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EGMITHE DIGITAL MAGAZINEissue 239.05  August 3, 2010XCOM our first lookinterview. the truth is out there.HALO:REACHAmmo check, Spartan. YouÕre about to jump into an upgraded Firefight. press start chiptune rockers march to an8-bit beatnext waveEchochrome 2Street Fighter x TekkenDead NationDarksporereview crewBlacklight: Tango DownHydro Thunder Hurricane Red Faction CONTENTSon thecoverHalo: ReachWhat will you do when Reach finally falls? How about mess around with updated versions of Forge and Firefight? We show you whatÕs new...egmiISSUE 239. 05PUBLISHER & FOUNDER Steve B. HarrisCREATIVEEDITOR-IN-CHIEF: Billy Berghammer EXECUTIVE EDITOR, EGM: Brady FiechterEXECUTIVE EDITOR, EGM[i]: Andrew PfisterSENIOR EDITOR, EGM[i]: Patrick KlepekCONTENT EDITOR: Marc CamronPREVIEWS EDITOR: Paul SemelREVIEWS EDITOR: Sterling McGarveyUK EDITOR: Bryn WilliamsVIDEO EDITORS: Area5.tv(Jason Bertrand, Matt Chandronait, Ryan OÕDonnell, Cesar Quintero)CONTRIBUTORS: Dan ÒShoeÓ Hsu, Demian Linn, Aaron Thomas, Greg Ford & Jason Wilson (www.Bitmob.com), Matthew Hawkins, SeanbabyART DIRECTOR: Michael StassusADDITIONAL DESIGN: Michael Hobbs Stock photos and sound courtesy of iStockphotoBig this issue . . .Press start:ÒboyÓ bandsThe musical bleeps and bloops of classic games are forever burned into our brains. For musicians in the chiptunes scene, theyÕre the foundation for something more. Matthew Hawkins profiles an 8-bit beatmaster in New York City.review crew:Blacklight:TANGO DOWNItÕs a slow week as far as new games are concerned (that is, if youÕre not into StarCraft II), which gives you some time to check out IgnitionÕs futuristic, wallet-friendly and multiplayer-only FPS.media player:XCOMMost diehard PC gamers would probably describe 2KÕs XCOM reinvention into an FPS as Ònot exactly what we wanted.Ó 2K creative director Jonathan Pelling makes his case for keeping an open mind. CONTENTSPage 23Street Fighter x TekkenTekken X Street FighterTwo worlds. Two games. Capcom and Namco Bandai go for the double KO.Page 9 INSERT COIN5 FROM THE EDITOR 6 commentary7 @EGMNOW Press start9 ÒBoyÓ Bands14 CapcomÕs Game Designers make their MVC3 pitches Cover story17 HALO: REACHSUITSEGM MEDIA, LLC8840 Wilshire Blvd., Third Floor, Beverly Hills, CA 90211www.egmmediagroup.comPRESIDENT & PUBLISHER: Steve HarrisASST TO THE PUBLISHER: Jodi BonestrooNEWSSTAND DIRECTOR: Ron SklonSUBSCRIPTION DIRECTOR: Peter WalshINTERNATIONAL LICENSING INQUIRIES:Ilicensing@egmnow.netLEGAL COUNSEL: Bob WymanACCOUNTING: Oz Abregov, Angela YehNEW SUBS: www.egmnow.com/subscribeCustomer Service: egm@emailcustomerservice.comADVERTISINGADVERTISING DIRECTOR: Jeff EisenbergADVERTISING SALES: Michael EisenbergJohn AbrahamADVERTISING INQUIRIES: 800-557-4165sales@egmnow.netTRAFFIC MANAGER: Alicia PraterBRAND MANAGER: Sarah SaalabiDigital Technology Powered ByScreenpaper Media, LLCDirk Gemeinhardt, Presidentsales@screenpapermedia.comAddl Website Development: Jerry WittWhat is iPASS?iPASS is our way of thanking readers for subscribing to Electronic Gaming Monthly. Although you can enjoy most of what EGMi has to offer for free, there is additional video, audio, and other content on some pages that can only be accessed if you are a subscriber.CLICK HERE to subscribeHow do I use it?Features in EGMi that have iPASS bonus content have an ÒiPASS EnhancedÓ button, like the one on the right. Also, iPASS buttons on the top right hand corner of the page will be illuminated to show what kind of bonus content is available for the page.What kind of bonus content is available?Currently, we have four kinds of iPASS content that subscribers may enjoy:Video: Videos can range from extra game footage to exclusive interviews with game developers.Audio: Audio content can be tracks from a gameÕs musical score, podcast content or interviews.Shopping: Shopping offers are generally coupons or discounts that let you save money on games and products advertised in EGMi.Downloadable Content: DLC content can range from wallpapers to codes that unlock additional features.Page 37 NEXT WAVE20 Echochrome 223 Street Fighter x Tekken TEKKEN X Street Fighter26 DEAD NATION29 Kingdoms of Amalur: Reckoning32 Darkspore33 Alice: Madness Returns REVIEW CREW34 Blacklight: Tango Down37 Hydro Thunder Hurricane media player39 XCOM Andrew PfisterExecutive Editor, EGMiTHE RISE OF COOMPERAPETITIVE*Nothing wrong with a little friendly competitionIenjoy multiplayer games, but only under very specific circumstances. See, IÕm what some have called Òeasily frustrated,Ó and though it confuses and greatly angers me to hear that, after multiple failed attempts over the years at being good at Halo multiplayer, IÕm starting to see why. ItÕs always ended with a microphone ripped off my ear and a controller hurled against an apartment wall.ItÕs got nothing to do with the quality of the game, otherwise I wouldnÕt have bothered with Halo 2, Halo 3, ODST, and the Reach beta. IÕm not a glutton for punishment, either, as I keep a general rule of not making myself miserable.ItÕs the difference between ÒcompetitiveÓ and Òcooperative,Ó and the three-position switch in my brain that determines how seriously I take my multiplayer. When IÕm 100% competitive is when I tend to quickly lose patience, because years of playing games makes me believe that I should always be better than I actually am, even though the depth and complexity of todayÕs games have opened up play styles, advanced skills and strategies that I donÕt have the time to catch up with. If I played Halo every day, thereÕs no doubt IÕd eventually be able to hang with a general Slayer group. But I want to play everything.On the other side of the switch is 100% cooperative. YouÕll never hear me disparage the idea of marching through Gears of War with a pal, shouting out orders and panicked calls for help. But IÕm a big fan of solitary experiences, and you tend to lose the illusion of the experience when Dom is no longer Dom, but a slightly drunk Buddy McNeighbor who somehow needs to be revived every 30 seconds. (Not that AI Dom was any smarterÉ) Playing with someone else is fun, but doesnÕt scratch that persistent competitive itch.When the switch is in the middle position? ItÕs a perfect blend of competitive and cooperative, which I hereby dub Òcoomperapetitive.Ó Instead of being repeatedly trounced by human opponents, I can team up with my fellow humans and harness our collective powers for good against the game designers. All the while, weÕre still compelled to do better than each other through incentivized scoring systems. Whether itÕs the skulls in Halo 3, the awards in Left 4 Dead, or something as devious as the Fragile Alliance mode in Kane & LynchÉweÕre all going to be winners. I just want to win more than you.That being said, enjoy the new details on Halo: ReachÕs Firefight mode, which is getting some much-needed matchmaking love. Just be sure to mute McNeighbor when he joins the party. *pending Merriam-Webster approvalWITH ME, RED TEAM IS DEAD TEAMItÕs the difference between ÒcompetitiveÓ and Òcooperative,Ó and the three-position switch in my brain that determines how seriously I take my multiplayer. CommentaryPatrick KlepekSenior Editor, EGMiIÕm With StupidSorry, Monkey Island 2ÑtodayÕs games have made me impatient.ItÕs 2:15 AM. The finish line for the second chapter of The Secret of Monkey Island 2: LeChuckÕs Revenge is within sight. I push, pull, open and close everything before squeezing the iPad in exhaustive frustration, not-so-silently seething through my teeth and telepathically cursing the designersÑespecially that Tim Schafer guy. Moments later, I gave up. Placing three fingers on the screen, the in-game hint system provided the answer IÕd been looking for across three pirate islands. ItÕs not the first time IÕve thrown my hands up during a puzzle in Monkey Island 2, and likely wonÕt be the last.IÕd tell Mr. Schafer to accept my apology for cursing his brilliant (and sometimes bluntly old-school) game, except he already replied to my frustrations over Twitter. ÒWhat can I say?Ó he said. ÒPeople were smarter back when we made it.Ó He was jokingÑI hope!Ñbut well-meant zing or not, he has a point.Modern game design has made me an impatient player. ThatÕs from someone who once spent days, weeks and months pouring over point-and-click adventure games in search of solutions, including SchaferÕs own Grim Fandango and Full Throttle. Hell, I think back on ÒsolutionsÓ to the Tex Murphy games and can only envision the designers laughing maniacally while programming them. Yet I played them, loved themÑand, yes, solved them (eventually). Ask me to spend more than five minutes aimlessly wandering as Guybrush Threepwood now, however, and IÕm begging for mercy. Outside of indulging hint systems, thereÕs no feedback loop in Monkey Island 2, underscoring a massive shift in design, partially rooted in technology.How many times were you playing Braid (or, more recently, Limbo), only to be confronted with friends telling you to Òstay with it, the solution will comeÓ?Whenever youÕre stuck in a game today, there are ample direct and non-direct ways to get back on the path, whether itÕs virtual breadcrumbs (Fable II), guided lasers (Dead Space), or idle character dialogue prodding you. When youÕre stuck in Monkey Island 2, there arenÕt usually new dialogue options about where you should be looking. Now, NPCs and game systems happily point the way, replacing a once-common way to generate solutions: friends. There was a day, before GameFAQs existed, when shared exploration (and wouldnÕt you know it, frustration) was fun. There was a competitive Òdamn, he figured that out before meÓ drive to these games, which better explains the intent of Schafer and his ilk than scheming (though IÕm not ruling it out).Then, of course, thereÕs this. In Monkey Island 2, I encountered a pipe. So, uh, I used a monkey on it. A monkey. Against all logic, it worked and the monkeyÕs tail turned the wheel, switching the pipe off. I quietly muttered Òf*** you, game!Ó as a smile widened across my face. The solution still didnÕt make much sense in hindsight, but hey, IÕd figured it out. And it felt amazing. Now, NPCs and game systems happily point the way, replacing a once common way to generate solutions: friends.EGM tip: when in doubt, try a monkey LOGIN@EGMNOWWe ask, you reply. Follow @EGMNOW and join the conversation!If you were in charge, what character would you put in Marvel vs. Capcom 3? Come up with one special move!Contact EGMiE-mail: letters@egmnow.netSnail mail: EGM8840 Wilshire Blvd., Third Floor Beverly Hills, CA 90211 Web: www.egmnow.comÒBP with an oil spill of doom! They would be the villain of course ._.Ó ÑJonah Costagliola (@SpeckOps)ÒPaste Pot Pete (The Trapster). He can use his glue gun to shoot glue that glues his opponent to the ground.Ó ÑRonald Bryan (@RonaldBryan)ÒI want Stilt-Man from Marvel comics. The reverse Servbot, his stilts would make him immune to all but arial attacks.Ó ÑAndyPhifer (@AndyPhifer) ÒThe new Old Spice guy. He exudes confidence and you cower in fear.Ó ÑJankee (@Jankeey) ÒBig Daddy from BioShock! Hand Drill/Plasmids!Ó ÑTom H (@Crys383)ÒEdward Scissorhands, 1000 Slice and Dice attack.Ó ÑPat Baer (@patbaer)ÒLudwig van Beethoven and the glove slap.Ó ÑGameintestine (@Gameintestine)ÒHow about Bill Murray from Groundhog Day? When heÕs KOÕd, the round starts over again.Ó ÑAdam (@atomicvoodoo) ÒGalactus. HeÕll just eat the playing field. HE DEVOURS PLANETS.Ó ÑHerbie Castro (@herbieIIDX) ÒJack Shephard and his Ôtwitchy fingers to the side of the templeÕ shock attack!Ó ÑChase Dunnette (@dmaul53854)ÒPhoenix Wright with an level 3 super where he takes the word Objection! itself and hits the opponent with it.Ó ÑAdam Wright (@AdamJWho)Follow our editors on TwitterBilly Berghammer @louiethecatAndrew Pfister @andrewpfisterPatrick Klepek @patrickklepekBrady Fiechter @bradyfiechterSterling McGarvey @sterling_mPaul Semel @paulsemel Homefront PRESS STARTÒBoyÓ BandsA New Generation of Musicians Play to an 8-Bit BeatBy Matthew HawkinsItÕs just another Saturday night at The Tank, a music/art space in Times Square, New York City, filled with college kids, hipsters, and nerds in general. The audience is eager for a rock star to hit the stage, and eventually they get one: His name is Chris Burke, otherwise known as Glomag. And his weapon of choice? A guitar? Nope. Drums? Wrong again. ItÕs a Game Boy. Chris Burke mixes traditional instruments with 8-bit sound, while some purists make music using only tones generated by classic game systems.Photography by Marjorie Beckerwww.chiptography.com iPASS subscribers can listen to a collection of chiptune music from the following artists:Nullsleephttp://www.nullsleep.comBit Shifterhttp://bit.shifter.netAnamanaguChihttp://www.anamanaguchi.comBubblyfishhttp://www.bubblyfish.comGlomaghttp://www.glomag.comIf you are not an iPASS subscriber, CLICK HERE for more information.On the left is a trailer for Reformat the Planet, a chiptunes documentary from2 Player Productions. Glomag is what you would call a chiptune artist. Microchip-generated music has been around since the golden age of gaming, hence why Glomag and others are sometimes referred to as 8-bit musicians. Like so many of us, they too grew up playing classics like Contra, and Mega Man, games whose iconic soundscapes left strong impressions on impressionable minds.Instead of composing their own interpretations on classic videogame themes using traditional instruments, which is what the remixing scene focuses on (some might be familiar with the Minibosses, arguably the most famous of the videogame cover bands), chiptunes are all about composing and producing original music on the original hardware. The most popular tools are the Game Boy and the NES, though comparatively modern videogame consoles like the Super NES are sometimes adopted as well.What prompted Burke to become involved? ÒIÕve been a musician ever since I was a child,Ó said Burke. ÒTook guitar lessons when I was young and stuck with that for a while. Later on I got involved in electronic music and became interested in more performative music involving oddball electronic devices. Because I was into MIDI devices, a bandmate asked, Ôwant to see something really wild?Õ and showed me something called Nanoloop, which I immediately bought without knowing what it was. Once it arrived, I quickly realized it wasnÕt a MIDI controller, but something that turned a Game Boy into a whole workstation. And IÕve stuck with it ever since.ÓNanoloop (www.nanoloop.com) is just one of several homebrew software solutions that have been developed to tap into the audio possibilities of archaic gaming hardware. Many reside on carts that used to house crappy licensed games that have been stripped of the nonsense and given a greater purpose. Other examples include Little Sound DJ (another Game Boy music editor, www.littlesounddj.com/lsd) and Famitracker (the same as LSDJ, but for the NES/Famicom).Gearing UpAs for the gear itself, you canÕt just grab any old system and be good to go. As noted, the Game Boy is perhaps the most popular chiptune instrument, but just as no two guitars sound exactly alike, the same applies to NintendoÕs classic handheld. Most prefer the very first bulky model, which is referred to in the scene as a DMG, based on the original hardwareÕs model number of DMG-01. Of the many Game Boy models released, the sounds produced from DMG-01Õs innards are most preferred, though regular folks would be hard pressed to tell the difference, at least at first.Given the dated nature of the tools that are being utilized, is it safe to assume that most of it just sounds like music from old Nintendo games? Not exactly. As Burke explains: ÒChip music is not really a genre, but a technique, which packs all these various sub-genres within: dance, drum & bass, disco, folk, jazz, country and so much more. Though most importantly is how itÕs fun. Plus itÕs got an emotional Tune into Chiptunes on the WebThough the world of chiptunes has its superstars, anyone who wishes to become indoctrinated into the ways of contemporary 8-bit audio would do well to track down the work of Nullsleep (www.nullsleep.com), Bit Shifter (bit.shifter.net), Anamanaguchi (www.anamanaguchi.com), whose tunes will be featured prominently in the upcoming game adaptation of Scott Pilgrim and, of course, Glomag.These fine talents form the core of the NYC chiptune scene, which happens to be the heart of 8-bit music in North America as a whole. While there are chiptuners all across the country, anyone who is anyone aspires to perform in the Big Apple, home to the grandest stage of them all: the Blip Fest. ThatÕs the place to make yourself known in the scene and possibly on a global scale.To learn more about the chiptunes scene, the web is, as always, your best friend. A great site to start with is 8bitpeoples (www.8bitpeoples.com), pound-for-pound the best chiptune-dedicated net label. If youÕd like to keep abreast of the sceneÕs current events, from new developments in toolsets to the new superstars on the horizon, True Chip Till Death (truechiptilldeath.com) is your best bet.While the web offers lots of music to get you started, nothing beats live music, so be sure to investigate some of the links listed above and see if there are any shows in your area. quality to it that IÕm not sure where itÕs coming from. Maybe itÕs nostalgia, but IÕm not nostalgic for old game consoles. But it does have a sweetness, cuteness to it, even when youÕre playing the hardest, meanest bassline.ÓMainstream Embrace?More and more folks are recognizing the virtues of chiptunes, including artists and performers from the world of music at large, who have begun dipping their feet in the 8-bit waters. The most famous such crossover example is an all-chiptune remix album that Beck released a few years ago, called GameBoy Variations: Hell Yes.As with anything thatÕs up and coming, there are going to be skeptics. Some claim chiptunes are just a passing fad, wrapped up in nostalgia from childhood. At one point, Burke was one of those voices of doubt. ÒWe just wrapped up our fourth Blip Fest and more and more people are getting involved every single year,Ó says Burke. ÒNot just in New York, but all over the world. I remember going, five years ago, the whole chip thing,A typical chiptunes show is much more than a little 8-bit music. High-end audio gear, unexpected system hacking, psychedelic lighting and costumes offer something for almost anyone.Click above to see a clip of Anamanaguchi performing at PAX 2009. I really enjoy it all and itÕs lots of fun, but I think itÕs petering out. So time to move onto something else. But something else would happenÉsomething or someone new, and it gets everyone all excited, makes it fun again.ÓFad or ForeverThen you have game composer Nobuo Uematsu, who in a recent interview said ÒI think this chiptune movement will go away at a certain point, just like any other trends.Ó Unenthusiastic words from a source of inspiration for many chiptune artists. But BurkeÕs reaction? ÒWell, this is not to say anything against [Uematsu], but game music isnÕt even on my radar these days. Even though IÕve written music for games, as a genre, itÕs something IÕm just not all that interested in. So heÕs living in a different world than I am, as well as the rest of us. I could be wrong, but I donÕt imagine heÕs been to a chip music event...and you know, he might also be right. It might be a fad, it might be passing. I thought that in the past, as well. I see lots of young people, teenagers getting involved, and not just in America, but in Italy, South America, Jakarta, all over the globe. ItÕs growing exponentially. So letÕs just say the reports of the death of chip music have been greatly exaggerated!Ó NEWCHALLENGERS APPEAR!By Patrick KlepekFantasy RosterCAPCOM DESIGNERS PITCH THEIR IDEAS FOR MARVEL VS. CAPCOM 3 Not everyone can be a playable character in next springÕs Marvel vs. Capcom 3, and that includes CapcomÕs own franchise favorites. We spoke with the gameÕs producer Ryota Niitsuma at Comic-Con last month about how he decides which candidates make the final cut. ÒAt Capcom, we all work together,Ó he said. ÒThereÕs some people who do come to me and ask if their characters would suit the game. ThereÕs [also] me going to people and saying Ôwhat do you think about your characters in the game?Õ We all work together and thereÕs no hurt feelings involved. The point of Marvel vs. Capcom 3 is to put the spotlight on those [new] characters.ÓStill, every Capcom designer must be thinking about how their character would work, right? We asked several of them to pitch us on how their characters would play in Marvel vs. Capcom 3. Shu TakumiCreative DirectorGhost Trick & Phoenix Wright: Ace AttorneyÒMaybe weÕll go with Sissel because he can possess objects, so he can use those objects to his advantage. He can possess them and then manipulate them.ÓÊ ÒItÕs kind of hard to decide for Ace Attorney. Maybe Phoenix Wright...heÕll throw evidence at people.Ó ÒOr youÕll have Godot and heÕll throw coffee at people and scold them with his hot coffee.Ó Motohide EshiroProducerOkamidenÒThatÕs a difficult question because IÕve got Chibiterasu [son of Amaterasu from Okami]! I guess if I had to put my character in, IÕd have Chibiterasu, but heÕd come with Kuni [who rides on Chibiterasu] because theyÕre a set, so theyÕd fight together but as one fighting character.Ó Keiji InafuneExecutive ProducerDead Rising 2 ÒItÕd be really hard to work one of my zombiesÑslow zombiesÑin a fighting game because theyÕre not fast. There would have to be something there to balance out their speed, like [being] super powerful or some awesome move because I wouldnÕt want to sacrifice what makes them zombies and make them fast. ItÕd be a difficult balancing act.Ó TheyÕre fun fighters, but CapcomÕs crossover games have always been about throwing our favorite characters into the blender. Cover STORYHalo:reachFirefight and Forge Get Field Promotions By Paul SemelPublisher: Microsoft ¥ Developer: Bungie ¥ Platform: Xbox 360Players: 1-4 Campaign & Co-op, 2-16 Multiplayer ¥ Release Date: 09.14.10Mama always said, ÒIf you canÕt say something nice, you shouldnÕt say anything at all.Ó But IÕm sorry, Ma: Halo: Reach just makes the people at Bungie look like overachieving jerks. While most game developers are happy just making games with a story mode and maybe some online multiplayer, Bungie have packed so much into this prequel to Halo: Combat Evolved that it just makes every other game studio look like slackers. Not only does the game feature a campaign you can play alone or with friends, as well as a robust competitive multiplayer slate, but it also includes revamped versions of both the co-op mode Firefight and Halo 3Õs Forge map editor. Activate the hot spots in the following gallery, and details shall be revealedÉhey there, strangerFirst introduced in last yearÕs Halo 3: ODST, Firefight is a cooperative combat mode in which you and up to three fellow Spartans battle waves of Covenant soldiers. But unlike in ODST, the Reach version supports matchmaking, so you can team up with friends, enemies, alcoholics, angry loners, the unemployable, Simpsons fansÉitÕs a free-for-allIn ODST, games of Firefight were endless. But in Reach, the standard match is now fifteen rounds long, followed by a final bonus round. Firefight also lets you customize nearly every aspect of the game: enemy types, available weapons, player health and movement speed, number of lives, enemy waves and so on. Which means you can use the customization tools to make never-ending games if youÕre so inclined. Or insane. Halo:Reachyou sound...differentAs if all the customization in Firefight wasnÕt enough, you can even change the way your character speaks. Every kill you make in ReachÑbe it in the campaign, multiplayer or FirefightÑgives you credits you then use to customize your character. But if youÕre playing Firefight and you have enough credits, you can actually make your character sound like Cortana, Buck from ODST or the morning DJ on ChicagoÕs 97.1 WDRV...who just happens to be the voice of Master Chief.unfriendly firePerhaps the coolest Firefight variation included in Reach is ÒVersus,Ó where two players take on waves of Covenant soldiers, getting points for every one they kill before they run out of lives. Meanwhile, two other people play as Covenant Elites trying to kill the other players (though they get no points for it). If one of the Spartans kills a player-controlled Elite, that Spartan gets an extra life. At the end of each round, the four switch sides, and whoever has the most points at the end of the match is the winner. Get the high ground As youÕd expect, Reach will come with a number of different maps for Firefight, including a rather open industrial space called Courtyard. Even cooler is the map dubbed OverlookÑpart of the beta earlier this yearÑwhich is a series of pre-fab structures on a stretch of mountainous terrain thatÕs perfect for camping, sniping, picnicking or opening your own Starbucks franchise.be wise: improviseFirefight is so flexible, you can actually use it to create whole new ways to play. Which is what the Bungie team did, including a handful of Firefight variants they made using the in-game options. In ÒGruntpocalypse,Ó you battle hordes of those adorable little Unggoys, while ÒRocketfightÓ gives you a jetpack and a rocket launcher with an endless amount of ammo. Halo:Reachsome assembly requiredWhile Firefight is getting an almost-total makeover, the map editor Forge is getting a little nip and tuck work. Not only are they adding numerous new objects you can place in the world, but you can now affect the gravity of those objects, making them float in mid-air or intersect with other objects in a way that would make your high school physics teacher cry.a free six-pack to get you startedAs with Firefight, Forge also comes with six sample maps. These arenÕt just to be used as inspirational starting points, but theyÕre also usable in the competitive multiplayer modes alongside the plethora of maps already included with Reach. One of these is called The Cage, a series of gangplanks and platforms stuck precariously to the side of a cliff. a world of differenceAlso new to Forge is Forge World, a massive and mostly empty space that includes islands, cliffs, grassy knolls, indoor structures, a water park, ample parkingÉbut donÕt worry, you wonÕt have to run 20 miles just to get to the nearest fight. Forge lets you place boundary markers that will either tell someone to turn around lest they be killed or just kill them outright, so you can make your Slayer arenas as big or as small as you like.old stomping groundsForge also includes two maps that will be familiar to longtime Halo fans. Pinnacle is a reworked version of Halo 2Õs Ascension map, while Hemorrhage is a reworked version of the beloved Blood Gulch from Halo: Combat Evolved, which also appeared in Halo 2 as Coagulation and in Halo 3 as Valhalla. NEXT WAVEEchochrome IIShining A Light On PlayStation Move By Patrick KlepekPublisher: Sony Computer Entertainment America ¥ Developer: Game Yarouze Platform: PS3 ¥ Players: 1 ¥ Release Date: FALL 2010SonyÕs PlayStation Move controller has come under rightful criticism for its similarities to WiiÕs motion-sensing remote. ItÕs more accurate than NintendoÕs controller, which means the naysayers will go quiet when a game proves a need for the seemingly mild technological advancement. ThereÕs reason to believe Echochrome II may be one of those games, turning Move into a bona fide flashlight and whose mechanics benefit players who flourish during experimentation. Things are never as they first appear in Echochrome II. You can alter the lighting to create shapes and paths, or even experiment with virtual shadow puppetry.The original Echochrome impressed just about anybody who laid their eyes or hands on it. The stark black and white visuals, calming orchestral music, and brain-teasing gameplay, based on players manipulating perspective to guide a stick man to a set of stairs on the other side of the screen, were all remarkably charming. Unfortunately, EchochromeÕs difficulty curve was notably sharp, turning off many players after just a few puzzles. Echochrome II is coming to PlayStation 3, bolstered by its integration of Move. Unlike other instances of Move implementation, Echochrome IIÕs feels natural.What one learns quickly while playing is that Echochrome II is deceptively simple. Connivingly so, in fact. But like other good puzzlers before it, most recently the hauntingly memorable Limbo on Xbox Live Arcade, Echochrome II asks you to entertain a crafted sense of frustration before the solution becomes apparent. Basic gameplay involves pointing the Move controller, which is transformed into a virtual flashlight for this adventure. Each puzzle presents a new set of maze-Unlike other instances of Move implementation, Echochrome IIÕs feels natural. WiiÕs remote and Move physically feel like a flashlight, but few games have made effective use of the novel idea.like geometry. Whereas Echochrome had players expanding the geometryÕs interactions with the mysterious stick man through perspective manipulation, Echochrome II pushes a similar set of perspective distortion into the shadows. Our mutual stick friend canÕt walk on the physical geometry, only in the shadows. Light must be shifted to provide him a proper path to the exit. Adding insult to injury, even the flippinÕ exit wonÕt be apparent every single time, requiring another subtle, thoughtful change of light direction to reveal its location. ÒSo close, yet so farÓ is a frequent feeling.ItÕs all a bit mind-numbing at first, and another rampant feeling is Òwhat now?Ó Well, first, you canÕt know whatÕs going on, and youÕll spend an extraordinary amount of time simply drifting the light around, pausing to wonder if you could cause some on-screen puppetry by placing your fingers in front of MoveÕs sensor. In a sense, Echochrome II actually does feature shadow puppetry. Bend the light in certain ways and shadows form shapesÑlike a smileÑunnecessary to finishing the puzzle. Discovering these hidden bits only come through playful experimentation. When they happen, itÕs a welcome surprise.Move controls need to do more than make logical sense, ˆ la shooter-adaptation SOCOM 4; they need to enhance gameplay in a way that a traditional controller, incapable of the same level of physical immersion, canÕt match. In solving a few puzzles from Echochrome IIÑor trying to solve with some helpful hints from a producer along the wayÑusing Move became second nature. Quite quickly, I completely forgot the controller was there. Rather, I was emphatically concerned with manipulating light, shadow and guiding my dim-witted protagonist to an exit often humorously just out of reach.Echochrome II could still encounter EchochromeÕs death-knell via creative self-indulgence, resulting in puzzles more enjoyable for the designer who made them than the player who must eventually solve them. ThereÕs reason to be skeptical of SonyÕs motives with Move, especially so regarding its benefits to the hardcore audience that has defined the once-struggling PlayStation 3 since launch, but Echochrome II, like a guiding light, provides hope for whatÕs possible. Street Fighter X TekkenTekken X Street FighterTwo Fighting Universes. Two Different Games. Two Epic Showdowns. By Patrick KlepekPublisher: Capcom, Namco Bandai ¥ Developer: Capcom, Namco Bandai PLATFORMS: XBOX 360, PS3 ¥ Players: 1-2 ¥ Release Date: TBDThe rumors were true! Street FighterÕs men and women are going head-to-head with the fighters from Tekken. Instead of two developers trying to agree on a single way to approach the merger, gamers can expect double the fisticuffs with Street Fighter X Tekken and Tekken X Street Fighter. Both arenÕt expected for several years, as Capcom is currently hyping Marvel vs. Capcom 3.Lovably enthusiastic Street Fighter IV producer Yoshinori Ono revealed Street Fighter X Tekken at Comic-Con last month to a rapturous crowd. OnoÕs game takes obvious cues from Street Fighter IV, with exaggerated cartoonish fighters on a 2D plane. Tekken X Street Fighter remains a mystery. The biggest revelation could be an extra dimension; Tekken allows 3D movement. The collaboration is sure to ignite fans on both sides...in TekkenÕs case, the series needs it.say cheeseStreet Fighter has always included entertaining backdrops to complement the fighting, and that tradition looks alive and well in Street Fighter X Tekken, even in the gameÕs early state of development. In this case, Street FighterÕs omnipresent and always-hopping cameraman makes another cameo. The avalanche of fan service, sure to be an integral aspect of each game, should guarantee there will be plenty more to look for as game takes shape.i know kung fuSome Tekken characters have access to chargeable moves, but hardly to the amped-up degree of the Street Fighter crew. Since Street Fighter X Tekken is taking its cues from Street Fighter IV, CapcomÕs said the cast of Tekken will gain access to a whole new set of tiered superpowers to work with. Here, Jin Kazuya looks poised to sucker-punch RyuÕs jaw. ItÕs unclear how much the Street Fighter characters will be changing from their Super Street Fighter IV incarnations. Street Fighter X Tekken ¥ Tekken X Street FighterCAPCOMÕS ROBOT OVERLORDAll hail Servbot! DonÕt know what a Servbot is, even though youÕve seen the cutesy robots show up in Capcom game after Capcom game? Time for a knowledge drop: Servbots were introduced in the ignored-at-the-time Mega Man Legends series, which brought Mega Man into uncharted (and avoided to this day) 3D territories. The mostly mindless robots exist to serve Tron Bonne, a villain in Mega Man Legends, who eventually got her own videogame spin-off.THATÕs GOTTA HURTStreet Fighter X Tekken is retaining a similar look to Street Fighter IV and Super Street Fighter IV. Producer Yoshinori Ono pointed out at Comic-Con that many aspects of the game could change as development moves forward, but expect the exaggerated look to retain a similar feel. It should make for an especially interesting twist on Tekken characters, as the series has traditionally edged towards realism, despite its sometimes fantastic elements.ZE GOGGLES, ZEY DO NOTHINGAs you can tell from the not-so-great looking fist, Street Fighter X Tekken is lacking some polish. ThatÕs because development on both games only began in earnest recently, but Capcom and Namco Bandai were apparently so eager to tell the world about friendly competition between the two companies, they brought the announcement to Comic-Con. Street Fighter X Tekken ¥ Tekken X Street FighterRAISE YOUR VOICENina Williams was one of four characters revealed as part of Street Fighter X TekkenÕs roster. ItÕs entirely possible the lineup hasnÕt been finalized yet, which gives players time to voice their opinions on who should make the cut. Ono is known to listen closely to fan requests, which resulted in many of the changes and upgrades brought into Super Street Fighter IV. You can pass on your thoughts at CapcomÕs community website: www.capcom-unity.com.NEW CHALLENGERS APPEAR!Right now, Ryu is getting knocked around pretty well by Ms. Williams. Capcom debuted Ryu and Chun-Li from the Street Fighter side, and both Nina Williams and Jin Kazyua from the Tekken universe. The characters were able to tag in and out as well, suggesting the tagging mechanic from Street Fighter IV is coming over to Street Fighter X Tekken, too. Other characters were teased in the gameÕs trailer, including the always pretty-in-pink Dan. Dead NationHousemarqueÕs Braaaains Are Cooking Up A Slick Zombie Shooter By Patrick KlepekPublisher: Sony Computer Entertainment America ¥ Developer: HousemarquePlatform: PS3ÑPlayStation Network ¥ Players: 1-2 ¥ Release Date: FALL 2010Stop us if youÕve heard this one before: thereÕs a new zombie game coming out! We know, it sounds crazy. WhoÕd have the balls to make a videogame with zombies as your shambling antagonist, except, you know...everyone? Zombies have become the vampires of videogames (without the glittering, thankfully), invading everything weÕre playing. On its face, that should mean the forthcoming Dead Nation for the PS3Õs PlayStation Network should elicit a serious yawn. That is, until you realize that Housemarque, the studio behind Super Stardust HD, is forging their shooter skills into Dead Nation. Zombies may be played out, but that doesnÕt mean someone canÕt make Õem fun again. Sony recently showed off Dead Nation at Comic-Con, and in spite of the Housemarque billing and a deep love for Super Stardust HD, we were reluctant to play yet another twin-stick shooter that stacked crowds of the undead against us. But while we werenÕt able to get too far into the demo (the challenge ramps up quickly, more on that in a moment), Dead Nation quickly establishes itself as an incredibly polished, surprisingly immersive experience, especially so for a downloadable game. If youÕre going to make a twin-stick zombie shooter, Dead Nation argues, please do it right. Right upfront, Dead NationÕs atmosphere impresses, embracing a decaying, hanging-by-a-thread world thatÕs more akin to ValveÕs Left 4 Dead than CapcomÕs Dead Rising. YouÕre in a dark, scary place (with friends, at least!), and zombies are not to be toyed with, they are to be feared. But being zombies, they do blow up real good. Housemarque has proven on both the PlayStation 3 and PSP theyÕre a studio capable of spectacular visuals, and though Dead NationÕs dark, bloody and foreboding look is on the wholly opposite end of Super Stardust HDÕs candy-coated, hallucinogen-fueled fireworks extravaganza, Dead NationÕs looks damn slick, especially the lighting. Flashlights guide the way forward, cars intermittently blink, and trash is strewn about while an unorganized army of brain feeders lurks around every corner.Admittedly, Super Stardust HD didnÕt do anything other twin-stick sci-fi shooters hadnÕt done before, but Housemarque excelled at cherry-picking some of the best mechanics from other games, integrating the various systems to create depth masked within simplicity and drowning your eyeballs in graphical magic. Dead Nation works in a similar way, adopting a dynamic scenario and gameplay combination thatÕs been done several times already by other developers. If it didnÕt come across as a superior product, it would Dead Nation quickly establishes itself as an incredibly polished, surprisingly immersive experience. just come across as wasted space. Instead, the similar surroundings and mechanics provide a sense of comfort. You know what youÕre in for.That said, our first impression did leave us with one worrying concern: our familiarity with these types of games didnÕt help our chances of survival. We lasted only a minute or so before getting wiped out, and this happened over and over again. Much of the issue appeared rooted in the fact that Dead Nation demands precision shooting when these types of games work better when gamers can go wild with their bullets, spraying everything in sight and rewarding those with a steady hand. In its current form, Dead Nation asks that you carefully conserve your ammunition, ensure every shot is employed with careful aim and make constant use of all the tools at your disposal, including dropping mines, using car alarms to distract zombies and more. There were few reprieves for those without in Dead Nation. But then, we only played the game for a few minutes and didnÕt have a second co-op partner to watch our back.Without a new Left 4 Dead this fall, the Halloween season could use a good dose of zombie killing. Hopefully Dead Nation fits the bill. Kingdoms of Amalur: ReckoningA New Action-RPG From A Rather Holy Trinity By Paul SemelPublisher: Electronic Arts ¥ Developer: 38 Studios/Big Huge GamesPlatformS: XBOX 360, PS3, PC ¥ Players: 1 ¥ Release Date: FALL 2011ItÕs a terribly obvious way to put it, but for his upcoming role-playing game Kingdoms of Amalur: Reckoning, former baseball pitcher-turned-videogame maker Curt Schilling has actually put together an all-star team. HeÕs got fantasy writer R.A. Salvatore (the Forgotten Realms and DemonWars novels) working on the world and the story, Spawn creator and mid-Õ90s Spider-Man artist Todd McFarlane designing the look of the world and its denizens and Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion lead designer Ken Rolston overseeing the gameplay. In the first teaser for Reckoning, you can see McFarlaneÕs art style and SalvatoreÕs fantasy leanings at work.Set in the same fantasy realm as 38 StudiosÕ upcoming but still untitled MMO, Reckoning is an open-world, single-player, action-RPG that, like all things Tolkien-esque, will feature both melee and magical combat. In fact, when Rolston asked the audience at the gameÕs recent Comic-Con panel if they were RPG fans and had played Morrowind and Oblivion, he was met with cheers for both questions, prompting him to say, ÒSo basically you have an idea of the kind of game I want.ÓAt the moment, details are rather sparse. ThereÕs no word, for example, as to whether the game will have a first- or third-person perspective, or will also have any co-op or competitive multiplayer modes. Through the trailer and the screenshots released, we can infer that the game not only takes cues from British fantasy, but also Japanese RPGs (the trailerÕs hero wields the kind of oversized spiked hammer normally found in fantasies that are final) and the movie Blade II (the split-jawed boss at the trailerÕs end was a dead giveaway).Schilling and crew have also revealed that Reckoning and the MMO arenÕt the last weÕll be seeing of Reckoning is an open-world, single-player, action-RPG that, like all things Tolkien-esque, will feature both melee and magical combat. Amalur, as there are plans to also release novels, comic books, and action figures all set in the realm as well.WhatÕs interesting (though maybe troubling, depending on your perspective) is that Reckoning is being made by Big Huge Games, the Maryland-based development studio whose previous titles are mostly real-time strategy games. Before they became a subsidiary of SchillingÕs 38 Studios last year, their releases included the RTS games Rise of Nations, its expansion Rise of Nations: Thrones and Patriots, and its spin-off Rise of Nations: Rise of Legends, as well as the Age of Empires III expansion The Asian Diaries in 2007. Acclaimed games, certainly, but the transition from strategy to action-RPG can be a tough one.Though any concerns about Big HugeÕs RTS-heavy credentials are countermanded by those of the aforementioned all-stars. Salvatore previously wrote the script for Forgotten Realms: Demon Stone, while his Forgotten Realms novels are based on the same setting as the pen & paper version of Dungeons & Dragons that has inspired such videogames as Pool of Radiance, BaldurÕs Gate, and Neverwinter Nights. McFarlane also has experience in video games, though his best work has been off-screen. While his work in actual games is iffy at bestÑweÕre going to pretend McFarlaneÕs Evil Prophecy, all the Spawn games, and Necrid from Soul Calibur II never happenedÑhis McFarlane Toy company has made well-received action figures of characters from such games as Onimusha and Metal Gear Solid, while his Halo series led Bungie and Microsoft to commission the company to make a statue for the Legendary Edition of Halo: Reach.Even Schilling has a surprising stockpile of gaming credibility, as this admitted EverQuest and World of Warcraft addict once reviewed two of the former gameÕs expansion packs for PC Gamer magazine, and has been a regular guest on the latterÕs podcast ÒThe Instance.Ó He even admitted at Comic-Con that, ÒOne of the only stipulations I demanded in my [baseball] contract was my Internet access had to be of a specific speed in every hotel I stayed at because I knew what IÕd be spending my time doing.Ó ItÕs definitely not a secret that SchillingÕs dedicated to his cause. Now we wait and see if Amalur is a world worth exploring. darksporeEvolution Takes a Violent Turn By Paul SemelWhile most role-playing games have you customize your characterÕs look, the sci-fi action-RPG Darkspore lets you use the creature creation mechanics of Spore to Frankenstein your warriorÕs entire body. Though the examples we saw at a recent EA event were decidedly bipedal, the options were still vast, letting you not only pick from a vast array of armor and weaponry, but body parts as well. The game also features five character classes, with each having their own attacks and passive skills; the mage-like Tempests, for example, shoot Magic Missile-esque projectiles while surrounded by slaphappy minions. You also donÕt play the game as just one warrior. Instead, you swap on the fly between three youÕve created, while the rest of your customized crew waits back on your ship. All of this is done from a Diablo-like aerial viewpoint, while the heavily purple and blue color scheme and slightly cartoonish characters recalled the kidsÕ cartoon Ben 10. Darkspore is set for 2011. Publisher: Electronic ArtsDeveloper: MaxisPlatforms: PC, MACPlayers: 1-2 CO-oPmultiplayer tbdRelease Date: february 2011 Alice: Madness ReturnsA Decade Later, Alice is Finally Returning to Wonderland By Paul SemelTen years ago, American McGeeÕs Alice cast the heroine of Lewis CarrollÕs 1865 novel AliceÕs Adventures In Wonderland as the star of an inventive platformer. But just as Carroll revisited Alice with 1871Õs Through The Looking Glass, so too is McGee reuniting with his muse for a sequel called Alice: Madness Returns. As McGee explained at a recent EA event, the game picks upÑboth in its gameplay and narrativeÑwhere the original left off. ÒWeÕre doing things in the sequel that feel like weÕre building upon things we established in the original,Ó said McGee, though he does admit that the story will still, Òmake sense to someone who hasnÕt played the original.Ó In fact, the only major aspect of the original not making a comeback for the sequel is Chris VrennaÕs haunting score, as Vrenna is busy recording (perhaps not coincidentally) with noted Carroll fan Marilyn Manson. Publisher: Electronic Arts ¥ Developer: Spicy Horse ¥ Platforms: Xbox 360, PS3, PCPlayers: single-PLAYER ¥ Release Date: spring 2011 Review CREWPublisher: Ignition Entertainment Developer: Zombie StudiosPlatforms: Xbox 360 PS3 PC Players: 1-4 co-op1-16 multiplayer ESRB Rating: T - TEEN Release: 07.07.10 BLACKLIGHT: Tango DownContinuing the timeless summer pastime of shooting others in the face The new XBLA shooter Blacklight: Tango Down has hitched its car on the multiplayer train and aims to deliver a robust experience in line with Modern Warfare 2 and Battlefield: Bad Company 2. The result comes across as a somewhat generic alternative to those big retail releases. Think of it as picking up a case of PBR to save a few bucks over the Red Stripe youÕd rather be drinking. By Marc Camronthe crewMarc CamronMegalomania Is A Fantastic Disease...Until You Actually Meet God.Marc is mourning the loss of his beloved 16 year-old Weber grill. May it find peace at the giant tailgate party in the sky.Liking: DeathSpank, Dragon Quest IXÕs events, 700 thread count sheetsNot Liking: Crappy summer movies that should have been good, and quicheReally Hating: Having to assemble a new Weber. So. Many. Pieces! BlacklightÕs near-futuristic setting means your modded weapons and gear are a little more...experimental.Early on, youÕll discover what $15 doesnÕt buy. For instance, it seems the designers chose the story by spinning the wheel of random game clichŽs. ClickÉclickÉclickÑsetting is Eastern Europe! ClickÉclickÉclickÑgood guys are an elite U.S. commando team! ClickÉclickÉclickÑbad guys are an ex-U.S. commando team!DonÕt go looking for a single-player campaign, either. The four Black Ops levels available for solo or co-op play lean more toward co-op. Even with four players, these provide a brief diversion at best. The missions unfortunately come across as a pandering attempt to placate the anti-social shooter enthusiasts. If you really want to have fun with Blacklight, youÕll have to make some friends and jump online. Then you can take advantage of the 12 beautiful maps and seven PvP modes offering endless hours of run-and-gun fun. Taking cues from the latest big-budget shooters, players earn experience for every adversary dropped. Leveling up means access to new weapon mods, allowing you to pimp your favorite loadout. ThereÕs an addictive quality to the level grind, knowing that each time you level up you get better toys. Ê Speaking of toys, Blacklight offers a couple of nifty items to help the game stand apart. The first is a special visor you can flick on to see enemies, teammates and items through solid objects. Visor use is limited and requires charging, which is a wise choice, as continual use would make the game too easy.The other nice and incredibly useful gadget is an electronic grenade that scrambles your high-tech suits with a mind-numbing (and vision-obscuring) digital blur. This gives you a chance to escape from danger zones and even set up tactical situations, if your team is especially well-coordinated. TheÊlevels offer a decent amount of variety, though most feel cramped with eight players. ThereÕs always plenty of cover for urban-style firefights, and the light sci-fi graphical style suits the game. Still, it would have been nice to have a few open levels to accommodate a wider array of tactics.It seems the designers chose the story by spinning the wheel of random game clichŽs. All of the usual suspects are included as modes: Deathmatch, Team Deathmatch, various flavors of Capture the Flag and Last Man Standing. Again, the game offers nothing revolutionary but manages to make all of these modes solid experiences. One thing did bug me quite a lotÑthe inclusion of set respawn points. I found plenty of old-school campers ready to earn points off my newbie status and rack up XP for themselves the easy way. It would be nice to see Zombie fix this with a patch. Blacklight: Tango Down doesnÕt offer anything you canÕt get a better version of in half-a-dozen other games, but most of those games cost $60. Zombie managed to create a feature-rich multiplayer shooter with plenty of maps and a great weapons mod system. Not a classic, but definitely a worthy summer amusement. Just like that case of PBR. GBUThe Good: Weapon mod & upgrade variety The Bad: No plot; weak single-player/co-op modes The Ugly: Set spawn points mean easy campingScore: 7.5 Hydro Thunder Hurricane Liquid Refreshment By Marc Camron Publisher: Microsoft Developer: Vector Unit Platform: Xbox 360 Players: 1-8 ESRB Rating: E - everyone Release Date: 7.28.10 I have fond memories of the two-player Hydro Thunder cabinet in the EGM lunchroom more than a decade ago. Work hours were sacrificed to grudge matches, all in the name of office superiority. My rose-colored nostalgia led me to snag the review of Hydro Thunder Hurricane, hoping to relive those halcyon days of yore. Hurricane retains the spirit of the original, but the new courses lack theÊtight design. As a result, the races here suffer from uneven pacing and lack an overall sense of speed that made the first game such a slick experience. The single-player events challenge players to win races across eight courses, complete timed ring races and conquer multi-race gauntlets. Every event gives you the chance to win a trophy and collect credits to unlock more tracks, boats and events. Though some unlockables cost too many creditsÑan attempt to artificially lengthen the gameÑmost will be yours after a couple of play sessions. Ê The real fun comes from racing others online. Up to eight players can compete in what turns into a Òscrew your buddyÓ bumper boat ride though the narrow passages and shortcuts. With all of the jumps, obstacles and insane freefalls, itÕs hard not to have a good time, despite the gameÕs warts. Ê I would have preferred a full-fledged retail release for a Hydro follow up (something closer to Burnout on water), but for a $15 arcade title, Hurricane offers enough retro thrills to keep things interesting. Ultimately, Hydro Thunder Hurricane is a decent game that could have been better. GBUThe Good: Frantic multi-player action The Bad: Uneven pacing during races The Ugly: The muddy graphics during storms Ê Hurricane is at its best when youÕre trading paint with online competition.SCORE7.0 MEDIA PLAYERCLICK ON THE ICON BELOW TO WATCH...XCOM Our First LookInterview with Jonathan PellingCreative Director, 2K GamesClick the video icon to watch the interview Insert Search Text