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.

With its dark and ever depressing undertones, the Max Payne series has always been able to deliver an amazing story set to some pretty outrageous John Woo style gunplay using the slow down effects of bullet time. Now, after 9 years since his last outing, we check in on Max in Max Payne 3 to see how life has been for the former NYPD cop. And from the look of things, it’s business as usual.

Still living in his past, Max Payne routinely drowns his sorrows in booze and pills. It’s amazing to me that Max still has a liver with all the drinking he does. The story for Max Payne 3 starts with an old police academy buddy, Raul Passos, finding Max in a dive bar doing what he does best. Raul’s offer, an easy job protecting rich people, at first sounds uninteresting to Max. But after certain events happen in the bar, Max is more than eager to get the hell out of New Jersey and off to Sao Paulo, Brazil. I’m not sure I would want an alcoholic, pill popping ex-cop to guard me but when things start to go wrong in this seemingly easy bodyguard detail, Max finds a way to shake the drug induced haze long enough to start trying to figure out just what the hell is going on.

Anyone would be hard pressed to not say that Max Payne 3’s story and presentation doesn’t resemble Tony Scott’s Man on Fire. I couldn’t help but also see Max Payne as Arnold Schwarzenegger in End of Days. The similarities are that both characters begin the story as drunks with a past that they can’t seem to let go of. The choice of the blurring effects mixed with the split screen scenes presents a believable state of mind that Max is in throughout the game. These provided some exciting and seamless transitions from the past to the present of the story, so when I say that we’re catching up with Max after 9 years, I mean it. The story in Max Payne 3 covers a lot of ground.

Even the way that the cut scenes flow right back into gameplay seem like magic to me. The characterization and writing is so good that, throughout my journey, I felt like I should have broken out the bottle of rum and had a drink with Max. Making me feel that sorry for a character in a game is an amazing feat, one that Rockstar knows how to do very well as of late (Red Dead Redemption anyone?). Still, the writing does have its brief moments of slipping into terrible and the pacing is erratic during the final acts. Though the ending may not satisfy me as much as Red Dead Redemption’s ending did, Rockstar still manages to pull a smile out of me before the closing credits rolled.

Of course, what really makes a Max Payne game is the combat. Endless streams of bullets while diving in slo-mo is a trademark thing for this series. With Max a little more broken down by age and a “healthy” diet of alcohol and pill cocktails, he has lost a step or two. Controls seem to be sluggish overall when moving Max around. I honestly don’t see how Max doesn’t break a hip diving in to the air and landing on the ground. Bullet-time is still here as well as shoot-dodging. Shoot-dodging is a gamble this time around due to how slow Max gets up afterwards. Diving into a group of gun-toting mercenaries only to land in the middle of them as they laugh at you is downright embarrassing.

Even with bullet-time and John Woo action diving, the combat didn’t feel like a Max Payne game. Essentially, bad memories of the terrible combat from Uncharted 3 rushed over me when I was in my first gun fight. Instead of the run-and-gun, bullet hell ballet that is a trademark for Max Payne, you are forced to play the game as a cover shooter. Between the enemies being sponges for damage, deadly accurate in aiming and the fragile nature of Max Payne’s  body, doing anything but hiding behind cover will put you on the fast track to the death animation of Max getting a baseball sized hole in his face. Some of the enemies were wearing flak jackets so I can understand that shooting them in the head is your best option. What I can’t understand is how a ratty button up shirt can take half a clip of an Uzi before the person wearing it dies. I was very tempted to lower the difficulty to easy just to see the story to its end. Even with the options for soft lock or hard lock aim assist, I couldn’t be more disappointed with the combat.

Not surprising, there is multiplayer in this installment of the Max Payne series.  With Rockstar really pushing the aspect of creating or joining crews in Max Payne 3 (will carry over to GTA V as well), it is a crying shame that they lock the Gang War mode behind what seems to me like arbitrary goals. I am not sure I want to complete 7 different goals to unlock new play modes. Infinity Ward and Treyarch did this with their latest Call of Duty games but things were locked behind what level you were, while leveling up was not very hard.

If Rockstar wanted to use these goals to get players acclimated to the controls and combat for multiplayer, they should have taken the route that Epic Games did with Gears of War 3. People can play in the casual playlist until they either feel comfortable enough to venture out to the regular playlists or reach a certain level, thus having the casual playlist locked out to them. What is baffling to me as well is that there are only 2 different modes besides Deathmatch and Team Deathmatch. I would have liked to see the sniper level in the beginning of the story to be a mode for multiplayer. Have 2 players on a team , one covering the other with a sniper rifle while the other team of 4 or 6 tries to keep the player not using the sniper rifle from reaching some goal.

While the story of Max Payne is engrossing, it is not enough to wash out the horrid combat and some poor choices made in the design of multiplayer. Sort of like drinking a whole bottle of whiskey to chase the Oxycodone down with. It’s all fun and games until you vomit a liver and Max Payne 3 sounds like a good time but it leaves a hell of a painful hangover.

With a name like Awesomenauts, you are setting a high bar of expectation that your game is going to be, well, awesome. Given that Ronimo Games developed Sword and Soldiers a few years back and that that game was really fun, I was willing to believe that the name accurately describes the game. After my time with Awesomenauts, looks like I was right!

Since this is a MOBA (Multiplayer Online Battle Arena) game, the story is not really needed, but in short, you are a group of mercenaries hired to mine for Solar while trying to destroy the other factions Solar drill. Honestly, if I didn’t have friends that were into these style of games, I would be confused on how to actually play Awesomenauts. I have watched plenty of matches of my friends in Heroes of Newerth that I understood the basic concepts of what to do and not do. Essentially, the goal of MOBA games are to destroy the opponents base by taking out their towers that stand in your way. A.I. characters affectionately known as “creeps” help you in your teams push to get to their base. The strategy of MOBA’s is to know when to retreat. Getting killed is a bad thing since you will feed the other team money and experience that will make them stronger. Teamwork is a must in order to win. Going commando will just end in disappointment from your teammates.

It seems that in all the matches I have played so far, only 3 of them felt like the players on both teams knew what to do. Most of the times, I ended up in games where the victories were so lopsided, I never got to get past level 4. I’m not sure how many games of this genre have been released on consoles except for Monday Night Combat so I can’t blame the players all that much. This is a new concept to them and most haven’t figured the nuances yet. Ronimo Games put in a practice mode as well as a tutorial when you first start Awesomenauts to get new players to the genre a basic understanding of the game’s mechanics. Hopefully in a month after release, players will become more comfortable with it all. Until that time, I am going to use that to my advantage before I get crushed by better players.

I love the character class designs. Adding crazy names like Clunk, Voltar and Froggy G mixed with a cartoonish look brings those feelings of waking up early on Saturday morning to watch my favorite cartoons while eating a bowl of cereal rushing back. That put a big smile on my face. If only cartoons these days could still be that way. Depending on what class you pick, your style has to change with it. Obviously going with a healer class, you’re not going to be on the front lines. Usually grouping with one of your teammates and some creeps is the way to go. Picking the bruiser, you will be the front runner in taking out the towers and creeps. I went ahead into practice mode to get a better feel for the characters. This is a good idea since if the character you like is picked, you are familiar enough with another that is available to be a benefit to your team.

Starting off, only three characters are available to you with more unlocking as you level up. Leveling up is possible in practice mode which could both be a good thing and a bad thing. Good for unlocking some of the characters you want to play while learning the game, bad for unlocking more powerful upgrades before jumping into a real match. That could potentially turn people off from playing since they will feel like they can’t win. The truth is that as long as you have good teamwork and a good sense of when to attack and when to fall back, anyone can win.

I can see Awesomenauts being a great intro to MOBA games for the console crowd as well as a different and fun take on the genre for the veterans out there. Playing alone is fine but getting the game on a console your friends will play with you on is a way better experience. Just don’t blame Ronimo Games when you get the urge to watch all those old cartoons on Netflix after playing.

Editor’s Note: Ronimo Games developer Jasper Koning cheated Jonathan out of an Awesomenauts victory at E3 by using a Game Genie hack. He swears it to be true to this day! He WILL get his rematch! HE WILL!!!!

With little fanfare, the folks over at Signal Studios released some DLC for one of the rare few tower defense style games I enjoy: Toy Soldiers: Cold War. Between fighting for Mother Russia in the Evil Empire DLC or saying “good morning” to Vietnam in the Napalm DLC, I am happy to have a reason to jump back in to Toy Soldiers: Cold War.

“Evil Empire” has you playing three new campaign missions that are probably the best out of the two DLC packs that Signal Studios released. I really had to use strategy more so than brute force in the missions. One of the new vehicle on the Russian side, The Hormone,  is a beast against light armor and infantry. I would mainly use the chopper for air-to-air combat and stick with the tanks and turrets for ground forces. The Orbital Laser barrage is pointless to air targets so use it when a land heavy attack wave is coming. I had to laugh at myself for thinking the game was broken when the Orbital Laser went through the bombers i was trying to wipe out. It’s a minor annoyance and easily looked past. On the bad side, the final boss was a little easy to take down. The tanks somehow do a great deal of damage to the Super Tank and simply chasing behind it while shooting at it is all I did. Having the vehicles recharge faster than normal also made the boss fight child’s play.

“Napalm” places you in Vietnam for another three missions yet I couldn’t tell you what the 1st two missions were like. They were over in a flash for me. Either I got really good from playing Evil Empire or these missions were, for the lack of a better term, for babies. All I remember is that I used fully upgraded artillery turrets, aimed them at where the waves were coming out and let the A.I. take over. This gave me some time to eat my lunch so I guess I can be thankful for that.

Napalm did, however, find time to make me hate the new laser tanks in the final mission. No matter what I threw at them, the laser tanks would just keep on coming and in the process, destroy all of my level 3 upgraded turrets. Even when you get a laser tank of your very own to use it seems to take more shots than it should to bring them down. I was so focused on those abominations that the final boss was the least of my concerns. I experienced nothing but frustration with this mission and it brings the whole DLC pack down a notch.

The mini-games added to the DLC packs are just like the rest of them to me, play them once then never again. The whack-a-mole variant mini-game for the Evil Empire map has you controlling an artillery cannon and you have to shoot pigs instead of moles. The Hang Time mini-game is nothing more than seeing how many soldiers you can rescue before time runs out or if your chopper is destroyed. I can’t see how anyone had more than a minute of fun with any of the mini-games. I could be missing the point with them since that is probably why they were put in Toy Soldiers: Cold War.

On the online multiplayer side, I couldn’t get a game going that wasn’t riddled with lag so I can’t say for sure if the new multiplayer maps are any good. The new survival modes are very good indeed though. Instead of throwing new survival maps in the DLC, Signal Studios went ahead and added two new modes instead.  For the Evil Empire DLC, you get Trauma mode. If you have no blatant disregard for your turrets and figure “I will just replace it if it dies. I have money to do so”, be prepared to lose.

In Trauma mode, every turret you place ticks health off your toy box. Since 20 is your health limit, you can see the importance of not only placing strategic turrets but also keeping them alive. I liked how Trauma mode made me think on my feet a lot more and second guess myself a lot. If you don’t want a “thinking man’s game”, Commando mode is here for you. Depending on what survival map you select, you have nothing but your commando barrage to take on the waves of enemies. This mode is so much fun. It never got old as I ran up to a wave of infantry and mowed them all down as my commando shouted cheesy one-liners. I had to adopt a stick-and-move strategy for the helicopters since their rockets do a lot of damage.

There are some hits and misses with each of the two DLC and really, if you want more Toy Soldiers: Cold War you should buy both, no question about it. For 400 Microsoft points each, that is pretty cheap for what you get in each DLC pack. If you must only get one of them, however, I feel Evil Empire has more of what the style of the Toy Soldiers’ series is about between the strategic campaign missions as well as Trauma mode.

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.

 

Between the fast paced arcade action and the plethora of abilities to rain down destruction that would make The Hulk proud, Prototype had its charming moments. Saddled with uneven difficulty spikes and some infuriating boss battles, I still managed to have some fun with Alex Mercer. Now, with new protagonist James Heller in the pilot seat, we end up with a more grounded, yet sadly monotonous romp through New York City in Prototype 2.

Let’s get right to it. The story’s twists and turns are easy to see coming and at times seem to drag out longer than they are welcomed. Even with the starky colored cut scenes that is reminiscent of The Saboteur, I wanted to do nothing more than get back into the action. You can easily ignore the story for the most part and just focus on pure destruction like in the previous title… once you get most of your powers and abilities that is. It’s still a pain to acquire powers as you progress through the story yet I understand why it has to be done. At least you are not teased with being fully powered up at the very beginning only to have it stripped away afterwards (I’m looking at you Prototype 1).

I wasn’t too keen on the open world setting and having the 3 sections of the city separated to stretch the story out more felt a little too reminiscent of GTA.  You cannot enter these new areas until the story is ready to take you there. Even then, you can’t just use your super jumps, gliding or speed to get to the next area. You have to hijack a pilot and commandeer a specific helicopter to travel to it. What’s the point of having all of these wonderful powers if I can’t traverse a destroyed bridge to get to the new area? All I could come up with is that Radical Entertainment are using this delay to load the maps of the area.

Getting upgrades are a matter of doing repetitive side missions that I found strangely fun. Getting all of the upgrades just meant that I would be able to cause more destruction when roaming the streets or rooftops of NYC. For instance, getting the Bulletproof mutation upgrade and dropping into the middle of a bunch of soldiers never gets old. I wish there was a laugh command for Heller as I sit there with bullets ricocheting off of him.

I was a little happy to see that Prototype 2  felt slower in terms of the speed of which Heller moves around. The thing that I hated the most in Prototype was how wildly out of control Alex Mercer felt. He would go all over the place and that would impede boss fights to the point of controller tossing anger. You still get the occasional mistake of Heller picking up a barrel instead of stealth absorbing the base commander like you wanted to. Still, I would shrug that little blunder off and just use it as an excuse to do a mass cleansing of the base personnel.

Ultimately, the ending left me feeling like Radical didn’t have the time to do something on a more grander scale. I can’t further explain this without ruining the game’s ending but I can say that the confinement of the ending had me wishing for a more grandiose setting. At least giving the players the option of a New Game+ and some challenges from RADNET would keep them invested in the game a little longer. RADNET has some decent challenges and events with unlocks to developer diaries, in-game outtakes and new skins to use in-game.

Prototype 2 is easily accessible to anyone who is new to the series with an inclusion of a brief recap video of Prototype in the main menus. Even so, don’t worry about the story so much. Just do what I did, run to the top of the highest building you can find, jump off and see how many people you can wipe out when you hit the ground. Or if you want to keep it simple, jump kick a military helicopter. In this series, the action is definitely the focus over the rail thin plot.

I still cry when I remember that I use to own so many G.I. Joe’s and neglected them to the point of losing them all. Man, I was such a irresponsible kid. At least Signal Studios can help me forget about all that by releasing DLC for Toy Soldiers: Cold War tomorrow. Two, in fact.

In “Evil Empire”, you take control of the Russians in an effort to crush the capitalist pigs while “Napalm” has you in Vietnam re-enacting scenes from Platoon with Charlie Sheen (Not really). Each DLC will have three new campaign missions with a new multiplayer map. New mini-games, weapons, and vehicles are also at your disposal.

400 Microsoft points for each DLC is what you’re looking at if you want to reach back into your toy box to play some more Toy Soldiers: Cold War. I will be reviewing both DLC packs later this week so until then, have a look at the launch trailers.

I love my Macbook Pro. It serves me well when I want to get work done on the go or just to keep in touch with all my news feeds to stay in the loop. What it can’t do for me is jump into some Super Street Fighter 4 AE sessions with my friends while away from my gaming PC. With so many choices out there, I was able to bend the ear of Origin PC CEO Kevin Wasielewski to get some quick answers to some questions I had.

With all the competition out there in the custom PC market, what makes Origin PC stand out?

ORIGIN PC strives to offer the most customization options, the highest performance, and the best support in the industry.  ORIGIN prides itself by delivering the best gaming experiences and productivity by offering only the highest quality parts the industry has to offer.  We offer world class overclocking and performance and we have been building award winning desktops and laptops for over a decade.  . We do this by having a team of people who understand exactly what it takes to build a state of the art, bleeding edge machine that will always support you anytime you need it. Combine all that with our FREE Lifetime 24/7 Technical Support and you pretty much have all the bases covered.

Any company can build a PC, but a real high performance PC must be focused on Customization, Service, Performance, and Technology. This is ORIGIN PC’s specialty.

Did working at EB/Gamestop give you good insight on just how ORIGIN PC would take care of the customers who purchase an ORIGIN PC product?

Absolutely.  Working retail taught me a few valuable lessons including that great service leads to positive word of mouth and that leads to more business!  Interfacing everyday with real hardcore gamers was always fun for me, because I was just like my customers.  At ORIGIN PC we always treat every call/email/live chat/forum post/social media post/etc like a friend because we want every experience with ORIGIN PC to be positive.  Even if you are just calling us to kick the tires and ask a ton of questions, we are happy to help out.  Try doing that with an OEM and your experience will be much different!

I have always built my own gaming rigs and never bought a pre-made PC. For those of us who would rather build our own, how would you try to convince them to give ORIGIN PC a shot?

If you have the time, expertise, resources, and patience to build your own PC then that is a great option.  If you decide you would rather have an experienced team of hardware guru’s build your system and provide free technical support for life then ORIGIN PC is your best choice.  We will do all the work for you including finding and testing all of the best components from around the world, and our expert overclockers will get the most out of your CPU and GPU, and then just how valuable is it that you can call us for technical support 24 hours a day for life!

Some of the custom PC makers seems to make it a point to make their systems stand out with crazy case designs and a plethora of LED’s. What made ORIGIN PC choose a more sleek and stylish design for the custom PC’s and laptops?

 We design our systems based off of what we would like in our own homes and offices.  We also offer an endless amount of customization options so technically we can make your ORIGIN PC look any way you want.

I have to know, who came up with the concept for The Big O? How was this idea first received by everyone at the office?

We were invited to participate in an annual dream PC competition by CPU magazine and they told us to build the ultimate gaming system with price not being considered.  We huddled up and came up with the Big O, a liquid cooled gaming PC and liquid cooled Xbox in one!  Everyone loved the idea from day one and that first time you play a PC game while someone else is playing Xbox is just unreal!   Oh, and if you were wondering how we did in the competition we won almost every single benchmark and took home the crown as winner of the dream PC competition.

With everyone lugging around ultra portable laptops and using handheld gaming devices for their gaming needs, is there still a place for a powerful, yet bulky, gaming laptop in this day and age?

We don’t see consoles, tablets, and ultra-portable laptops as competition, we see them as part of the gaming ecosystem.  We are gamers here at ORIGIN PC, and we play games on all different devices.  There is no doubt though, that PC gaming is the best gaming experience and when console and tablet gamers want to upgrade their experience, they will end up getting an ORIGIN PC.  Play Skyrim or Battlefield 3 on an ultra-portable and then play it on an EON15-S and you will see how much better the graphics are and how much smoother the gameplay is.  Nothing beats playing the latest game at 2560 x 1600 with all graphics and special effects maxed out.  Just thinking about it makes me want to go home and play on my GENESIS!

I am still weighing the decision of getting a gaming laptop after my talk with Kevin Wasielewski. I still hate the fact that gaming laptops are bulky and now that Alienware has killed off their M11x 11 inch gaming laptop, It seems I would have no choice but to go bulky. Maybe I can convince Kevin to make a 13 inch EON laptop?

Someone in the marketing department should be sacrificed to the gods and thrown into a volcano for letting this box art for the recently announced Batman: Arkham City Game of the Year Edition.

It’s worse than this one:

At least we get some info that the rumors were true about some new DLC featuring Harley Quinn. The “Harley Quinn’s Revenge” DLC will be available separately, as a download, from the GOTY version on May 29th for PSN and May 30th for Xbox Live. Having this DLC be the final chapter might leave some of you with a bad taste in your mouth. Being sold what could be considered a “true ending” never comes off as a good thing. Well, I guess we can always just look forward to the next game in the Arkham saga…!

Till May though, check out this sweet trailer:

Another week has passed in April and we have another puzzle game, SURPRISE! Trials Evolution also starts off Microsoft’s Arcade Next event this week and what a strong opening it is. Be prepared to get aggravated and frustrated, in a good way.

Trials Evolution does what it did previously in Trials HD, dirt bike riding, physics-based platforming over tracks that present obstacles in your path. At first glance, you may say Trials Evolution is just a minor update to Trials HD. Once you start the game, however, you will see just how minor those changes are really bigger than you think. Taking to the outdoors, Trials Evolution has brought a more traditional feel to the dirt bike atmosphere. At times, I caught myself starting too much at all the action in the background of some levels that I would crash repeatedly in the same spot. Just wait until the Limbo inspired level, You will smile at how amazing it looks.

Everything is still broken down to difficulty levels of tracks and the license tests, which serve as a tutorial on how to deal with the upcoming obstacles in the next set of tracks. I didn’t face that much hardship until I reached the B class license tracks. The one thing you cannot have that will doom me until I know better is a lead foot. Sure, early on you can go full throttle non-stop. Later on you will need to develop a skill of knowing when to throttle and when not to. I found the controls for leaning and balancing on the dirt bike a little too loose at times causing me to over correct my angle and crash on my head, which is bad in case you were wondering. Spending a little time in the early tracks learning the nuances of the controls will help you in the later tracks, trust me.

Besides being outdoors, multiplayer has been added, much to my joy. The chaotic jumble of four players racing is something I thought would never work in Trials Evolution. I was very wrong. Getting the best out of multiplayer would be getting four friends together for some local play so you can do all sorts of devious things to ruin their run while you try to come in first. Online play is still fun if you can’t pull four people together at your domicile. It is a little tricky to see what lane you are in at the beginning of each race so I found it easier to customize my rider in a way that stands out to me. Matches were found pretty fast for me so I don’t see anyone really having an issue with load times.

RedLynx really outdid themselves with their track editor. Now, I am terrible at design so I will never have a track made and uploaded ever. Not that I need to make one since there are already a decent amount of amazing user created tracks out. There’s even an FPS shooter track! Pretty insane what you can do with the editor. There are two editors for making tracks, Lite and Pro, with the main difference between the two being Pro gets more options such as parts and small items, example groups and trigger events. Sharing your creations is easier since everyone can see them instead of only being able to send them to people on your friends list like Trials HD did.

Trials Evolution may be the best XBLA title to come out this year and might end up on a lot of top 10 lists come December. Grab your helmet, gas up the bike and come hangout with me and break a couple track records, along with some bones. Maybe we can get this guy to rap about our broken bones in the hospital.

http://youtu.be/2NnKjSAUpNc

The Splatters sounds like the name of a performance act on America’s Got Talent. Instead, it’s a physics-based puzzle game by SpikySnail Games. It seems as though April is the month of XBLA puzzle games this year. With the choices we have this month, The Splatters should be one of them on your list.

Take the simplicity of Angry Birds, add color coding, subsets of special moves that you can pull off and you have yourself The Splatters. Controlling the blob-like creatures and propelling them into the environment to explode and have their remains cover the bombs in the level is the main goal in The Splatters. Starting out, I wasn’t that excited for how the game was presenting the puzzles to me. It was a little too easy. I know, you have to ease people into your mechanics of the game, usually having the first couple of levels being the tutorial. Then I found myself at the end of the main puzzles after only a couple of hours! Where did my time go? Was I having that much fun with the puzzles that I never noticed that I was way past the tutorial phase?

What made the time go by so fast in the main puzzles is my only gripe with The Splatters. About every five puzzles or so, another ability was introduced. It never felt like I was given the freedom to just try out all the crazy abilities I was given without another tutorial explaining the next ability I unlocked. Once you get the final ability, the main puzzles just sort of end. It would have been better to have a lot more puzzles at the end instead of letting the player go back to earlier levels to use the new abilities to get a higher score and three star that puzzle.

There are two other modes to satisfy your puzzle solving appetite in the form of Master Shots and Combo Nation. No leaderboards are in Master Shots mode which makes it hard to want to do well if there is no incentive to climb to the top of your friends list. Combo Nation is like the name implies, try to get your combo multiplier as high as possible using all your abilities to get the highest score on that puzzle. Good luck with that too since after seeing some of the videos you can watch from others in Splatter TV, I wondered if these top players on the leaderboards ever go outside instead of playing this game all day to figure out the best way to get the highest combo score. I am just happy to upload my video if I get all the bombs in one run.

I know most people are looking towards Fez and Trials Evolution this month in lieu of The Splatters but I implore you to give it a shot since it is an interesting take on the physics-based puzzle genre and represents a decent amount of fun to be had.

Fez, the latest indie games darling, has been cooking for quite some time. 5 years to be exact. With all that developer Phil Fish went through to in the process of releasing Fez, the hype is in full effect. How does this hype hold up when I sit down to play Fez? One word: “almost”.

Fez puts you in control of Gomez, a lovable, marshmallow-like individual who is tasked with donning the all mighty Fez to save your people and the world from collapsing into time. The Fez grants you powers to rotate and shift the world in order to solve puzzles as well as traverse the environment.

I love how well the game looks and feels like a 2-D game yet is actually a 3-D game. There’s very smart design in how you must think in 3-D while staring at 2-D. My first couple of hours with Fez had me wearing a smile on my face with feelings of the perfect amount of nostalgia I got from the retro-style atmosphere. Cave Story fans will be in love instantly. Even the music was soothing to hear during the areas you explore. The music really brought out the feelings of what it was like to play Echo The Dolphin. I know, it’s not an 8-bit game but damned if I didn’t have flashbacks to Echo The Dolphin when the music first hit my ears.

A couple more hours in and frustration and a sense of hopelessness settled in. For the most part, the puzzles are laid out for you as easy as a Sunday morning. The real challenges comes in the form of trying to make sense of just what Fez wants you to do in the later puzzles. Tasked with collecting gold bits, in later levels when these become a gold cube, they just become more scarce and you become worried that you are not smart enough to solve these more intricate puzzles. Simplicity is a good thing when used correctly but on later stages Fez seems to have overdone it. I was literally left in a world of unintuitive puzzles with little hint or direction, and after hours of playing the game, just exploring the world isn’t enough. Having some sort of feedback or indication system would have saved me a lot of self-doubt and aimless depression.

If some of this hassle was left to the pure completionists that wanted to purue the anti-cubes that are locked behind these advanced mind crushers, I could easily overlook it. But having these puzzles be a required hindrance to actually completing the game is plain terrible. You get a useless map of sorts but that’s not doing Fez any favors in the confusion department. I hated the backtracking that was mostly caused by the poor layout of the map. Not knowing where each door takes me until Gomez is hovering over the entrance is annoying. When looking for the last golden cube needed to get to the end of the game, I was lost for what seemed like an hour trying to find it. By pure luck, I managed to stumble on the last area where the elusive golden cube resided.

The ending had so many crazy shapes flying at me I felt as though I was watching someone’s art project turned screensaver. Afterwards, a nice nod to old school arcades happens. Most should get the reference but if not, it’s very easily figured out if you peruse the achievements. Fez does an amazing thing with the mechanics of shifting the 2-D world to traverse the world and solve puzzles. The music is subtle enough yet soothing at times making it a blast to engage with the environment. I just feel as though Fez was not satisfying enough in the accomplishments I did versus the anger-inducing frustration that I experienced; obtuse puzzles and the lag spikes causing the music to sound garbled and the gameplay skipped just enough to ruin precision jumps that I was in the middle of. Playing Fez just to see its concept and design is not a bad idea, just don’t believe all of the hype (almost).

Since I am like most out there trying to still find Skylanders figures in stock at your local stores, having the last 3 in the 32 set come out now is just plain mean. I might as well just camp out at Toys R Us to acquire the Skylanders I am still missing as well as the new ones, Camo, Warnado and Wham-Shell.

Check out the character vignettes to see what will make you check eBay again and cry at how ridiculous the prices are.

http://www.youtube.com/watch?v=HGxlTpu6wP4

http://www.youtube.com/watch?v=UQsLUEC59Cc

http://www.youtube.com/watch?v=hJY7AaSNCXg

Normally, tower defense games are boring to me. There never seems to be enough challenge other than trying to not get bored and screw up something that calls for your untimely loss. Many have tried to change up the genre as best they could, mostly to no avail. 11 Bit Studios, however, did so in a great way with Anomaly: Warzone Earth. What if you were the aggressor instead of the defender?

Anomaly1

With the game on pretty much every device out there, Anomaly: Warzone Earth makes a stop to Xbox Live Arcade this time. You still get the great voice acting of Jason Statham (not really him), controls that translate very well to a console controller and graphics that look better than they should for a small game such as this.

The story is paper thin but doesn’t need to be more than that. As the commander of the 14th Platoon in the near future, you and your squad are sent to investigate the crash sites of an alien spacecraft and end up finding trouble conveniently in the form of towers.

Since Anomaly: Warzone Earth is all about strategy, picking your units at the beginning of a mission is crucial. With some units only available in certain missions, I ended up sticking with tanks, shield generators and missile launchers. Being a tower defense game, you have limited funds to purchase units at the beginning and during the missions. More funds can be snagged up by destroying towers and finding ‘ore’ laid out in certain areas of the map. Also, if a unit is not working for you the way you thought it would, sell it off and use that money to get a different unit.

Anomally 2

Playing as the commander, you have free reign to go anywhere on the map. I use this to my advantage with the power-ups at your disposal. While the smoke screen, repair kit and decoy are used to protect your platoon as you follow them into battle, sneaking around ahead and using your bomb power-up on the annoying towers is sometimes a smart move. Controls between pulling up the map to set a path for your platoon to traverse, purchasing upgrades or new units then switching back to battle to use power-ups to support the platoon was very snappy. Sometimes, it was a little too snappy and I would end up using more power-ups than I intend to. To me, that is a testament to how responsive the controls can be.

Anomaly: Warzone Earth has a great difficulty curve as you get into the later missions. Towers that hit a unit and spreads that hit to everything it’s near, regenerating towers that use the energy from your power-ups to bring back towers you destroyed in the immediate area and my least favorite, the tower that shoots a blast that creates an small bubble that when the commander is inside it with a friendly unit, the friendly units turn on you and target you instead of the towers. Makes using power-ups on your platoon a gamble until that tower is dealt with.

Anomally3

Bringing something new to the Xbox Live Arcade version of Anomaly: Warzone Earth, 11 Bit Studios added six “Tactical Trials” levels. Carried out in a virtual reality simulator, you have to find the most optimal way to complete the objectives. I really got the Metal Gear VR mission vibe upon first loading up the tactical trials. There will be some trial and error here so use that to figure out what units work in each trial. having the trials unlock only after you beat the game is a shame since I felt you could learn some strategies or at least get used to the different units to see which ones you find useful. At least it gives the player some replay value after the campaign is finished.

11 Bit Studios did what I thought was neigh impossible, to like a tower defense game. For those who already played Anomaly: Warzone Earth, the tactical trials is not enough to warrant another purchase to play them. If this is the first time you have even heard or seen of this game, be prepared to spend some quality time having  Jason Statham’s (again, not really him) voice carry you into a surprisingly fun twist on the tower defense genre.

CD Projekt RED announced some great things at today’s Spring Conference about The Witcher series that was streamed live on Ustream for all to watch. Besides showing off gameplay from the Xbox 360 version of The Witcher 2: Enhanced Edition which comes out on April 17th, here are some highlights from the conference.

iOS users will get an interactive motion comic starring the witcher himself, Geralt. It will be released free for both iPhone and iPad on April 17th. Another thing for the Apple crowd is you can now buy and play The Witcher: Enhanced Edition on your Mac through Steam. As with other PC games getting a Mac version on Steam, if you own a copy of The Witcher on Steam for PC already, you get the Mac version for free. If you’re not a person that has PC and Mac in the same household, you can pay the $9.99 for it now on Steam.

We all know how backing up your data is important and CD Projekt Red and GOG.com seems to agree with offering a free back-up digital copy of The Witcher 2 to anyone who purchases the game. No matter where you bought it from or when. On April 17th, point your web browser of choice to http://www.gog.com/en/page/witcherbackup and sign into your account to have your back-up copy waiting.

PC gamers that already have The Witcher 2 will get access to the “Enhanced Edition” update on April 17th with preloading the update starting April 11th.

The biggest thing to come out of CD Projekt RED’s conference was their crazy campaign that will give out 1000 copies of The Witcher 2 on Xbox 360 to “enthusiast” reviewers. Simply go to http://thewitcher.com/review and fill out the form. CD Projekt RED will contact you a few days later. It’s that easy. Everyone thinks they can write better reviews than the paid professionals. Now’s your time to prove it.

Not to be left out of all the fun, GOG.com had some news to drop as well. From the developers of Machiarium comes a new title, Botanicula.

Botanicula will release on April 19th for $9.99

GOG.com will also start offering “Premium Edition” games with some newer titles to arrive on their site starting with Assassin’s Creed: Director’s Cut and Heroes of Might & Magic V Bundle that includes both expansion packs. Just like the older games on GOG.com, you will get a ton of stuff with the Premium Edition games from official art books to soundtracks and more.

Finally, the reason why GOG.com is probably loading slow for everyone. For the next 48 hours, you can get Fallout for free. If you ever wanted to see how the series got its start, go get your free copy now.

Finally! After waiting for so, so long, the beta is coming for Ghost Recon: Future Soldier. On April 19th, you can get into the beta three different ways:

1. Own a copy of Splinter Cell: Conviction. You can access the beta from the game.

2. Get a beta key for the Xbox 360 version by pre-ordering the Ghost Recon: FS at GameStop.

3. Playstation Plus members will receive a beta key.

No word on when PC gamers will get a crack at the beta yet. Hopefully, we will see some news this month about it. The window for the beta is April 19th to May 2nd. I reached out to Ubisoft for info if there is another way for PS3 gamers to get a beta key other than Playstation Plus. I will update this post when I get a reply.

Ubisoft also announces Ghost Recon Network. Much like how Call of Duty Elite has a website that integrates alongside the mobile apps for stats in the game and changing weapon load outs, Ghost Recon Network will function the same way.

Customize and share in-game weapons on the go
•  Use GunSmith mobile to customize weapons down to their inner parts in 3D and sync them to consoles
•  Publish weapons to the GunSmith Gallery and browse guns posted by the Ghost Recon Network community

Track player history and friends’ in-game status
•  Access personal player performance on Ghost Recon: Future Soldier & upcoming Ghost Recon games and compare stats on leaderboards
•  Receive challenges, friend activity reports and community updates via the website or push notifications on smartphones and tablets

Receive exclusive rewards
•  Download the free Ghost Recon Network app at launch to unlock additional attachment credits in Ghost Recon: Future Soldier
•  Earn weapons and weapon skins in Ghost Recon: Future Soldier by playing other Ghost Recon games or interacting with other Ghost Recon experiences

Become a better player
•  Study detailed game information and heatmaps to prepare for the next battle
•  Build and manage your squad, add recruits and search for competing squads

Players will be able to play around with Ghost Recon Network and the android app during the beta period. Can’t wait to see you all in the beta. Now where did I put my Splinter Cell: Conviction box?

Final Fantasy has had some interesting crossovers in the past, with the two most recent being Bioware’s Mass Effect 3 with the N7 Armor as a downloadable armor for the main characters of FF XIII-2 as well as an Assassin’s Creed costume also available as a downloadable costume for FF XIII-2. However, I was made aware of a very….unique….crossover for Final Fantasy XIII with……Prada!?

In the latest issue of the men’s fashion magazine, Arena Homme+, there is a 12 page-feature starring Lightning, Noel, Sazh, and Hope as they wear outfits from the Spring/Summer men’s collection, posing as if they are part of a fashion shoot.  It’s certainly different enough that people from the video games and fashion lifestyles will be buzzing about this for the time being.

When asked about this crossover, Max Pearmain, editor of Arena Homme+, had this to say.

Our Spring issue focuses on a world of direction and escapism, and having a visually stunning videogame franchise such as FINAL FANTASY work alongside us and a leading fashion brand like Prada to create something so unique is incredible; I’ve always been interested by the power of videogames and their place in society, and the amount of work that’s gone into this project blows my mind. We’re incredibly pleased with the result.

Yoshinori Kitase, producer of Final Fantasy XIII-2, also had this to say regarding the partnership

The FINAL FANTASY series is known for its creativity and innovation; so working with Prada, a renowned fashion house with such beautiful clothing was a very exciting opportunity. The images we have been able to create together are vibrant and unique,

The images are certainly unique, and considering how Final Fantasy characters have been evolving in terms of visual appearance, I suppose it makes some sense to partner with Prada, even if it seemingly came out of nowhere, and the characters do feel at home as fashion models with their appearances. My personal favorite happens to be Sazh, that is funny.

What are your thoughts on this interesting partnership?

 

The fabulous folks over at GOG (Good Old Games) have released a STAGGERING amount of news today regarding their deal with CD Projekt RED and their spring lineup.

Two weeks before the release of Witcher II: Assassins of Kings Enhanced Edition, GOG and CD Projekt Red, the Polish developer of the Witcher series, wll stream a live event. The official press release says:

“Just two weeks before we launch Enhanced Edition on Xbox 360 and PC,
and we’re doing something that is truly extraordinary. I don’t think
anyone’s ever done something like this for their gamers. We have
prepared pretty big surprises for gamers of all kinds, and we think
that you will enjoy them a lot. If games are your passion, watch our
conference,” said Marcin Iwinski, Joint CEO of CD Projekt RED S.A.

Witcher II: Assassins of Kings is slated to ship internationally on May 17th. So make sure to check out GOG.com two weeks prior for the live stream.

If you are unfamiliar with GOG, let me bring you up to speed. They are a revolutionary group of lads and lasses that offer DRM-FREE digital distribution of games. They’re know for offering games that have been long out of print. It’s the only place to get a copy of my favorite PC FPS of all time, SHOGO.

Starting with Witcher II and Legend of Grimrock (GOG is the only digital distrubution service offering preorders of Legend of Grimrock, and they are putting a 20% discount on top of that.) they will start moving out of the “Classic Game” market and begin offering DRM-FREE new releases! Along with the new stuff, you can get copies of Trine and The Whispered World as well.

So what does this mean for us PC gamers? Well GOG has always been a nuisance to their competitors but never really offered anything for the likes of STEAM, ORiGIN or Direct2Drive to really be worried about. Now though, with the advent of true DRM-FREE release day available games, it is really putting GOG up there in the same boat as STEAM. We’ve all been there, internet goes down, moving or leaving on a jet plane and no access to the Steamcloud and all those games out of reach, hopefully this push by GOG will make STEAM and the others to offer a bit of change.

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)

Mass Effect 3 is a game I was anticipating for a long time. The 1st game completely immersed me within its universe, an experience that really drew me in. I played Samuel Shepard, a paragon vanguard who strove for peaceful dealings and diplomacy in his dealings, but was not afraid to fight back with a shotgun.  A year later, I bought Mass Effect 2 and was quite impressed with the sudden change in game play, an increased focus in character development, and seeing some of the decisions I made in Mass Effect 1 having visible consequences that made me rethink how I played. My Shepard continued to use his diplomacy and combat skill well, which ultimately led to his entire squad surviving the Suicide Mission and delaying the Reapers from attacking. Another year after that, Mass Effect 3 is now in my hands and I can safely say that the conclusion to my Shepard’s story is complete, if not abrupt.

Between the 2nd and 3rd game, the human Alliance had Commander Shepard grounded and took back the Normandy SR2, with your squad mates from the previous game splitting up to do their own respective tasks. After some time has passed, the leaders of the Alliance call Shepard into a meeting to inform that the Reapers have arrived. You run into Virmire Survivor from the first game (Ashley in my case) and in the meeting, you confirm that the Reapers are here. Immediately, Reapers attack Alliance Headquarters, with Shepard and Admiral Anderson being the only ones alive. Shepard comes across a young boy who he is unable to rescue and later sees dying while escaping from the Reapers. After escaping from Earth, you learn of  a Prothean super weapon that has enough power to supposedly destroy the Reapers, and Commander Shepard is tasked with uniting the different alien races and finding assets that will not only help attack the reapers, but also build this super weapon which is later known as the Crucible.

In my opinion, the story is the weakest of the three, but it is a Bioware game which means that it is still well-written and epic as ever. Development for many of the characters reaches their conclusion as everyone is now focused on the war. It is still satisfying to interact with them and hear their personal observations on the war, and there are still great moments despite the war being the primary focus. Ironically, Commander Shepard gets the most character development. While your Shepard has always built his own story based on your choices, the death of the child as well as maintaining leadership in rallying both his squad and entire races to fight the Reapers has started to wear him down, though that has not affected his ability as a leader. With the exception of some story elements, particularly with the Crucible and the ending, the story is mostly excellent, and what doesn’t work all depends on how you partake in suspension of disbelief. For some elements, it is easier said than done. As for the decisions you made through all three games, they definitely have an impact as some of the major decisions you made will have conclusions to its stories, and these events will succeed or fail based on some these choices. These moments helped make me feel that the choices I made were not wasted.

Combat is similar to Mass Effect 2. You still have the same battle mechanics: running from cover to cover, firing from cover, and using your powers tactically. There are some tweaks, like how Shepard can run (Unlike the running from Mass Effect 1) and dodge attacks by rolling, which will help as enemies are more aggressive than before. You have a few more ways to attack with melee, like a heavy attack, a stealth kill, and a short combo. There is also another combat: the inclusion of weight in weapons. The weight of your weapons determines how fast you recharge your powers, and you can also equip all 5 weapon types in the main game, so having all 5 weapons equipped will slow down your power usage. Depending on your class and play style, it may be beneficial to have one-two weapons to maximize power usage, or have a variety of powerful weapons with minimal powers, and it is possible to equip all 5 weapons and have a decent power recharge if you pick the lightest weapons and choose skills that reduce your overall weight. I actually like this change as it ultimately refined my play style. With this system, you choose how you play even more. On a side note, what’s disappointing is the removal of Heavy Weapons as part of your standard arsenal. Instead, they now appear in a few specific missions and are used more as a situational weapon. I ultimately did not bother with Heavy Weapons in Mass Effect 3, but I do miss having another option available.

Outside of combat, you still are able to interact with NPCs and engage in meaningful dialogue aboard the Normandy and the Citadel, and the decisions you make not only boost your Paragon/Renegade meter, but also your reputation. When you talk to people, or complete a side quest, you get a Reputation boost which essentially enables more dialogue options as you play through the game. I assume that with higher reputation, not only can you use high charm/intimidate decisions, but there is no major penalty to mixing up Paragon and Renegade.  I do appreciate having some Renegade options open thanks to reputation, but I ultimately didn’t notice it’s effect as I played typical Paragon and chose Paragon options all the way. Aside from side quests, you can also repurchase all of your equipment from Mass Effect 2, including DLC-exclusive weapons and armor from the different stores. I was disappointed that my inventory did not import directly into Mass Effect 3, but I did appreciate being able to buy DLC gear with in-game credits. On that note, armor works exactly the same as in Mass Effect 2: You buy pieces that have various stat bonuses, and you mix and match to form the best armor for you. There are also full suits of armor you can’t customize, but they offer bonuses in various stats, which are definitely more accessible if you’re waiting for a specific armor piece.

The scanning from Mass Effect 2 has been improved as you are scanning for military resources and artifacts instead of hoarding minerals for research. The new scanning not only help you finish side quests, but also build up your War Assets which determines the ending of the game. However, when you scan the system, it attracts Reapers, so when you scan too many times in a single system, they will come to kill you. You have to evade the reapers quickly, or else it’s game over. This adds tension and it makes flying around the galaxy a bit more exciting. You can easily leave and come back to scan while reapers are after you. It’s definitely more enjoyable to scan planets this time around. Aside from this, there are no other mini-games, not even hacking from the previous games, leaving combat as the only gametype.

Your squad is definitely smaller compared to Mass Effect 2, which I did appreciate. While I really enjoyed the large cast in Mass Effect 2, I found myself favoring Garrus and Tali in every mission and did not use anyone else except for their loyalty missions. While I did the same thing in Mass Effect 3, because of the smaller roster, I did enjoy that each character was more or less unique with their abilities. While I did appreciate the smaller-sized roster in general and seeing former squad mates in their individual mission, I was hoping to have them tag as a temporary party member, similar to how Liara was used in ‘Lair of the Shadow Broker.’

Is It All Good?

The technical issues are where Mass Effect 3 falls short. To start off on a positive note, the visual aesthetic of the game is fantastic, especially with how the environments are awe-inspiring in how it shows the Reapers destroying everything, setting up a well-executed mood of constant struggle, hopelessness, and determination to succeed against all odds. However, there are some low-resolution textures in the game which also has some really slow loading, otherwise known as pop in. A prime example would be when you exit from a planet after a mission, and seeing the various landmarks load one at a time. On top of that, some characters glitch with their attention focusing on another object, their eyes spontaneously rolling up like they’re possessed, or completely disappearing. They were very few of these technical errors, but they do stand out.  In terms of the soundtrack, there are some great pieces of music, particularly with the multiplayer tracks and some of the boss fights, but the score is more orchestral, and you can tell the change of focus in music styles. It’s not bad at all. Actually, the music is really good as I wanted to listen to the soundtrack more than once while working. However, it doesn’t stand out as much as Mass Effect 2’s soundtrack. As a matter of fact, the only thing that really stood out to me as WRONG is the technical errors. If these errors can be fixed through patches, the overall experience will be much more immersive.

Multiplayer is the same as it was in the demo. You make a character and play on different maps against enemies in 11 waves of co-op action. You earn credits as you play, and these credits are used to buy equipment, weapons and powerups. It still has the same strengths and faults as it did in the demo, so I’ll explain what’s new. What are new are the different maps and the enemy factions. You have 6 maps total and three enemy factions: Reapers, Geth, and Cerberus. Cerberus plays exactly the same as in the demo, and they are the most tactical enemies. The Geth are powerful and have a variety of enemy types though their weaknesses can be easily exploited. The Reapers are the most aggressive and difficult of the enemies as they will continuously move forward, keeping you mobile.  Each faction requires different strategies and tactics, which keeps gameplay fresh. The store has a new item pack, the Spectre Pack, which costs 60000 credits and will let you get more powerful items. You can also use real world money to buy these packs. It’s optional to purchase these, which is much better than being forced to pay with real money.  Multiplayer is holding my attention, but I don’t know how long it will last. Thankfully, there seems to be DLC coming that will add more characters, items and hopefully, new maps. I would also love to see more gametypes personally, as co-op play is fun, but is starting to get a bit old.

The Controversial Ending

Despite how many people have enjoyed the game, there has been a nearly universal outrage over how Bioware chose to resolve the third game as well as Shepard’s story. (SPOILER ALERT AHEAD) Many people stated that the endings were too similar to one another, the decisions you made essentially didn’t matter in the game’s conclusion, and that collecting War Assets was also pointless as the battle proceeded the same way as if you collected minimal assets.  On top of that, by activating the Crucible, you destroy all the Mass Relays, crippling all of galactic civilization and potentially destroying all life since Mass Effect 2’s ‘Arrival’ DLC established that destroying a single Mass Relay would create a supernova that would destroy an entire planetary system. People were also angry that the Normandy ran away from the main battle and into a relay, essentially trying to escape the explosion caused by its destruction. (SPOILER ALERT END)

The outrage was so significant that fans had started a facebook page called ‘Retake Mass Effect 3’ as well as a charity for Child’s Play to raise awareness of a petition for Bioware to change the ending to make much more sense and provide proper closure to the series. series (Although the petition had just recently ended with an official statement from Child’s Play on Reddit, which makes a lot of sense from the charity’s point of view) One fan even went so far to make a complaint against Bioware to the Federal Trade Commission for ‘false advertising.’ This has also led to a fan theory, the Indoctrination Theory, which basically tries to prove that Shepard had been indoctrinated since the start of Mass Effect 3, and that many of the ending events are a hallucination in Shepard’s head. It’s extremely detailed and lists a lot of great points for its arguments while other players claim that players are grasping at straws in order to make sense of what might simply be a badly-written ending.

Initially, Bioware’s executive producer Casey Hudson claimed that he wanted the ending to be as unforgettable as possible in an extremely polarizing way, stating that the intention was to get gamers talking and discuss what’s next with the franchise as well as the characters. Well, talk about it they did, but not in the way that the team had expected. Eventually, they released a statement on the Bioware social forums that they are listening to the feedback and will engage in healthy discussion about the ending when more people have had a chance to play it, which indicated a good sign that things might change, especially since Bioware’s Jessica Merizan posted a thread on the forums asking for constructive criticisms and suggestions on what to change in Mass Effect 3. Well, just yesterday, Bioware’s co-founder, Dr Ray Muzyka has released a statement that they are working on ‘a number of game content initiatives’ that will help answer questions and ‘providing more clarity’ for those seeking further closure to their journey.’ Here is a segment from his statement.

Building on their research, Exec Producer Casey Hudson and the team are hard at work on a number of game content initiatives that will help answer the questions, providing more clarity for those seeking further closure to their journey. You’ll hear more on this in April.  We’re working hard to maintain the right balance between the artistic integrity of the original story while addressing the fan feedback we’ve received.  This is in addition to our existing plan to continue providing new Mass Effect content and new full games, so rest assured that your journey in the Mass Effect universe can, and will, continue.

This honestly could mean anything, whether it results in new cutscenes after the ending, if the game opts for a Fallout-style epilogue, or if the ending will be significantly changed.  However, there will be more information come April in regards to the proposed changes. You can bet that there will be unhappy fans that won’t be happy with what Bioware decides to gives the fans, but the fact that Bioware is modifying the ending after only two weeks of the games release is quite significant, and it will probably be the first game that modifies the ending substantially through DLC, at least in recent history.

Mass Effect 3 is definitely the conclusion of the Shepard Saga of this franchise. Where the franchise goes, it’s unknown. I would say that despite the ending of the series, the game franchise still has a bright future ahead of it, and I’m excited to see what the next game will bring us. In regards to the ending, I’ve opted to omit the ending from this review as I feel it requires a separate discussion and article in order to do it justice. Regardless of how you feel about the ending, this game should be played, regardless whether you’re being introduced into Mass Effect, or if you’ve played from the very first game. I would recommend that for the absolute best experience, you start from the very first game all the way to the third.

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!

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.

 

From what I played on my PSP, XSEED Games were some of the most played by far. The Legend of Heroes: Trails in the Sky, Lunar: Silver Star Harmony and Ys: The Oath in Felghana were always either on my PSP or ready to go in my PSP’s case.

Now, XSEED Games has released info that the games you loved to play on your handheld or console will be coming to Steam. It all starts on March 19th with Ys: The Oath in Felghana for $14.99. This edition includes Steamworks features such as Steam Achievements and Steam Cloud support. Later on down the road, we’ll get something special for Ys fans: Ys Origin was never released outside of Japan so to have this game finally released in English in North America is a pretty big deal. I’m excited about that particular announcement.

What games from XSEED would you like to see released next on Steam? I’m thinking Little King’s Story myself!

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.

With stunning art style that looks like it’s straight out of a animated film, The Banner Saga looks to be a must play RPG for everyone. Of course the story is going to be great when you have the triple threat of Alex Thomas, Arnie Jorgensen and John Watson who before forming Stoic, worked on Bioware’s Star Wars: The Old Republic.

Having some questions on my mind, Alex Thomas was so kind enough to indulge me in answering them.

How much influence from working with Bioware on The Old Republic and each other has carried over to your new company, Stoic?

Hmm, I’m not sure if influence has been as important as experience. Our gameplay is very different from The Old Republic in both combat and exploration. Though I love the scope of what BioWare achieves with their dialogue we’ve taken a slightly different approach to it. I would say it’s more similar to The Witcher in that our goal is to give the players choices in conversation when it’s really important and when it affects the development of the story. That said, the experience we’ve all gained from working at BioWare is immeasurable. John, who is creating all the tech for The Banner Saga, was the lead combat programmer on SW:TOR. Arnie’s experience as the lead concept artist translates perfectly into making a 2D game where his artwork becomes the actual game. My time on design and cinematics gave me a lot of experience on just how to make dialogue that branches, and once you know how it works you realize it’s nowhere as easy as you’d think. In terms of successfully developing a game we absolutely owe this to all our previous development experience.

Why Vikings?

It’s interesting that we’ve gotten this question as much as we have, it was a pretty easy decision for us. We really love the visual themes, history and mood of their culture and (pre-Skyrim) it was rare to see them in games, especially the role-playing variety. We knew we wanted a fantasy setting but desperately wanted to avoid from the very overdone “elves, dwarves and orcs” dynamic. It’s also worth mentioning that one us is named “Jorgensen”.

The name, The Banner Saga, immediately has my mind thinking about Game of Thrones. Does that series have any influence on your game, The Banner Saga?

Who doesn’t like Game of Thrones? One of the biggest inspirations from that series is when you say it’s a mature story you understand it’s about political intrigue and the relationships between the characters, not sex, swearing and violence. It’s also not about high fantasy and dragons and magic, and it’s not about black and white, good versus evil. It really is a story written for thoughtful adults, and that’s refreshing. We’re desperately avoiding swiping any of their fantastic story, but that’s definitely the tone we’re trying to hit with The Banner Saga. I’m glad it came across!

This could have very well been a 2D action game with how the beautiful the art design of the games looks. How did you decide on making it an turn-based RPG?

There were several reasons for this but two very prominently; firstly, we love the genre. Not to namedrop, but I’ve been a fan of almost every TBS to come out on the market since I was a kid- Tactics Ogre, Shining Force, X-COM, Fire Emblem, Disgaea, Jagged Alliance. That’s not to say we’re going to be just like all those games, but I love them all. I think we’ve actually come up with a pretty unique strategy system that people may not have seen before. I’m excited to start talking about more about that in the near future.

To a lesser degree, a turn-based game is more within the scope of what a small team can create, at least with the breadth of content that we’re going for. One of the interesting side effects that we’re noticing is by saying we’re from BioWare and showing things like branching dialogue, people are starting to look at our product like it’s going to be made by 200 employees. Instead, we’re making it as smartly as we can, and going for innovation in each system, and turn-based combat was a big part of that.

I see that you have “free multiplayer combat coming soon” listed on The Banner Saga’s info page. Can you explain a little about what players can expect from multiplayer?

As we were developing our first release we felt like the combat was really fun and couldn’t really think of a great reason not to release it as a standalone. If you don’t have marketing dollars you’ve got to make your game available in some way as soon as possible and let people talk about it. So basically we’ve taken our turn-based combat, broken it out of the full game and will be making it free to play on PC and Mac, while we continue to develop the first part of our single player campaign. In this release we’ll have all the classes we’ve currently developed available to play and upgrade over time. We’ve added a narrative story you can progress through if players just want to play against the computer and we’ll be featuring multiplayer matches for people who want to try it competitively. As we continue to work on the single player game we’ll release new content to the multiplayer standalone. We’ve also got big plans for future crossover between our multiplayer and single-player releases, as they both persist in the same world.

How many people are working on The Banner Saga or is it just the three of you?

At this time it’s just the three of us. We are literally an independent studio paying for production out of our own pocket. We’ll be putting up a Kickstarter campaign soon and depending on how that does we’ll start looking into creating more content and expanding the scope of the game.

With Kickstarter being in the spotlight recently with Double Fine’s new game, do you think this will help bring more attention to smaller studios wanting to put their ideas into reality?

I can’t say for sure what the success of Double Fine’s product means for everyone else but I’m thrilled about the chance that it’ll give indie development a boost. Already I’ve seen a handful of really great projects get amazing funding since then, which is seriously encouraging. This might sound pretty obvious but an expanding indie market can only mean better things for both big and small studios, not to mention gamers. Everybody wins.

 

More info from Stoic Studio will be released later this week with the Kickstarter page being published. For now, head on over to www.StoicStudio.com to read more about The Banner Saga.

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!

Now that you know a little more about the PS Vita’s hardware, maybe you are tempted to pick one up. Here are some of the launch titles I think you need to pair with the new portable gaming device. When choosing which games to pick up when you purchase your PS Vita, I think you should heavily consider the following:

Michael Jackson: The Experience HD:

Before you laugh- hey! I said BEFORE you laugh!- I was wondering how in the hell can Ubisoft make this dance game work on a portable device. Do I have to use the gyroscope mixed with some awkward groping on the Vita to play this? Although that sounds like a sure way to get some funny pictures of people, playing Michael Jackson: The Experience HD is a lot like Elite Beat Agents for the Nintendo DS. Great use of the multitouch screen on the Vita as you tap, slide and draw half to full circles to the beat of 15 songs. Not a huge list and hopes of DLC with more songs will be on the way soon. Pick this up if you are a fan of rhythm games and like at least some of the King of Pop’s music.

Rayman Origins:

Every portable gaming device needs a great 2D platformer and Rayman Origins is the Vita’s. Out of all the games I have played on the Vita, Rayman Origins looks the most exquisite. The Vita versions offers nothing different from its console brethren but Rayman Origins on the Vita holds its own when it comes to the visuals when you use the touch screen to zoom in and out of the game. This should be in the top 3 games you are thinking about purchasing.

Ultimate Marvel vs Capcom 3:

I am terrible at fighting games yet I still have fun playing with my group of friends that are on my skill level. UMvC 3 has always been fun for me to play offline and with the new Heroes and Heralds mode. If Rayman Origins is the best looking game on the Vita, UMvC 3 comes a close second. Amazing detail and no slowdown is crazy to see on a portable gaming device. Load times are a little long but still end up being shorter than the console version.

Speaking of the console version, using the Vita as a controller for the PS3 is pretty damn sweet. Having 6 buttons on the touch screen mapped to any special moves is a nice touch and the D-pad on the Vita is on par with the Dual Shock 3 controller. Capcom and Sony still haven’t figured out how to get the DLC that came with the PS3 version of UMvC 3 to work with the Vita version yet so I can’t use Jill or Shuma Gorath in game currently. Between UMvC3 and BlazBlue: Continuum Shift Extend, I would say go with UMvC 3 if you are looking to take the fight to the Vita.

Tales From Space: Mutant Blobs Attack:

Any game that can make me smile and feel like it is a privilege to play it should be praised. Drinkbox Studios should be commended on how much fun Tales From Space: Mutant Blobs Attack is. Between the platforming, side scrolling Katamari style of sucking up items to get past obstacles, the music and all of the craziness that players see in the background of each level makes this my top pick for a game to get with your purchase of a Vita. It’s download only so if you don’t have $7.99 on your PSN account, pick up a PSN card to buy Tales From Space: Mutant Blobs Attack when you get home (you probably DON’T want to be giving the attack-attractive PSN your credit card info).

Lumines: Electronic Symphony:

Testing out the battery life of your new Vita is pretty simple. Start playing Lumines: Electronic Symphony and in about 3-4 hours you will have drained the battery completely dry. The biggest draw to Lumines: Electronic Symphony, besides the amazing soundtrack, is the leaderboards. I can’t tell you how much this game pushes me to want to beat everyone on my friends leaderboard. Sad to report that I have yet to crack 200,000 points. If anyone remembers when the PSP launched, Lumines was one of the titles available at the same time. Unless block puzzle games are not something you rather enjoy all too often, it’s only fitting that you pick up Lumines: Electronic Symphony alongside the Vita. It was like they were made for each other.

 

Hopefully, you will consider one of these few games that I believe every PS Vita owner should have in their library. At least I hope that it makes your decision of what to get out of the 20+ launch titles for the new handheld a little bit easier. See you online!

Since the Playstation Vita has been on the market for a week now (two weeks if you count the first edition bundle some people bought the week before) I have had a chance to put the Vita through its paces. I poked, prodded, stroked, rubbed and pushed the Vita until it cried for mercy, as well as a recharge of the battery. I am pleasantly surprised and satisfied that I purchased a PS Vita.

Having owned all the iterations of the PSP, including the PSPgo, portable gaming on a Sony device just didn’t quite capture my need for great gaming on the go. My PSP was sadly left behind many of times in favor of the Nintendo DS. The games as well as the system made the DS more attractive for me as a gamer to play on the go. Maybe it was the nostalgia endorphins kicking in my old body but I was always thoroughly entertained with the DS at my side when I needed my portable gaming fix. All that has changed with the release of the PS Vita.

Although it’s still early, I love using the PS Vita for gaming, of course, and for other things as well. Most of that is due to the extremely gorgeous 5 inch OLED screen the PS Vita possesses. With the games on the PS Vita popping vibrantly with bright colors and crisp visuals, one could stare with mouth gaped open forever, which ends up being 3 to 4 hours of continuous use before the battery dies. Playing any kind of video whether it comes from a file you have on your computer or from the Netflix app on the PS Vita looks amazing. I do recommend carrying around some sort of cloth to clean the screen since it seems to attract more smudges than my iPhone 4 does.

I went with the decision to go all digital with my PS Vita experience and begrudgingly paid the highly unreasonable Sony tax of $100 for a 32GB proprietary memory card. These little buggers are small so either never take the memory card out of the PS Vita or only take it out when you are at home where it will be easy to find.

Something people should know before deciding on going all digital is that your game saves are tied to the game downloaded and installed on your PS Vita. In other words, deleting the game deletes your save file as well. You can back up your save/game to either your PS3 or PC using the content manager software for the PS Vita. Thankfully, the software is built-in to the system so no need to download it. Lack of drag and drop is a little disappointing. I would love to easily move the files I want to and from the PS Vita. I’m sure piracy concerns are reasons behind this.

Besides the touch screens, the biggest, most welcomed addition for gamers is the dual analog sticks the PS Vita possesses. Still wishing that Sony would go concave with its analog sticks since I feel you get a better sense of control with the tops of the analog sticks with it curving inward verses outward like Sony has always done with their controllers. I tested how well the dual sticks worked by downloading the Unit 13 demo from PSN. After I finished the demo, shooters will finally be playable on a Sony portable device. I did find issues with how small the face buttons on the PS Vita are. Felt too much like I was pushing down on a #2 pencil, even with my small thumbs.

Must haves as far as accessories go would have to be a hard case to at least carry your PS Vita around. Don’t even think about putting it in your pocket. Even if you can fit the 7.2 inch device in your pocket somehow, I have seen too many devices that have expensive screens come into my workplace smashed while in that persons pocket without some sort of protective case. Consider getting the cradle if you enjoy partaking in media consumption on the PS Vita. The cradle has a port on the back for the charger and a audio out if you want to hook it up to a set of speakers or headphones. I tested my 5.1 surround sound PC speakers and it was pleasing to my ears. Not sure if the neighbors enjoyed the blaring of Crush on You by Lil Kim though. If you already have a cellphone wired headset or a Bluetooth earpiece, then you are all set for doing party chat so no need to buy the PS Vita branded wired headset.

Speaking of the party chat, about damn time Sony! I can either start a room up or just join a friends room and chat away. Want to play a game but still talk to your friend? You are in luck because YOU CAN! People can put some of that thanks to the multitasking the PS Vita can do quite easily. Seriously, I still can’t believe how fast the PS Vita is. Starting up a game, pausing it to go to the PSN Store to peak at the new releases, closing the PSN Store and going back into the game is so smooth and fast it makes me wonder how they do that voodoo that they do so well? The built-in mic is good in a pinch but it picks up way too much background noise to be useful much.

It has only been a week with my PS Vita and I am sure there are a lot more I could learn with this system. I have yet to even play with the screenshot feature. I will report back in a month to see if my lust for the PS Vita is still strong or if I ended up putting it in the closet with the Nintendo Wii.

In 2006, before the internet was overrun by tired old advice animal memes, we had 4Chan, we had Something Awful, we had Fark and maybe a few other places. Memes weren’t on the news and they sure as hell weren’t performing at real, televised awards shows. But much like the transgendered dinosaurs in Jurassic Park, life found a way.

And also in the summer of 2006, Geekscape‘s Jonathan London annoyingly gave his friend Graham a piece of advice that would unknowingly set off one of the greatest message-board-based memes of all time. They were playing New Super Mario Bros. on the DS, Graham was rushing through a level, and Jonathan warned “Careful. Bullet Bill changes everything.” And indeed, he does.

Bullet Bill Changes Everything

Bullet Bill, for the uninitiated, is the lovable yet deadly giant bullet/bomb that has killed countless of us who have dared underestimate him in a Mario game.

And so, with uttering of one of the nerdiest things ever said out loud, the geek community couldn’t stop putting Bullet Bill into some of humanity’s darkest moments (and some randomly great ones), showing once and for all that Bullet Bill truly does change… everything.

NOTE: Some of these may be horribly offensive.

JFK Shooting Bullet Bill Murder Lee Harvey Oswalt

Who Shot Mr Burns Bullet Bill

TIMELY!

???

and of course…

And a bonus from Reddit, where an old Scapist mentioned in the comments that yes, Bullet Bill Changes Everything:

To submit your own entry into the Bullet Bill Changes Everything meme, click here.