Chalk this one up to a truth stranger than fiction. And as far as Cain, he may have been inspired by the film, but when it came to votes, he couldn’t catch them all.

 

 

We always give the credit to the great gaming heroes in each story, but in some cases, these people would be nothing without their pets. What would Mega Man be without Rush… or Sonic without Tails (he’s a pet, right!?!)? 2011 had some of the greatest gaming pets, and you’d be crazy not to give them some kind of recognition. From the loyal to the powerful to the essential, it’s time to give them their due. Here are my top 5 gaming pets in 2011.

 

Ugly Checkpoint Dog

Mighty Switch Force

3DS E-Shop


Never before has a character been so appropriately named. In Mighty Switch Force, Cyborg police officer Patricia Wagon may have been doing all of the dirty work while tracking down the Space Hooligans. But during those occasional moments where she would fall into spikes or smack herself into the screen with a poorly timed block switch, who would be there to help her back on her feet? That’s right. Ugly Checkpoint Dog. He doesn’t really DO anything; he just lies on his back until you find him. Then he just kind of stands there… and twitches. But at the very least, he saves your stage progress! And in the end, that’s all the over medicated pup really needs to do.

 

 

Johnson

Shadows of the Damned

Xbox 360/PS3


Garcia Hotspur’s tour through the underworld in Shadows of the Damned was made much easier by his demon companion Johnson. While he’s not a traditional pet, he’s an invaluable asset to have when fighting off hoards of demon. And the best part is you can really make Johnson your own. You can upgrade your Johnson, use your Johnson to slap demons around or even fire off your Johnson in the face of your enemies. This multi purpose friend really helped this already messed up game become that much better. Oh Johnson, you just might be the real man’s best friend.

 

Loosha

Professor Layton and the Last Specter

Nintendo DS


Moving on from the demons of the underworld, Professor Layton and the Last Specter visited another type of myth. Loosha, a sea monster that befriends Luke’s friend Arianna, pops up late in the game as the true source behind the so-called specter’s attacks. All along, Loosha was protecting the town of Misthallery from the villains who looked to drain the town of its livelihood in order to take its hidden riches for themselves. So I wonder how that works out for her?

In a final act of selflessness, Loosha gives up her life to give Arianna a new lease on hers. For a simple puzzle game, the last two Layton’s really seem to want to drive you to jump off a bridge in a fit of depression.

 

Sissel

Ghost Trick

Nintendo DS


Now Loosha was pretty awesome, dying for her friends and all. But Sissel one-ups her by protecting his friends even after death. At the start of Ghost Trick, Sissel has no memories of himself other than his name, and he has til sunrise to solve the circumstances surrounding his murder before his spirit vanishes for good. As the plot unfolds and he learns more about himself, he finds out he’s not who he that he was… or even what he thought he was. Assuming he was the ghost of the corpse he woke up next to, it’s eventually revealed that he was that man’s pet cat who was accidentally killed at the start of the game. By the time the credits roll, this crafty kitty manages to stop an international crime ring, save many people from death and even saves his master by traveling through time… and this is all in the afterlife! Now how can anyone top that?


Missile

Ghost Trick

Nintendo DS


How can anyone top Sissel? Easy, by being the mastermind behind the whole thing. Missile starts off as a simple Pomeranian who befriends Sissel in the afterlife when he’s shot trying to protect his master during a kidnapping. After being saved, he decides to “create his own path” when it comes to protecting his friends. But all he’s really good at is barking. After all, that’s all that really matters in life. But when he stumbles on his own version of Sissel’s abilities, he turns out to be an invaluable ally in solving the mystery surrounding the Temsik meteorite. While being killed once by gunshot and once by motorbike and still protect his masters may sound impressive enough, all of that pales in comparison to the final reveal; that an elderly Missile from the future had manipulated the events that would force Sissel to help him save their families since he failed to do it himself in his own timeline. Like Jurassic Bark in Futurama, he just waited until the time came to rescue his loved ones. Now that’s dedication!

 

And now that it’s done! Go give your dog, cat, turtle, gerbil or fish a hug. Done? Good! Now were there any that I missed? Did you have a favorite pet that you felt should be on the list? Go ahead and comment below.

 

You know what game is awesome? Sonic Generations. After running through it for hours, it reminded me of how great Sonic can be when the developers focus on game play rather than convoluted story lines involving multicolored anthropomorphic animals and “amazing HD” graphics. But while playing it, I couldn’t help but think of another gem from Sonic creator Yuji Naka. One that went completely unnoticed at the time of release, but was one of the most purely enjoyable games I played that year. “Ivy the Kiwi?” was a back to basics approach to platforming, that not only took good ideas and made them better, but created a balanced approach to puzzle platforming that showed how effective mechanics is all you need for a great game.

 

Title: Ivy the Kiwi?

Developed by Probe

Published by Xseed Games
Platforms: DS, Wii
Genre: Puzzle/Platforming
Released in 2010
Where you can find it: Gamestop’s Used Section, (probably next to a copy of Let’s Tap,) Amazon.com.

 

 

 

In Ivy, players followed a small bird that has recently hatched from its egg. Lost and alone, the baby must travel through 100 levels of dangerous forests, threatening cities and a ton of pissed off mice to hopefully find her mom and live happily ever after or some junk. Throughout, you don’t actually play as Ivy. The dumb bird does nothing but run forward, oftentimes to her death. It’s up to the gamer to act as her guide, drawing vines to bridge gaps, block spiked walls and create new paths.

 

 

For anyone that played games like Yoshi’s Touch and Go, (sorry if you did,) or Kirby’s Canvas Curse, the idea of drawing paths on the DS touch screen isn’t a new one. What made Ivy special to me though, was the natural progression in difficulty that the game took you on. It doesn’t introduce any new abilities until late in the game, but instead it gradually teaches you new ways to use your existing abilities. So eventually, you’ll learn to use the vines to catapult Ivy to otherwise unreachable areas or fling her into enemies to take them out. The game never feels too difficult because of how seamlessly it integrates new moves into the adventure. Don’t believe me? When you go out and get the game, (and I know you will after reading this, *wink wink*) hand the game to someone out of sequence. What is otherwise a simple stage when played in order might be really challenging to someone who hasn’t started from the beginning. It’s rare that a game can build up the gamer’s skill so well.

 

The great thing about Ivy was that it was the perfect game for quick gaming sessions. Each stage was under a minute if you knew what to do, but got challenging enough to feel rewarding when figuring out some of the late stages. Every ten stages had a different theme, usually revolving around certain types of traps, enemies and environments. Each one was animated like an old story book, making the game come to life as each stage zoomed by. And much like Ivy’s hedgehog cousin, she could run pretty fast when on a roll.

 

 

Ivy the Kiwi? got little to no advertisement or attention, but it was one of the better DS games to hit the store shelves in recent years. If multiplayer is more your thing, the Wii version offers split screen co op and versus modes, but if you were to ask me, this type of game is better suited for portability and drawing on the touch screen instead of waiving your arms in the air. It not only helped me believe in this little Kiwi that could, but showed how simple, refined game mechanics could take a game much farther than high end graphics and so called “adult” stories that some titles favor, especially when it’s a generally light hearted universe, (I’m looking at you Sonic.) So after how awesome this game turned out the real question is: why wouldn’t you play Ivy the Kiwi?

 

 

 

I am not going to say the whole “remake of a remake” thing about Goldeneye 007: Reloaded that everyone already has. Especially considering that it’s not a remake, it’s more of an HD port that gaming studios are hell bent on doing of old classic games. Like the Wii version of this game, nostalgia was most likely the thing that everyone working on the game thought would carry this title. Too bad the marketing department didn’t get the memo that November is always a bad month to release a game that is not a triple A title.

I didn’t own a Nintendo 64 when the original Goldeneye was the game to play so nostalgia doesn’t work on me for this remade, re-envisioned, remastered version. I did at a later date get a N64 and played Goldeneye with 3 other buddies and had fun. I could see why people loved playing it. That feeling I had in the past didn’t carry over for me in Goldeneye 007: Reloaded. Campaign was incredibly boring. The story was forgetful and felt empty and in no way kept me entertained. I spent more time thinking about what I was going to eat for lunch than the game itself. The generous snap-to aim assist helped in me planning out my meal. Sure, that feature can be turned off in the options but how would I decide between Chick-Fil-A or Five Guys?

Running through the levels felt too much like a Call of Duty game with all the scripted moments that I had to “play” through. I don’t mind a game playing for me but there are way better naughty studios making these titles, dog. Feel free to pick and choose whatever weapon you want since once the mission is complete, you lose all your weapons but your trusty P99. I stuck with the shotgun and whatever machine gun was laying around. I would have went stealth like the game wants you to in most parts but when I get a prompt to subdue a foe and it fails to work, that makes me believe that I wasn’t supposed to subdue them at all. You could just shoot them in the head with your silenced pistol since the bodies dematerialize after death so no worries of a patrolling bad guy finding the corpse.

Besides how mundane the campaign of Goldeneye 007: Reloaded felt to me, multiplayer was suppose to be the thing they had to get right since that is how people really remember the classic game. I wish I could tell you how well it actually was. I tried 3 days in a row at different times of the day and I couldn’t get into one match at all. I would either get in an empty lobby and sit there for what seemed like forever or receive network errors telling me to connect to Xbox Live followed up by a message saying the lobby is full. Considering that Battlefield 3 is out now and MW3 is right around the corner I don’t see this game getting a lot of players until next year, if anyone is still around.

MI6 mode gave me some exciting times playing around with different objective based scenarios. Being able to make it as hard or as easy as I want depending on what I am feeling at that moment is great. I wish it was co-op. Having a buddy with you either in the same room or over Xbox Live would have made it a better experience. I can see how the stealth missions would be great with a buddy spotting everyone and telling me when I could kill someone. Maybe I would snipe while he laid down explosive mines in the defensive missions. I think that co-op in MI6 mode was a missed opportunity. And playing with a buddy would have made it easier to bounce lunch ideas off of someone.

If Goldeneye came out in the summer when people were starved for any games at all, this would have fared better and I would have been able to get a multiplayer match going. Hell, if this was a $20 XBLA or PSN game then it would have done well no matter when it was released. But paying $60 for a game that is trying to pass itself off on nostalgia alone is not worth the trip down memory lane for anyone. Sometimes it’s better to leave the past exactly where it is and preserve the great memories that we had.

 

If anyone out there actually follows me in the wacky world known as social media, (cheap plug: @InuJoshua) the little time I’ve had free lately has gone to Dance Central 2. From the moment I heard the words, “kick, punch, it’s all in the mind,” I’ve been hooked on rhythm games from Bust a Groove to Dance Dance Revolution all the way up to Rock Band. So while Dance Central 2 has been the most recent game to rock my rhythmic world, there was a different leader in motion controlled dance gaming. Now I know most people didn’t play it because they have enough self respect and dignity to stay away from a cheerleading game. But luckily for you, I’m lacking in both.

Title: We Cheer 2
Developed and Published by Namco Bandai Games
Platform: Wii
Genre: Rhythm/Dance
Released in 2010
Where you can find it: Amazon, the Toys R Us Clearance Bin, Your Sister’s Room.

If you couldn’t tell from the title, We Cheer puts you in the shoes of a very anime inspired cheerleader. But despite what the title might imply, there’s a severe lack of cheering in the title. Using two Wii Remotes, players follow choreographed dance routines set to licensed music. Prompts for both the left and right hands would pop up, showing which ways to move each side, with detailed responses on what you’re doing wrong, (too fast or too slow for example.) What sounds simple would usually lead to challenging dances that would give a good workout to both the body and mind once you were able to get past the somewhat steep learning curve.

When I tried out the first We Cheer game from Gamefly, I was addicted way more than I ever expected to be, especially with a cheerleading game. But it wasn’t until the second game that the game really took off. I’m choosing the second game over the first for a few good reasons. One, the spotty motion controls of the first were much improved, so it was never the game’s fault when I messed up. Second, despite every gamer’s dream to be a hot anime girl, We Cheer 2 added male characters to tone down the immasculation a little bit. Third, performing well gave players experience points that unlocked new outfits to customize your characters even further on top of the custom colors and team names from the first, (I even made a 3rd Street Saints purple cheer squad!) And lastly, Tekken’s Kuma and Panda had cameos in the workout mode, that literally helped the fat characters melt away the pounds in a big puff of smoke.

But the most amazing part about We Cheer 2, (aside from the fact that enough people actually bought part 1 to lead to a sequel,) was how fun it was to flail your arms around while trying to pull off the dances. Spending time refining my movements became an obsession that I couldn’t put down until Dance Central came along, but just because it’s not my main choice of games that make me feel like I can dance better than I actually can anymore doesn’t mean it’s still not a kick ass game.

So while it’s true that the graphics are pretty crappy and the features are kind of thin, We Cheer 2 is a worthy addition to any rhythm fan who has a few bucks lying around next to their man cards. With a surprisingly strong pop soundtrack, (how they got the money to license these is anyone’s guess,) addictive game play and a slew of local multiplayer options, this game was a surprise gem that I’m proud to have in my library. So maybe it’s time to put down the lancers and pick up the pom poms, because We Cheer 2 is a blast!

 

Halloween is right around the corner, so what better way to celebrate than with a look back at what I felt was one of the most frightening games that went mostly overlooked? There was a time when Capcom was the leader of the survival horror genre. Back when it wasn’t uncommon for dinosaurs to chase us, grotesque monsters to make us cower in fear and for Resident Evil games to actually be scary, Capcom and developer Sunsoft decided to take their next game in a different direction. Along came Clock Tower 3, a game that left you completely helpless to defend yourself much like some of the greatest scary movies, which is why I feel this was survival horror in its purest sense.

At the beginning of the game, I recall that there were many familiar similarities between Clock Tower 3 and Capcom’s other horror games. The fixed camera angles and tank like controls that we somehow put up with back in the day were all here, so fighting off enemies was as much of a battle as fighting off awkward camera changes. But this is where the similarities ended. Instead of playing as a hardened military man or some kind of badass weapons expert who finds ways to carry shotguns, health packs and rocket launchers in his tiny pockets, you play as a London school girl named Alyssa Hamilton. She’s just about as average as you can imagine, which means that she has very little to save herself from the enemies trying to kill her. And the enemies are the highlight of the experience, because aside from a handful of ghosts, each stage has one serial killer chasing the girl through each locale.

As if the game wasn’t already breaking traditions enough already, it stood out further by eliminating health bars. So how can you die with no health bars you ask? Replacing health was a fear meter. Alyssa couldn’t actually get hurt, but if she gets too close to a ghost, if one of the killers gets close to her or if they take a shot at her with their weapon, a varying amount of fear would build up. Aside from a small amount of holy water to stun enemies when they’re near, the only way to keep from getting scared would be to hide in certain safe zones until the enemies would search for you somewhere else.

If you happened to suck at hiding and force Alyssa to fill her fear meter, she would go into “stupid horror movie teenager mode.” The music grew tense and the screen would flash red as this girl would automatically run forward while making the controls more sluggish. She would randomly trip, fall or freeze up while running for dear life, which really sucked because if she’s hit in this state, it’s a one hit kill. You know the frustration of yelling at on-screen horror movie characters who run upstairs or do things you would never do? Now you know why!

Of course, that’s not to say that Alyssa can’t dish out her own form of payback eventually. In order to make these killers vulnerable, she has to find clues, evidence and solve puzzles to unravel the mysteries behind the deaths of their victims, making a blue suited lawyer somewhere very proud in the process (Editor’s Note: Objection!). After putting their spirits to rest, each stage concludes in a boss fight, where the fear meter becomes a health bar and this average school girl becomes a holy warrior of justice! Trying to build enough distance to charge up enough energy into your bow was the real challenge, but each arrow tethered the bosses to the spot where they were hit, slowing them down enough to make further damage easier. Once sealed with enough arrows, the bastards would finally be locked away, never to be seen again. Or at least until the next time you start it over, which I did more times than I can remember.

With so many unique ideas, it’s surprising that this game wasn’t more popular. I mean, it had everything you would think a horror gamer could want. It had tense situations, a solid scare factor, plenty of gore and amazing graphics at the time. As far as why it wasn’t as popular as it should have been, I feel it came down to two things. One is a common problem, which was simply a lack of advertisement. I hadn’t even heard of this game until months after it came out when I watched trailers for it on G4’s Cinematech, (remember? Back when G4 was a video game channel?) The other reason was a backlash from fans of the previous two games. The original Clock Tower PS1 games were more stealth based, had a connected storyline and a completely different developer/publisher team. Not only was this game too much of a deviation for their tastes, but many felt that it should have been its own IP since it was so radically different. So once you don’t advertise to the masses, you then decide to alienate the installed fan base. There was really little stopping this game from falling flat.

But that doesn’t mean it’s too late to give Clock Tower 3 a chance this Halloween. It is a unique take on a genre that became way overdone at one point but that helps it stand out even in today’s world of Dead Island and Dead Space, (I’m sensing a pattern.) Aside from its spiritual successor, Haunting Ground, (which you should probably check out as well, considering it has a DOG in it,) or Silent Hill: Shattered Memories to a lesser degree, a horror game of this type hasn’t been attempted since. So remember to suit up in whatever super hero costume you’re planning on wearing on the 31st and run over to your nearest bargain bin to find this haunted gem. And make sure to bring the eggs if they don’t have it.