Archive for the ‘Featured’ Category

heavy-rain-1Is Heavy Rain a video game? Is it interactive drama? Is it both? Maybe a better question to all three questions is: is it good? Tigresa (Stephanie) and Snarkasaur (Dave) aim to find out with a little deliberation. We may disagree about nudity a bit, but I think we come to a common consensus on Heavy Rain as a whole in the end. Heavy Rain is a difficult game to both review or discuss without getting knee-deep in spoiler territory, but we have taken on that very challenge.

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blur-300We wanna take you for a ride. We can’t pick up each and every one of you to give you the joyride of a lifetime, so we figured the multiplayer beta of Bizarre Creations’ upcoming racer Blur would do the trick just as well.

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logoRecently I got a chance to speak with Brandon Justice, Director of Game Design for Quick Hit Football which is a free-to-play football game. Quick Hit Football brings gamers a very unique experience combining strategy with RPG elements in a MMO space. The small team that created this game is compiled of people who worked on MMORPGs, strategy games, and console sports titles. Although this is new territory for the crew, everyone brings in a unique perspective and it definitely shows in the game. During my conversation with Brandon we talked about some new features recently added to the ever-growing title and we also discussed the future of the title.

For those who don’t know what Quick Hit Football is, do you mind giving us a quick rundown on the game and maybe some key features that set it apart from other football titles?

Brandon - Quick Hit Football is a free-to-play football strategy game in which you don’t control the players but instead you coach them. As you play games against the computer or another user you gain points which are called Coach Points (CP) that can be used to upgrade any player’s abilities on your team. During the game you will be picking plays and the actions are carried out by the players so your goal is to utilize the strengths on your team while trying to exploit the weaknesses of your opponent. Everything in the game can be earned though simply playing the game or you can purchase CP from the store. You also have the opportunity to add NFL Legends to your team if and when you have enough CP.

When creating the game we wanted to tap into the free-to-play market where there aren’t many players in the sports space. 5-8 million people buy Madden every year, yet 20 million people play fantasy football and 40 million people watch it every Sunday. It’s a small amount of people who play football games and even smaller gaming online. What we wanted to do is find a way to tap into the 20 million people who play a very stat based football product but won’t ever get on Xbox Live or PSN but love football. With Quick Hit we wanted a game that was accessible, intuitive and at the same time authentic. We tried to make the game less about being good with the controller and more about knowing the game of football. If you get the basics of what football is about and the chess game behind it, then this is really the game for you.

Was it difficult to create a football game with the mindset that you won’t be able to use the NFL License?

Brandon – When we first started we did a lot of surveys of users and obviously using the license will help. We found in these surveys that a lot of people, especially with the younger generation, care less about the license and more about the fact that it’s a free game and an authentic experience. We are rapidly approaching or just past the million user mark in less than six months. I think the work that we’ve done so far proves that theory and it wasn’t a random sampling of people who were trying to be nice. Obviously there is a challenge but they don’t call it the No Fun League for nothing. The license can often times be creative handcuffs and what we have is the opportunity to build whatever we want. In the short term, for us, the hardest thing is rethinking how the game of football is played, how to make it more casual, more so than worrying about the license.

When I first started playing Quick Hit, I noticed there were some ads mainly during time outs and in between quarters. Since then there has been the addition of ads whenever you are waiting for the opponent. Is this something that can be disabled with a paid subscription?

Brandon - We’re in the process now of doing some testing of what works and doesn’t work for the users. We’ve actually increased the frequency, decreased the frequency but increased the display time and now we working on making more event driven like after touchdowns, during time outs, after first downs rather than seeing them all the day. Free to play for sports games is completely new territory. We want to make sure we are able to monetize the product and keep it free but by the same token we don’t want to annoy the gamers playing the game. Subscriptions are something we are looking at and a lot of our customers are asking for that as well. We are looking at different options, what we want to do with it and what will a subscription entail. Would it just be add free or would there be special subscription services only available to subscribers? We are basically looking at different packages and focus testing all of those trying to figure out what makes sense.

I understand that you guys were able to meet with former Steelers coach Bill Cowher to get some insight about coaching. What was the one thing you learned from him, and more importantly, how intimidating is he when he’s not on the sidelines?

Brandon – The chin is legendary and I’m a big Cincinnati Bengals fan in real life and I made sure to give him the business but honestly Coach Cowher was a class act. He was very friendly very receptive and the one thing I really appreciate about him is he is a consummate professional and wants to be great at what he does. He’s just a very genuine guy and he’s very hard working. Everything we threw at him he just took it like a champ and put everything he had in him to do it well. In that sense if he ever came out of retirement and wanted to coach the Bengals I would have a little bit of a problem with it but I’d get over it. As far as what we learned from him, I think we learned a lot in our short time with him. Every single conversation we had he gave us good insight about what it meant to be a coach what it meant to build a cohesive unit as a team, how to evaluate talent and how to take that talent and make your team effective. In a lot of ways those themes is really what Quick Hit Football is all about. I’ve worked with a lot of different folks throughout the years that were cover guys for products and I would have to say working with Coach Cowher was probably one of the most insightful experiences I’ve had in my career.

Is a Facebook- or Twitter-type of integration something you are looking into adding to Quick Hit?

Brandon - Right now we are at a crossroads with the product, we’ve obviously got our first version up and there is a lot of different opportunities for us. For us finding a way to get on Facebook and to get more people is definitely what we are looking at. There aren’t any majors players in the sports arena in Facebook, there are folks like EA trying to get into that space but it’s a lot easier for us to get into that. Their entire market is based on disc based games. If you look at the reaction they received from micro transactions they tried to add in their games it’s much harder for them to establish themselves with that strategy having already established the disc based game. For us getting on these social networking sites is something we always wanted to do and not only that our product is free, just like these sites. The big challenge for us is what are the things that we can add to or take away from the game to make it a bit more appealing to the people who are only used to playing games like Mafia Wars or Farmville. We have some cool ideas for how we can do this but I can’t really get into that right now.

The best part about flash games like Quick Hit Football is being able to jump in and out of a game. Right now there isn’t an option to quit a CPU game and complete it at another time. Is this something that will be added in the future?

Brandon – That’s something that we are definitely looking at. In the interest of a short experience we are looking at training modes, mini games, sudden death mode and shorten quarters. We are looking at all of those things and seeing what makes sense. The ability to save the game and pick it up later is kind of a no brainer when we get into a season mode or franchise mode or ever tournaments. I think it’s something you’ll see from us.

This game seems like a fantasy football fans dream come true, and I’m sure I’m not alone when I say I would love the ability to import a fantasy league to Quick Hit and play it out in real time. With the EA exclusive license this isn’t an option but if that were to expire would this be an option in Quick Hit Football?

Brandon - That’s something that honestly we’ve already gone pretty far down the line in terms of designing it out and how we do it. It’s one of things were EA has the license but if that agreement ever came up and we had the opportunity to do that I think it would be something that would be mad cool.

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After our interview we went into a game and Brandon showed me some new features recently added to the title. The first thing  gamers will notice when they sign in to Quick Hit is the Team Page. This brand new profile page will show you everything you need to know about your team. You will see expanded stats, player info and you have the ability to access other Coach’s profile if you want to scout your opponent. This new Team HUB allows gamers to access the best coaches on the leaderboards and see how they train their players, what plays they pick and try to learn from them by looking at their stats. Along with that they also added daily rewards. Every day you log in you will get free CP, you can earn anywhere between 1-50 CP points, giving you an incentive to log in every day.

In terms of gameplay there are a ton of improvements and new features. During the game you will notice there is a FP Meter on the bottom bar now which will show you how much longer you have to go for the next level, in real time. It’s centered at the bottom of the screen and I hate them for doing this. Now that you can see, in real time, how far you are from leveling up you’ll just want to keep playing if you are only a few FP from leveling. Definitely something that kept me up at night in my WoW days and will keep me up when playing Quick Hit. Play-by-play text display has also been added to the in-game hud. Since you are looking at the game from a top down point of view and the players names don’t show up on the screen, the play-by-play will tell you exactly who caught the ball and what the result of the play was. You can toggle this on and off along with the ability to chat in the same window. Again you are seeing the influences of the development team who has worked on MMOs.

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There were also some balancing tweaks that were done for offensive and defensive lines along with improvements to pass coverage. The game itself is constantly evolving with updates releasing almost every two weeks, which can be found here. Brandon and Samantha (Director of Communications) stressed the fact that they are very hands-on with the community and they both actively play the game. In fact Samantha and Brandon are proud coaches of high ranking teams in the leaderboads. This is something I can attest to, as Brandon was able to mop the floor with my team.

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The one thing I got from the conversation was the team at Quick Hit Football loves what they do and it shows up in the final product. When you have everyone actively playing the game and talking to the community like they do it’s no wonder the free to play title works as well as it does. Quick Hit Football lets fantasy football players utilize their knowledge of the sport and take it to another level. Being able to coach a team and groom your championship squad is something that I’ve always wanted in a football game. Quick Hit is quickly becoming by favorite football game on the market and for anyone who loves the strategy of football but can’t handle the complicated controls, this is the game for you.

I’d like to thank Brandon and Samantha for taking the time to discuss the title with us at Spawn Kill, and if you want to learn more about Quick Hit Football you can always visit their home page or you can head over to the developers diary for everything you need to know about the updates.

coverartIf you’ve played Unsolved Crimes for DS, then Crime Scene will instantly feel familiar. So familiar, in fact, that at first I thought they were developed by the same team. Basically, you play as a rookie investigator and must use your evidence collecting and analytical skills to help solve various cases from murders to terrorist attacks.

The gameplay is a point-and-click at heart, but the spin here is a huge focus on evidence-based mini games, for lack of a better term. In other words, you must dust for fingerprints, swab for blood and compare ballistics information to identify what gun shot which bullet, and so on. Although some of these games can be a little silly (you use a laser to destroy unwanted cells in your microscope, for example), overall the entire process is engaging and fun. That is, when the controls work.

And as Hamlet says, “Aye, there’s the rub,” The first major problem Crime Scene has is the fact that there really isn’t a tutorial level to get you used to the controls. For example, the menu system isn’t completely intuitive, and you may find yourself fumbling a bit. But that could be forgiven. The real issue is that you aren’t given any chance to practice with the various evidence collection mini games before you’re thrust into the real world, so to speak. You’re shoved into the deep end and you have to figure things out as you go along. This would be fine, except for the fact that you are penalized very severely every time you get something wrong. This is made worse by the fact that the only instructions you’re given for the various steps of say, taking a blood swab, are given during the timed interval when you’re supposed to be doing those steps. Meaning 1) you can’t possibly read all the instructions in the given time and 2) you will “fail” because you’re spending time trying to see what you have to do in order to succeed. Add to the fact that the controls aren’t as responsive as they could be and you may find yourself with a Game Over before you’ve even begun (I know I did). Certainly, this is not the most encouraging way to introduce the player to the game.

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Once you’ve managed to figure out what you need to do, you would think that things would move more smoothly. Sadly, this isn’t true. Try as you may, the game won’t always read your stylus gestures correctly, so you will often find yourself failing the swab test, for example, because you “aren’t swabbing in the right area” even when you’ve been rubbing your stylus right over the blood spot. Each time you make a mistake, you lose credibility (a blue thermometer-like meter). When it drops all the way, your game is over, and you have to start over from your last save. Thankfully, the game does auto save at key points, but you still want to make sure you save often, otherwise you’ll have to re-do a lot of (what then becomes) tedious data collection and analysis, not to mention tons of dialogue to weed through (there’s no “skip” option).

By far the most vicious offender is the tweezers, which command you to follow a certain path with your stylus a certain number of times in order successfully pick up the item. The problem is, these gestures are only recognized about 10% of the time, and if the game thinks you’ve picked up your stylus, you drop the tweezers and have to start again. Add to the fact that you might have to repeat the same pattern 9 or 10 times before the meter expires, and you’ll often find yourself ready to throw your DS across the room and give up. No, I’ve decided the scalpel is actually worse since whenever you try to use it to cut something, following the prompt, it either tells you the area can’t be cut or for some reason takes the scalpel away from you and you have to start over in a never ending cycle.

Magnifying the problem is the control design: rather than sticking to a primarily stylus-only control system, you have to use the L and/or R buttons while using your stylus to perform various maneuvers. In principle, this seems fine, but in practice, it’s awful. It’s very uncomfortable to hold the DS that way, especially for long-stretches and for extended periods. I know my hands were really hurting after only the first case.

When everything is working smoothly, however, the game is enjoyable. It’s an interesting take on the genre, especially since the mini-games don’t feel tacked on the way they did in Unsolved Crimes, and it’s exciting to see the pieces of the puzzle reveal themselves. You really do feel like you’re the one solving the case, instead of being lead through it step by step the way you are in many other games of this nature. I also like that you will occasionally find dead ends such as clues that you can’t identify in the database, or clues that end up being a false lead, which force you to rethink the situation. You’ll also often have to revisit the scenes to look at things in a new light and discover new clues that may help crack the case. I also liked that you must build your case in order to apply for a warrant by selecting the best evidence to include in your file. This was just another way the game made you feel like you were really the one solving this case rather than just hanging along for the ride.

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Crime Scene does have other flaws, but these seem minor in comparison to the huge control issue. For example, the translation isn’t always the best (I believe this was a Spanish-language game originally), and sometimes you might struggle to figure out how the game wants you to respond. Also, you aren’t able to fully explore the scenes the way you can in other games of this genre, and you can only zoom in to look at something more closely when the game allows you to. Still, these are negligible and don’t harm the gameplay in the same way that the unforgiving controls do.

The pattern of the gameplay is basically as such: you’ll be briefed on a case, comb the scenes, collect evidence, analyze the evidence, and then build your case. You’ll often have to revisit the scene and may get new suspects to interview, but that is generally the way the game goes. Your evidence collection tools are basically a swab for blood and other fluids, a duster and tape for fingerprints and footprints, a scalpel, as well as a reagent spray and UV light to discover hidden blood and fluids, plus tweezers to collect small evidence or bullets. Back at the station, you analyze this info using a scanner, camera, microscope and computer database. So you may scan in the fingerprint you collected at the scene and then compare it to the various fingerprints in the system to try and find a match. Many of the tests do mimic real life evidence analysis and this is where the game is truly in its element, especially since the analysis tools work much better than the collection ones do, control-wise.

The sad thing about Crime Scene is it may have earned as high as a 7/10 if the controls weren’t so brutally unforgiving. I honestly don’t know how the game got past testing, as broken as the controls can be most times. And the reality is the fix could have been as simple as removing the “fail” state from the data collection process and making it so you only lose credibility for misinterpreting the evidence. As it is, however, I can’t recommend this game, because the controls really do break it. You will undoubtedly find sections that you cannot get past because the game will not read your tweezer’s movements, or unfairly think you’re rubbing the swab in the wrong area. Save yourself the aggravation and look elsewhere for your CSI needs.

Crime Scene Box Art

Title: Crime Scene
Publisher: SouthPeak Games
Developer: White Birds Production
Platform(s): Nintendo DS
Release Date: February 16, 2010
Doin It RIGHT:

- CSI aspect is different and can be great fun when controls are working well.

- The game makes you feel like you’re truly the one in control of the investigation.

Doin It RONG:

- Penalties for failing (often due to poor controls) are severe, even in your first case.

- Frustrating controls make the game unplayable too much of the time.

FINAL SCORE: 4 / 10

theshow

With only one more day to go, the follow up to last year’s best baseball title, MLB 10 The Show looks to once again provide gamers with the most realistic baseball game in the market. For those who haven’t been closely following the upcoming title or if you just missed something, we created a one stop shop for everything you need to know about The Show. What you’ll find in this preview are some highlights of key features and additions to MLB 10 The Show and all the videos released, and yes that includes the “Dear Playstation†commercial that we all love.

If you haven’t seen it already or even if you have, the commercial for MLB 10 The Show is hilarious. Check it out.

The realism that Kevin Butler is talking about in The Show comes from all the little subtleties in the game.  Last year I was blown away by how accurately they were able to capture certain player’s rituals or mannerisms at the plate or on the mound.  This year’s version will include all of that and will also bring a more realistic environment. MLB 10 will have real-time players in the dugouts and bullpens, fireworks, rally towels/tundersticks, working clocks and home run counters like the one seen in San Francisco. Of course you can’t bring a game to life without fans and this year crowd detail has also been improved. They will be much more active this year, reaching over the wall for foul balls, scrambling for home run balls and making more noise in pressure situations. This might seem like very small additions but brought together it helps bring the real game to into the virtual one.  Here’s the trailer showing off some of these features.

Road to The Show (RTTS) is one of the best modes of the MLB The Show franchise. It has been the leading sports title in creating a realistic and engaging “create a player†mode. This year in RTTS you’ll have much more control over what your player looks like and his accessories. Once you create your player you’ll be sent right to the Double-A season. While last year’s version had you start in spring training, starting in Double-A will give you a more realistic approach to working your way to the majors as most players don’t receive an invite to spring training until after their first year. Before you get into a game you now have the option to participate in pre-game batting practice or when you get called from the bullpen you’ll get some time to throw practice pitches. Just like batting practice and your time warming up on the mound, it doesn’t help you gain experience, but it will help you get ready for the game or at-bat. Once you are in a game you have full control of what you want to experience. You can play out every pitch/play in the game, only the last pitch in the at-bat, or just plays that involve you. Whether you are on the field or in the batters box there is a bigger emphasize on fundamental baseball. Throwing to the wrong bag, stealing when you shouldn’t be or failing to cover a base will put you in a bad spot with the manager. Lastly a huge emphasis went into gaining skill points and the flow of the game. New training modes have been added for both hitters and pitchers, and goals throughout the game will be shown in way as to not break from the pace of the game. You can also hit the D-pad to show the goals of the game in case you missed it, which is really nice.

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To go along with RTTS you now have the full control as the catcher in the new Catcher Calling the Game mode. You’ll be calling for pitches and locations which includes 9 zones inside the strike zone or 8 zones outside. Just like in real life it is your responsibility to know the batters and your pitchers strengths and weaknesses. The pitcher might shake you off so you can pick another pitch but sometimes the catcher knows best and he’ll throw that pitch if you keep asking for it. You’ll have to also watch out for wild pitches and base runners, which adds to the difficulty of being a catcher. It’s a really cool mode and I’m excited to get a chance to call a game but then again, playing every game as a catcher might take it’s toll.

Making it’s return to the series is the Home Run Derby. Fans have been asking for this to be added to the game for some time now and we finally have it. You won’t only get the Home Run Derby, you’ll be getting the entire All-Star experience. During your franchise or RTTS season you’ll get a chance to play in the All-Star Futures Game along with the Derby and the regular All-Star game. Check out this trailer that showcases the new All-Star experience.

MLB 09 The Show suffered from very poor online play, mainly due to lag. Sony has been saying they have worked very hard on fixing that issue for MLB 10 and if they can then I think fans will enjoy the improvements to the Online Leagues. In addition to added customization when creating the league, people can now drop in and out of leagues during the season. If someone can’t handle the season and needs to back out, the commissioner can find a replacement to take over that team. Fatigue is also another factor managers will have to deal with as you will no longer be able to use your ace for every game. Here are some of the key features of the new online leagues:

·    Additional Commissioner Slot (6 total leagues now)
·    NEW Auto-resolve feature. Set to On/Off when creating a league and helps keep leagues progressing
·    Ability to Drop and Replace players within an In-progress league
·    Apply a Custom Slider to a league
·    League Invitation system upgrade
·    New My Complete Leagues list, showing a summary of all completed leagues, the winner and playoff participants
·    New League Round-up and League History tabs in Gamer Card
·    More emails and communication on league changes
·    Players Needing Leagues upgrade. Commissioner can now send invites directly from that screen
·    Additional information about users for a commissioner resolving a game
·    Quit a league at any time (commissioner or league member). No more being held hostage

Finally Real Time Presentation Mode is one of the brand new features to this year’s game. The new presentation mode should give gamers a further sense of realism by attempting to capture the camera angles and shots seen while watching a game on TV. Instead of going in-depth on how this new system works here is a short video displaying the Real Time Presentation.

There is a lot of detail put into every offering of The Show and I don’t expect MLB 10 to be any different. If you want to learn more about the game you can read the full preview here. I am extremely excited about the upcoming title and I hope that all of these new features can come together to bring us the realism that we have come to know and love from this franchise.

Preview: 3D Dot Game Heroes

Posted by Kevin "K-Tuck" Tucker on February 20th, 2010

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I was recently able to attend a live demonstration of 3D Dot Game Heroes, the upcoming parody/homage action/adventure title under the Atlus umbrella. During the demo, Atlus USA’s Manager of PR and Sales Aram Jabbari went through some of the bigger bullet points and finer details of the upcoming game.

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The forthcoming ultimate collection of Resident Evil 5 (titled Resident Evil 5 Gold Edition) is set to include both new basic features for the main game and additional missions and characters to use in the updated Mercenaries Reunion gameplay mode. For everyone who already owns the bread and butter title, Capcom has released the new additions as downloadable content packs on the PlayStation Network and Xbox Live. The first of the new missions hit the PlayStation Network just this Thursday. Titled Lost in Nightmares, this new chapter follows BSAA Agents Chris and Jill through the original Spencer mansion on a dubious mission with a not-so-dubious climax.

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bayo1Everyone knows the old saying – “Two heads are better than one.â€Â  For the most part, it’s true.  Get more people thinking about something, and everyone benefits – you get more and different opinions that might help you shape the way you think about… well, anything.  It’s with this mindset that we go into our Two Brains review, where Molotov Cupcake and The Herp have had a meeting of the minds to discuss Bayonetta for the both the Xbox 360 and PlayStation 3.

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untitledBack during its 2008 release, Lost Odyssey was a big deal.  It was a brand new IP, it was console-exclusive, and it sprung from the creative mind of Hironobu Sakaguchi, famed Final Fantasy series creator (maybe you’ve heard of it?).  The studio behind Lost Odyssey was relatively new at the time, with only two games on their resume.  ASH: Archaic Sealed Heat was a DS tactical RPG only released in Japan, well received but unknown in the states, and Blue Dragon was a cartoonish RPG released both in Japan and North American with maybe the worst aesthetic in the history of gaming.  That’s possibly an overstatement.  The truth is I tried to like Blue Dragon, it had aspects that made it intriguing as an RPG and all total I probably sunk 20-25 hours into it, but in the end I couldn’t get over how stupid it looked and so quit.  Argue with me if you like.

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Preview: MLB 10 The Show

Posted by Eric "TheHerp" Galaviz on January 26th, 2010

yanksPutting out a solid sports game every year isn’t the easiest thing to do. Companies either don’t improve enough from the successful title or they try to do too much and turn a game that was once great into a disappointment. Sony’s MLB series was struggling to break through the baseball market with 2K Sports’ and EA’s titles getting all the spotlight. It wasn’t until they decided to take a couple of years off to create The Show that they became the baseball franchise for three years running. With MLB 10 The Show, Sony hopes to yet again provide the best baseball experience to gamers by introducing some new features while improving presentation, Road to The Show, and the all-important online play.

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I was fortunate enough to get my hands on a brief demo of Hudson’s upcoming horror game Calling for Wii, in which you play as various characters transported into an alternate world via a mysterious website rumored to link the dead to the living. In this build, I got to play a segment called “The Posession,” in which a curious otaku is transported into a spooky old house filled with creepy dolls.

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Review: Darksiders

Posted by David "Snarkasaur" Stewart on January 12th, 2010

darksiders-forces-of-heaven-and-hellIf one were to force the DNA of Kratos, Link, and Arthas of Warcraft fame into one body, they might come up with the character known as War from Vigil’s action-adventure-apocalyptic nightmare game that is Darksiders.  He has the personality of Arthas (post-death knight), the fighting moxy of Kratos, and the puzzle solving capabilities of our favorite green-clad elf.  The game unabashedly borrows from these characters, and the games from which they hail. 

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b205781553The story of Joan of Arc, heroine of France and historical legend, is known to many.  The tale tells of a young lass who hears the voice of God telling her to save France from the wicked English.  She does so by taking up arms and slaughtering people Old Testament style.  The game Jeanne D’arc follows this theme, but throws in animal human hybrids, elves, demons, and just about every other fantasy cliché one can dream up.  It still takes place in France, it still stars Jeanne herself, and it even features burning at the stake, but players certainly won’t be gaining any historical insight when playing.

What they will gain is one of the finest portable strategy RPG experiences they’ll probably ever play.

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951072-ezio_superI seem to be one of the few people on the planet who liked the first Assassin’s Creed.  It sold a boatload of copies, but apparently everyone hated it!  It certainly frustrated me.  The repetition I could handle.  The clunky combat (at times) I could handle.  What I could not handle was the fact that about 30 minutes from beating the game it all the sudden became completely unplayable.  I’ve not encountered anything so glitch-ridden in all my years of gaming, even on the PC.  I assumed at first it was some story-based deal with the Animus and I was just playing it wrong.  After a bit of internet research I found that sadly no, that wasn’t it at all.

 Despite my frustrations with the first game, I was ready for Assassin’s Creed 2.  I love open world games, even though they’re losing their vogue, and I love games that let me put a blade through the back of someone’s neck.  I also adore Renaissance Italy and paintings of naked women.  Assassin’s Creed 2 offers all of these things and a whole bunch more. 

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acwwlogoI’ve used the term “video game crack” to describe three games in my life: Peggle, Oblivion, and Nintendo’s Animal Crossing. In 2006, I picked up Animal Crossing: Wild World on a whim, partially intrigued by my brother’s obsession with it and also desperately wanting a game to show my wife that the cash dropped on a new handheld was worth it. By the end of the summer in 2006, my family had three DS Lites, three copies of Animal Crossing: WW, and an enormous debt to a entrepreneurial raccoon. Yes, it was SO worth it.

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