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Lord of the Rings: War in the North Journeying to parts of Middle-earth weÕve never seen... Child of Eden Getting into the ultimate rhythm with Q? EntertainmentÕs Tetsuya Mizuguchi press start scott pilgrim vs. videogames next wave Civilization V Goldeneye 007 Plants vs. Zombies review crew Starcraft II Madden NFL 11 Castlevania: HOD ADVERTISEMENT CONTENTS egmi 240.01 On the Cover Child of Eden If youÕve never played Rez, herein lies your redemption. A one-on-one with Tetsuya Mizuguchi. PUBLISHER & FOUNDER Steve B. Harris CREATIVE EDITOR-IN-CHIEF: Billy Berghammer EXECUTIVE EDITOR, EGM: Brady Fiechter EXECUTIVE EDITOR, EGM[i]: Andrew Pfister SENIOR EDITOR, EGM[i]: Patrick Klepek CONTENT EDITOR: Marc Camron PREVIEWS EDITOR: Paul Semel REVIEWS EDITOR: Sterling McGarvey UK EDITOR: Bryn Williams VIDEO 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), John Keefer, Tom Ham, Seanbaby, Bryan Stratton, David Wolinsky ART DIRECTOR: Michael Stassus ADDITIONAL DESIGN: Michael Hobbs Stock photos and sound courtesy of iStockphoto Press start your biggest fans Community managers, forums and social networks have turned game developoment into a two-way street. Patrick Klepek asks developers what separates valuable feedback from impassioned white noise. review crew Starcraft II Like the rest of the world, reviewer Bryan Stratton has waited a long twelve years to get his cursor on StarCraft II. Does Jim ReynorÕs triumphant return justify BlizzardÕs Òwhen itÕs doneÓ approach? media player Lord of the Rings: War in the North Little did you know, but there was a second front in the War of the Ring. The next LOTR game goes north, and SnowblindÕs Ryan Geithman sets the scene for the co-op action-RPG. Contents 3 CONTENTS Page 16 civilization v Andrew Pfister explores either the upgrades in FiraxisÕ latest, or his own evil tendencies as a world leader. Page 13 INSERT COIN 5 FROM THE EDITOR 6 commentary 7 @EGMNOW Press start 9 the value of fan feedback 13 Scott pilgrim vs. videogames Cover story 28 child of Eden NEXT WAVE 16 Civilization V 19 Goldeneye 007 20 Plants vs. Zombies 23 Hard Corps: Uprising 24 nailÕd 27 LEGO Universe REVIEW CREW 29 Starcraft II 32 Madden NFL 11 35 Castlevania: Harmony of Despair 37 Scott Pilgrim vs. The World: THE GAME media player 39 Lord of the Rings: War in the North Contents 4 EGM MEDIA, LLC 8840 Wilshire Blvd., Third Floor, Beverly Hills, CA 90211 www.egmmediagroup.com PRESIDENT & PUBLISHER: Steve Harris ASST TO THE PUBLISHER: Jodi Bonestroo NEWSSTAND DIRECTOR: Ron Sklon SUBSCRIPTION DIRECTOR: Peter Walsh INTERNATIONAL LICENSING INQUIRIES: Ilicensing@egmnow.net LEGAL COUNSEL: Bob Wyman ACCOUNTING: Oz Abregov, Angela Yeh NEW SUBS: www.egmnow.com/subscribe Customer Service: egm@emailcustomerservice.com ADVERTISING ADVERTISING DIRECTOR: Jeff Eisenberg ADVERTISING SALES: Michael Eisenberg John Abraham ADVERTISING INQUIRIES: 800-557-4165 sales@egmnow.net TRAFFIC MANAGER: Alicia Prater BRAND MANAGER: Sarah Saalabi Digital Technology Powered By Screenpaper Media, LLC Dirk Gemeinhardt, President sales@screenpapermedia.com Addl Website Development: Jerry Witt What 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 subscribe How 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. BILLY BERGHAMMER GROUP EDITOR-IN-CHIEF A few familiar faces The team starts to take shape in the past month or two since weÕve gotten more on a regular schedule with EGMi and put the final touches on EGM #240, there have been a number of key additions to the staff of both EGM and EGMi. Some you may have seen before, others weÕre glad to welcome aboard. When I joined the EGM Media Group, one of my tasks as Editor-in-Chief was to assemble an editorial team that would comprise the core of what makes EGM and EGMi tick. IÕve built teams before, and building the right team is not an easy feat. Sure, you can find people to fill positions and do Òjob X,Ó but that doesnÕt mean the actual team will work well together. Seeing the latest pages of EGMi and the new issue of EGM has me confident that weÕll be able to deliver the most informative, interactive, educational and entertaining videogame content anywhere. But to do that in short order, I had to bring in people that I knew could dive in and get the job done. While IÕve worked with founder and publisher Steve Harris and EGM executive editor Brady Fiechter for a few months now, we had some very important positions to lock up across the board. I think weÕve filled the majority of those positions with some of the best in the industry. On the EGMi side, Andrew Pfister and Patrick Klepek will be leading the charge as executive editor and senior editor, respectively. And ruling the EGM and EGMi roost for previews is Paul Semel, and reviews Sterling McGarvey. Some have written for EGM previously, while others have written for G4tv.com, GameSpy, IGN, MTV Multiplayer, 1UP, Play Magazine, GMR, OPM, CGW, GamesRadar, incitegames.com and more. These folks are truly great at what they do. Combined with the contributors you trust from Bitmob.com, TouchArcade.com, Area 5 on the video front and numerous other seasoned and up-and-coming writers, IÕm pretty thrilled with what is becoming the new EGM team. And weÕre not done yet. As youÕve seen in the last few months, a lot of growth and changes have taken place in both EGM and EGMi, and we hope you like what youÕve experienced. And we love hearing your feedback, whether thatÕs good or bad. So hit us up and let us know your thoughts! Follow us on Twitter (@egmnow), find us on Facebook or even drop us a note at letters@egmnow.net. We look forward to hearing from you. We hope you like what youÕve experienced. And we love hearing your feedback, whether thatÕs good or bad. So hit us up and let us know your thoughts! Sterling McGarvey Reviews Editor Finding Your Happy Place A little retrospective provides lots of new perspective I had the most difficult time thinking of what to say to introduce myself to you. EGM has been a part of my life, from elementary school to adulthood, and as I thought of the legions of talented writers whoÕve graced its bylines during that timeÉ I gulped. A torrent of happy memories associated with reading EGM didnÕt put me at ease, it gave me writerÕs block. But before giving myself an ulcer, I thought about this weekÕs cover story and decided to step away from my computer to play through Q? EntertainmentÕs most famous titles, some of which once ranked on my List of Shame (games I should have played by now) and some of which soothed me during pivotal moments in my life. During my hour of revisiting Every Extend Extra, Rez and Lumines, I started thinking about the aftermath of E3. I talked to gamers, from neighbors and friends to family members, and collectively, I sensed a pessimism in the air. Sure, some will seek comfort in blockbusters or annual sports updates. But many griped that the likes of Move and Kinect donÕt speak to them, and too few upcoming games are Òhitting their buttons.Ó IÕm sure youÕre feeling the same strange malaise. But when I strip away the glumness and look at music games, one of my favorite genres, thereÕs a lot to look forward to. KinectÕs greatest potential in my living room is through rhythm games. Patrick KlepekÕs infectious enthusiasm for Dance Central has started to spread. But even more than Dance CentralÕs arrival amidst the feverish craze of ÒSo You Think You Can DanceÓ in our contemporary culture (or the non-motion controlled potential bliss of Rock Band 3Õs real instruments), IÕm looking forward to whatÕs gracing our cover, Child of Eden. Q? Entertainment and Tetsuya Mizuguchi have not only managed to hit both of my soft pressure pointsÑstrong visuals and electronic musicÑbut the team has consistently done so with remarkable aplomb. Some of my happiest memories involving music games came from Q? titles, from the instant Mondo GrossoÕs jazz-tinged house beats colluded with a series of translucent blocks to give me the reason to buy a PSP. That same PSP came with me on my first long trip abroad, when I killed my battery in-flight playing an import copy of Every Extend Extra. Rez had topped my List of Shame for years, but with the XBLA re-release, I could proudly remove it. I canÕt say that music games are the cure-all for everyone, but itÕs worth revisiting fond memories if you donÕt feel like youÕre getting the experience you need out of the next few months. Games are part of our daily lives. Some of us completely attach our identities to them, while itÕs a social tool for others. But weÕre all bonded by our shared experience and our common love. I tend to tie my life experiences to where I was and what I was doing when I started a new game. IÕm looking forward to mentally noting my surroundings when I pop in Child of Eden. LUMINES AS A LIFE BOOKMARK ItÕs worth revisiting fond memories if you donÕt feel like youÕre getting the experience you need out of the next few months... COMMENTARY | 6 LOGIN letters@ egmnow.net Question of the Week: Irrational Games is on the verge of showing their new project. What do you think Irrational will announce later this week? Contact EGMi E-mail: letters@egmnow.net Snail mail: EGM 8840 Wilshire Blvd., Third Floor Beverly Hills, CA 90211 Web: www.egmnow.com ÒItÕs the rebirth of space flight sim, creating the most epic universe ever.Ó ÑErik Thomsen (@Elerigo_amor) ÒA new IP, set in a desert. Not many developers use the desert and I think Irrational could really do something cool with it.Ó ÑBen Jones (@V_Ben) ÒFirst-person adventure shooter cross of MirrorÕs Edge & Mass Effect 2. Seems like an evolution of Ken LevineÕs past games.Ó ÑModernDevil (@ModernDevil) ÒWrath of Bong: The Game. It will smoke the competition.Ó ÑMatt Clark (@ClarkMat) ÒValve beat Irrational to making a co-op zombie game, so Irrational will beat Valve to the punch by making Half Life 2: Ep 3.Ó ÑPatrick Daggs (@zero82695) ÒGo to the moon in a hunter/gatherer world. About dreams, inspirations, ideas, and fables.Ó Ñlandonneale (@lneale) ÒLittlest Pet Hospital is their new game. ItÕs also an FPS.Ó ÑHelenCordiner (@HelenCordiner) ÒA co-op zombie survival title, as I recall they had concepted an fresh take on the genre.Ó ÑStephano Nevarez (@Stephano_N) ÒEtherShock. Going metaphysical is the next logical progression from System and Bio.Ó ÑBrad Grenz (@BradGrenz) ÒA turn-based RPG based in the Willow universe. Why not?Ó ÑJohnCocktoastin (@JohnCocktoastin) NEXT WEEKÕS QUESTION: CapcomÕs Dead Rising 2 is about to shamble into our lives...what would be your preferred method for slaying the undead horde? twitter @egmnow Sometimes we play games, too, and share our thoughts with the Internet... ÒHow many times will Madden 11 take Favre out and put him back on the Vikings before preseason?Ó ÑBilly Berghammer ÒIf StarCraft II is Christmas for RTS fans, itÕs Hanukkah for me. I respect your beliefs. I donÕt really celebrate.Ó ÑAndrew Pfister ÒWhy are final bosses in videogames almost universally awful?Ó ÑPatrick Klepek ÒDespite facade of realism, theyÕre still escapist fantasy, Modern Warfare 2 or Half-Life 2. More women, plz.Ó ÑSterling McGarvey follow us on twitter Billy Berghammer @louiethecat Andrew Pfister @andrewpfister Patrick Klepek @patrickklepek Brady Fiechter @bradyfiechter Sterling McGarvey @sterling_m Paul Semel @paulsemel ADVERTISEMENT PRESS START The love and tension between developers and their rabid fans Less story! WhereÕs multiplayer? Try not to #@!% it up this time! IÕll buy anything you guys make! RELATIONSHIP STATUS: ITÕS COMPLICATED By Patrick Klepek Comic-Con exists at the corner of geek and nerd, a reality-based acknowledgement of the sometimes tenuous give-and-take relationship between the creators of entertainment and hungry fans. Attendees arenít afraid to make their opinions heard, a feedback loop game developers are used to. Thanks to the mediumís interactive nature, gamers may be the most vocal of all. I spoke with several developers at last monthís convention about their own relationships with fans and the impact fan passions have on development.Star Wars: The Old Republic managing editor Alexander Freed, whose BioWare Austin team may have one of the most difficult jobs ahead of them in the fan feedback department, said game development and the interaction between creators and fans is rooted in one overarching concept.ìThe overriding concern is always making a good game and if it is a good game,î said Freed, ìif it is well-designed, if it is fun to play, then ultimately the fans will like it. Beyond that, you do certainly need to pay attention to fan perception because that will affect enjoyment. [...] You need to keep the psychology of the player in mind because itís all a psychological experience.îìThereís always this balancing act,î explained Dead Space 2 executive producer Steve Papoutsis, ìof what the team wants to do, what the community wants and as the [gameís] executive producer, itís my job to go ëHey, hold up, we gotta stay on the rails here. This is where the track is.íîPapoutsis was one of several game developers who went beyond watching fans play their game at a series of kiosks. He held court with several other members of the Dead Space 2 team for a panel about the game. Papoutsis and company had no problem packing the house with fans, and neither did Bungie Studios, who was on-hand to disclose the latest details on Halo: Reach.ìThe fans have been with us all along and they help with the game just much as we do,î said multiplayer designer Lars Bakken. ìWe listen to what they say. We canít obviously do everything they want, weíre limited in that respect. We only have three years to work on a game and weíre already trying to do all sorts of crazy stuff, but we always listen The overriding concern is always making a good game.≠óAlexander Freed managing editor,Star Wars: The Old Republic to them. We want to make the games we want to play, but we‚Äôre just flattered they like to play them.‚ÄùThe concept of making a game you‚Äôd be excited to play and assuming fans will follow was echoed by others. It‚Äôs easy to fall into a trap of trying to endlessly please those who made you successful.Finding a proper balance is not a uniquely American issue, either.‚ÄúWhen I write or when I make a game, I like to say that actually one-hundred-percent of what I write is my decision,‚Äù said Ghost Trick creative director Shu Takumi, also of Ace Attorney fame. ‚ÄúCertainly, maybe there is some influence from the fans, but I feel if you listen to the fans too much, you start losing a sense of what you want to write, you start losing a sense of what your title is all about. What I really want to do is make games that are enjoyable to everyone, games that are enjoyable to a variety of people or games that I think would be interesting.‚ÄùThe solution may be intangible. Many developers described a gut feeling about what separates a piece of feedback that makes a point and a vocal minority. There was also a significant divergence of opinion on the role of fan feedback from developers who worked in multiplayer and those who didn‚Äôt.Marvel vs. Capcom 3 producer Ryota Niitsuma valued fans for their feedback at both E3 and the recent EVO tournament in Las Vegas. According to Niitsume, fans felt Marvel vs. Capcom 3 currently felt more like Tatsunoko vs. Capcom than a true Marvel vs. Capcom game. Niitsume brought the response to the development team in Japan and is working to tweak the game.‚ÄúYou‚Äôre making the game for the fans,‚Äù added Niitusma, ‚Äúso you want to make sure that you please them. There‚Äôs been a lot of requests and a lot of things people are expecting to see in the game. You want to make sure you can put that in there as much as you can, but at the end of the day, we are making a fighting game, so there are certain things that are required for that, certain things that we know how to do.‚Äù‚ÄúIt‚Äôs just taking all that feedback in and trusting your instincts as to what‚Äôs right and what‚Äôs wrong,‚Äù said Bakken. ‚ÄúYou can read a million things on the forums. Once you become experienced with it, you can just say ‚Äòno, they‚Äôre wrong‚Äô or sometimes if something hits you, it kind of clicks and you‚Äôre like ‚Äòwow, that‚Äôs actually a really good point.‚Äô You‚Äôre making the game for the fans, so you want to make sure that you please them.¬≠‚ÄîRyota Niitsumaproducer,Marvel vs. Capcom 3 Normally, you know almost immediately. ItÕs a gut-level reaction. ThereÕs no way to explain how that works.Ó Every Halo game has included a robust multiplayer experience. Multiplayer has become a cornerstone of Bungie design, but unlike single-player campaigns, multiplayer is uniquely player-centric. When players reject something from Bungie, the studio is at an impasse. Prior to the launch of Halo 3, Bungie was really excited about the ÒLand GrabÓ variant for Territories. It didnÕt hook. ÒWeÕre convinced [the game types] are f***ing awesome because weÕve been playing them for a year and a half and weÕre like Ôthis is amazing!Õ he said, sighing. ÒAnd then the fans play them, and maybe they have a bad experience with it and someone gets on the forums and theyÕre vocal and theyÕre like Ôthis is the stupidest thing IÕve ever played!Õ and you slowly phase that stuff out. [With ÒLand GrabÓ] we were like Ôooookay, weÕll take it out of matchmaking.ÕÓ Figuring out what fans want is no easy task, either. With multiplayer, developers have learned to keep track of what guns people are using to what maps are in highest rotation. It might not explain why people are or arenÕt doing certain things, but itÕs a starting point. ItÕs more difficult for single-player, where the reasons for player reactions can vary dramatically. For Dead Space 2, Papoutsis can watch the reactions of focus groups as theyÕre playing the game. ÒNow, we can evaluate body language,Ó he said, a smile erupting on his face. ÒWhen theyÕre on the edge of their seat, does that mean theyÕre having fun? Does that mean theyÕre too scared?Ó TheyÕre watching you, gamersÑwatching, reading and listening. What do you have to say? We want to make the games we want to play, but weÕre just flattered they like to play them. ÑLars Bakken, multiplayer designer, Bungie Studios Press Start 12 Scott Pilgrim Vs. Videogames HOW UBISOFT MONTREAL CREATED DOWNLOADABLE NERDVANA By now, with some help from actor Michael Cera, youÕve at least heard of Scott Pilgrim and his battles in the name of love. Pilgrim creator Bryan Lee OÕMalley recently delivered the epic final installment in the book series, director Edgar Wright is about to release his theatrical adaptation and UbisoftÕs HD beat-Ôem-up Scott Pilgrim vs. The World: The Game hits PlayStation Network as you read this. By Patrick Klepek Press Start 13 ItÕs much harder to describe what Scott Pilgrim actually is, thoughÑat least in one sentence. ÒScott Pilgrim vs. The World is an epic story about a Toronto slacker who must defeat his girlfriendÕs evil exes in order to be with her,Ó said designer Ubisoft Montreal Jonathan Lavigne over e-mail. ÒI feel like Scott Pilgrim is the story of the self-realization of the hipster-nerd people of my generation,Ó explained Anamanaguchi guitarist and NES manipulator Peter Berkman, whose chiptunes group composed the gameÕs soundtrack.Ó [ItÕs] them realizing the way to make themselves the best [is] by annoying other people less and just basically coming of age.Ó In downloadable game form, Scott Pilgrim vs. The World: The Game is very much like the comic it pulls from: a lavish, loving, uncompromising love letter to collective gaming nostalgia. There are even hidden rooms where you punch question blocks to grab coins. Sound familiar? Not to mention at first glance, you might confuse the game with the NES classic River City Ransom. ThatÕs on purpose. ÒAll the team members considered this game a very personal project,Ó said Lavigne. ÒRiver City Ransom is definitely an inspiration! When you read the books and see all the references to this awesome game, making a new game in the same vein feels like a natural choice.Ó Both Wright (and his brother, Oscar Wright) and OÕMalley were involved in the development from the start, working with Ubisoft Montreal to create a game with the Scott Pilgrim vibe, but still have it be its own thing. You can even change the ending of the story in the game, based on which character you play. But with a retro look and gameplay style, the music needed to be something special, too. AnamanaguchiÕs involvement with the game seems fated. Press Start 14 ÒThis story is 100% true,Ó Berkman jokingly emphasized twice over the phone. ÒWeÕre at this party [on tour] and it was winding down and thatÕs where we were sleeping. I was lying down on the couch and on the coffee table I saw a copy of Scott PilgrimÕs Precious Little Life [the first book in the series]. I opened it up and read the first line, which is ÔScott Pilgrim is dating a high schooler?Õ and I was like Ôwow, this is f***ing awesome.Õ And the next morning, we went to go get some coffee at about 10 oÕclock and I got a phone call from Ubisoft asking us to do the music for the Scott Pilgrim game.Ó Their music fits the game like a Power Glove, providing a surprisingly bombastic audio layer thatÕs clearly nodding at its roots, carefully treading inspiration and originality. It is, in fact, foot-tappable. The New York-based group is Berkman (guitar, NES), James DeVito (bass), Luke Silas (drums) and Ary Warnaar (guitar, GameBoy). Anamanaguchi is their life, not just a passion project. They also contributed to Bit.Trip.RunnerÕs equally retro soundtrack for free (Berkman: ÒWe love those dudes.Ó) and secretly worked on Scott Pilgrim the past year. Anamanaguchi was allowed to debut a track at BostonÕs PAX East in March. ÒThat moment was pretty intense for us,Ó described Berkman, Òbecause it was pretty much the culmination of so much stuff that weÕd been working on and so much stuff that we had been waiting to talk about. Scott Pilgrim, for us, is very much [a] representation of what weÕre all about. To have that culminate in a moment at PAX East was pretty ridiculous for usÑto a crowd of 3,000 people or something like that. ThatÕs not something we get to do every weekend.Ó The movie is poised to be a hit, as is the game (read more of my thoughts in this issueÕs review), but BerkmanÕs not sure what it means for the bandÕs future. HeÕs just happy to have played a part in the Scott Pilgrim phenomenon. ÒWe represent the same kinds of things,Ó he said, Òwhich is this culmination of epicness, fun and at the same time, [this] weird melancholy emotion thingÑthe triumph over odds, whatever those are.Ó ÒI think that Ôfighting for loveÕ with your friends is the kind of theme that can appeal to everybody,Ó said Lavigne. ÒSo, if you like co-op action games, IÕm confident that youÕll enjoy this one even though youÕre not familiar with Scott Pilgrim or not versed in old school knowledge.Ó Scott Pilgrim vs. The World: The Game is now available via the PlayStation Network for $14.99. It will also be released for Xbox Live Arcade on August 25th at 1200 Microsoft Points (also $14.99). AnamanaguchiÕs soundtrack will be distributed through Abkco (www.abkco.com) and drops on August 24. Press Start 15 NEXT WAVE Sid MeierÕs Civilization V Rule the world in 400 turns or less By Andrew Pfister Publisher: 2K Games ¥ Developer: Firaxis Games Platform: PC ¥ Players: 1-TBD ¥ Release: 09.21.10 What I love most about Sid MeierÕs Civilization series is that it lets me put my dusty college degree to somewhat relevant use. I majored in political science, where I picked up on a variety of elements of world rule, including policy formation, the justice system, the psychology of persuasion, American government and international relations. IÕve always been politically minded (the fascinating structure, not the mostly terrible people), even back in high school when I joked that I was going to make my first presidential run in 2016. Next Wave 16 After my first game of Civilization V, it would probably be best for everybody if I go down in a Mondale-sized landslide. Turns outÉIÕm pretty evil. THE DAWN OF JERK I click ÒPlay NowÓ and am given the reins to India. Delhi is founded on the only visible shore in the fog of war, and my empire is born. The first thing long-time players will notice about Civ 5 is that movement is now done on a hex grid, giving you six directional options instead of the traditional eight. But what seems on the surface to be a reduction actually opens up new possibilities for expansion and combat. My first Indian warrior group immediately set south from Delhi and encountered a narrow isthmus. Recognizing the possible strategic value, I sent my first Settlers to found a city right in the middle to block off any possible expansion by my neighbors, and eventually allow me to send naval units through the harborÑmy own private Panama Canal. Because the hexes prevent diagonal movement that might let units sneak through (like you could do in the old games), and now that cities have their own defense systems, this ended up being a great first step toward IndiaÕs world domination. Little did I realize that when the fog of war lifted, this little isthmus would be the only land bridge between the two giant Eastern continents that I and my rivals called home. Without open borders (which I generally did not keep), nobody could move between the continents, nor between the two gulfs, without my say so. Meanwhile, up in a rapidly expanding Northern India, I had discovered my western shore as well as the border to AlexanderÕs Greek empire. The only problem was that my cultural border didnÕt stop Alexander from creeping into the territory I wanted to claim. There was still a single tile that he could sneak a Settler through and set up camp on my beautiful coastline. So I did the only thing I could do, which is something new in Civ 5: I bought the individual tile. If youÕre impatient and willing to spend the gold, you can simply buy tiles of land and water. This comes in handy for resource tiles but, in this case, buying that tile pinned Alexander in a very small area to my north, which eventually led to his demise. Next Wave 17 THE GOLDEN AGE OF JERK Buying tiles can help you expand, but youÕll need to save some gold. The city-state makes its debut in Civ 5, and as is true with most governments, they only respond to one thing: money. Throw your gold to the worldÕs city-states and youÕll gain their favor, which can open up trade routes or provide combat assistance. But this influence decays over each turn, which means youÕll need to determine whether or not you really need that aluminum resource. (You do.) And other nations will attempt to curry favor as well. Firaxis has described city-states as Ògreasing the wheels of diplomacy,Ó firmly encouraging you to engage other countries. This is especially true when a city-state is attacked and offers their allegiance to any nation that comes to their defense, which is what happened when Wu Zetian, my once-ally and next-door neighbor, decided that itÕd be in the best interests of China to attack the city-state of Ragusa. Needless to say, it was not, and the nation of China is now merely a footnote in history. JERKÕS DOWNFALL That got me thinking. ÒIf I can take out China with such ease, whatÕs stopping me from claiming the entire continent?Ó Soon, I was upgrading all available ground units to Mechanized Infantry, conducting ÒtrainingÓ exercises by parking my destroyers within bombardment range of key cities, and drawing up invasion routes. I pinched Montezuma with an amphibious assault from the north (units are now able to embark on the water themselves) and a ground assault from the east. He was no match, and the entire eastern continent was finally mine. And when my recon sub revealed BismarckÕs German empire in the West, I was so excited that, gosh, I just had to use the rest of IndiaÕs gold to buy some nuclear missiles. (Vote Pfister, 2016.) Because only one unit can occupy a tile, youÕll need to be strategic with your military maneuvers. Cities can bombard you, too, so you canÕt get too close. GoldenEye 007 Bond is backÑand so is split-screen multiplayer By Patrick Klepek Split-screen is a fading feature, but itÕs hard to imagine Activision bringing back GoldenEye 007 without it. At Comic-ConÑsurrounded, ironically, by linked Transformers: War for Cybertron stationsÑI was quickly reminded not only why GoldenEye 007 was once king, but the value of sitting next to someone while you play. In a few The Man With The Golden Gun matches, yours truly pulled off a brutal winning streak, mowing down players, swears following each one-bullet death (ÒCheating!Ó). The little touches were welcomed, too, such as the post-match awards: glib descriptions of the best and worst achievements. ItÕs one thing to mock someone over a mic; itÕs another to actually punch them in the arm. We laughed, drank our beers and yelled at each other. Sounds a lot like my memories of playing GoldenEye when I was twelveÑwell, minus the beer. Publisher: Activision ¥ Developer: Eurocom ¥ Platform: WII Players: 1-4 split-screen, 1-8 online ¥ Release: 11.08.2010 Next Wave 23 Plants Vs. Zombies The living impaired and their flora foes come to Xbla By Demian Linn Publisher: PopCap ¥ Developer: PopCap ¥ PLATFORMS: XbLA ¥ Players: 1-2 ¥ Release: Fall 2010 Plants vs. Zombies, the why-didnÕt-I-think-of-that mash up of tower defense and Root Beer Tapper, is finally coming to consoles. Specifically, Xbox Live Arcade in September for 15 bones. If you donÕt already love it on PC/Mac/iPad/iPhone, your excuses are quickly running out. For those living under a console-shaped rock, Plants vs. Zombies is all about protecting your lawn (or backyard pool...or roof) from the undead horde. Sunflowers produce sun, which you use to buy such offensive plants as the high-powered pea shootinÕ Repeaters or mind-controlling Hypno-Shrooms, thereby ridding the neighborhood of zombie linebackers, snorkling zombies, the zombie bobsled team... next wave 20 DAY OF THEÉVERSUS? More big news: In versus mode you can finally champion both sides of the fight. For the plants, itÕs mostly horticulture as usual: build up your garden using a limited number of seed types and stop the zombies. For zombiesÑthe player has to protect six targets, one at the far right of each row. The undead drop tombstones instead of sunflowers, and they generate brains (resources) to buy zombies to attack while also acting as temporary blockades to guard the targets from the plants. DAWN OF THE CO-OP MODE This is the big news: two-player co-op. Player 2 can drop in at any time during the otherwise single-player Adventure mode, or you can start a co-op game from scratch. Each player gets to pick four seed-packet types, so cooperation is a must. It works well, though when things get really hairy on the tougher levels, it can be hard to sort out exactly whoÕs where and whatÕs going on. Plants Vs. Zombies Next Wave 21 NICE DOUBLE-WIDE Plants vs. Zombies isnÕt just about protecting your house anymore, itÕs also about sprucing it up. Not only can you buy fancier houses, but they act as a sort of visual leaderboard. Achievements youÕve earned appear as lawn ornaments, and you can check out your friendsÕ pads as well. OSCAR OF THE DEAD This version of Plants vs. Zombies gets just one new zombie type. Well, two if you count the disco zombie that replaces the Thriller-inspired Michael Jackson shambler (removed due to legal issues with JacksonÕs estate). This new undead variant is basically the screen-door-carrying zombie but with a trash can, and only appears in the co-op and versus modes. Nothing new on the plant side, unfortunately. WILL PRESS RIGHT TRIGGER FOR CASH If you could dareÑdareÑlevel a complaint against the original Plants vs. Zombies, itÕd probably involve whining about the non-stop clicking you had to do. The Xbox Live Arcade version takes all that frantic mousework and turns it into a glorious pull of the right trigger. Hit that trigger and youÕll automatically vacuum up all the suns at once. Magical. Plants Vs. Zombies brains... ÒBrains. Brains. Use your brains to help us. Your delicious braaaaains!Ó PLANTS VS. ZOMBIES VS. BOXES DonÕt believe in purchasing games electronically? PopcapÕs rolling out a boxed retail version for Xbox 360 later this year (which includes Zuma and Peggle as value adds) along with boxed ÒGame of the YearÓ versions for PC and Mac at $19.99, though they come without the Xbox versionÕs new tweaks. 21 MINI-GAMES LATER A new mini-game based on PopcapÕs Heavy Weapon joins the roster, replacing the ÒItÕs Raining SeedsÓ mini-game, which wouldnÕt work so well with Xbox controls. You pilot a mobile peashooter and zip along the bottom of the screen, aiming your pea stream with the right stick. ItÕsÉokay. Hard Corps: Uprising ItÕs not called Contra, but trust us, itÕs a new Contra By Patrick Klepek It may not have the Contra named attached, but after playing Hard Corps: Uprising, Konami should rethink that decision. Developed by Guilty Gear developer ARC System Works, known for their beautiful 2D artwork, the spiritual successor to Contra: Hard Corps is a stunning combination of flowing sprites and vibrant, 3D backgrounds layered against a stream of explosions. ItÕs also pretty fun to play. I powered through a desert stage, which had me and a co-op partner switching between different elevations to attack enemies, grappling onto metallic banisters while trying to avoid being shot at, collecting (and then losing) weapon power-ups, getting into ridiculous chase scenes with futurstic vehicles and battling obnoxiously large bosses who refused to die. It sometimes dipped into bullet hell, but never frustratingly so. Sounds like a Contra game to me. Publisher: Konami ¥ Developer: ARC System Works ¥ Platforms: XBox Live Arcade, PlayStatioN network Players: 1-2 ¥ Release: Fall 2010 next wave | 23 nailÕd DonÕt let the name fool youÉ By Paul Semel Publisher: Deep Silver ¥ Developer: Techland PlatformS: XBOX 360, PS3, PC ¥ Players: 1-12 ¥ Release: FALL 2010 With a name thatÕs basically a crude sexual innuendo thatÕs misspelled and uncapitalized in a hipster way, youÕd be forgiven for thinking that the upcoming arcade-style off-road racer nailÕd wonÕt amount to much. But after taking it for a few laps, IÕm thinking it might be better than its name suggests. Built by TechlandÑthe Polish developers behind the Call of Juarez series making a genre swerveÑnailÕd has you driving ATVs and dirt bikes on sixteen bumpy, hilly tracks that are set in such real world locales as Greece, the Andes Mountains in South America and CaliforniaÕs Yosemite National Park. next wave 24 An arcade-style offroad racer in the mold of Pure, nailÕd has you driving ATVs and dirt bikes on gloriously unrealistic tracks. But thatÕs where the realism ends. As with MotorStorm, nailÕd doesnÕt just have you driving on dirt trails, but on ramps and other structures placed in the world by someone with an engineering degree and no regard for your safety. One track I tried goes along the side of a damn, while another occasionally has drivers cruising across the remains of a 747 that had crashed in the desert. Besides being a sadist, the gameÕs track designer also seems to be a Dukes of Hazzard fan. nailÕd has so many ramps and jumps that you spend half your time flying through the air like Bo and Luke Duke if they put moonshine in the General LeeÕs gas tank. But since God also has a sense of humor, especially when it comes to people messing with his girlfriend Mother Nature, youÕll also have to contend with avalanches and falling trees, as well as the occasional suicidal deer. Thankfully, you can outrun those pitfalls by jamming down on the boost button. As with Pure, nailÕd gives you some extra juice if you turn a trick or two. But you can also get a quick jolt if you jump through flaming hoops that are partially hidden on each track, or if you do something mean like land your ATV on a competitorÕs head. Besides being a sadist, the gameÕs track designer also seems to be a Dukes of Hazzard fan. Next wave 25 There are even times where being a jerk or trickster is the point. While much of TournamentÑthe gameÕs single-player, multi-event career modeÑis spent racing, there are times where youÕll only win an event if youÕve done more cool moves than the competition, or have knocked them out of the way more than theyÕve bumped you. Though, unlike with Blur, you wonÕt then have to also finish in the top three to win. Doing tricks, winning events and fulfilling other obligations Ñ such as winning your first tournament Ñ also unlock new parts for your ATVs and bikes. Some add-ons will augment their performance (boost capacity, acceleration, etc.), while others are merely cosmetic. For those who like to race real people, nailÕd has a whole slate of online races and events for up to twelve players. You can even use your already tricked-out ATV or dirt bike online, and winning online gives you unique parts as well. The game also features a rather heavy soundtrack, featuring the likes of Slipknot and Queens Of The Stone Age, as well as a number of instrumentals and full songs from an ad-hoc supergroup that includes HatebreedÕs Jamey Jasta, Static XÕs Wayne Static and Fear FactoryÕs Raymond Herrera. All in all, nailÕd doesnÕt have the polish or accomplished feeling of Pure or any of the MotorStorm games. But with tight, arcade-style controls and crazy tracks, it still looks like itÕs shaping up to be a fun Sunday drive. Now, if they would just do something about that nameÉ Next wave 26 LEGO Universe Since LEGOs make everything cooler, why not MMOs? By Patrick Klepek L EGO games havenÕt yet capitalized on LEGOÕs fundamental asset: creation. LEGO Universe aims to encourage what others have ignored. YouÕd be right to assume LEGO Universe is for kids, but as with other LEGO games, their charm means Universe has something to offer you and me. Quests grant access to new LEGOs, which can then be dropped into a sandbox mode where multiple players can collaborate on everything from simple objects (trees) to complex architecture (castles). Every object can be programmed with AI using simple visual language tools. Pending approval, these creations can then be shared with the entire LEGO Universe world. And because the pieces youÕre manipulating are based on actual LEGOs, youÕll eventually be able to export a document detailing what parts are required to create physically what you just built virtually. How cool is that? Publisher: The LEGO Group ¥ Developer: NETDevil ¥ Platforms: PC, Mac ¥ Players: MMO ¥ Release: fall 2010 Next Wave 27 Cover STORYThe final goal of this game, the big emotional movement…I want to make you cry. I don’t know if it’s possible or impossible yet, but I want to make this kind of a chemical reaction, an emotional reaction.Click the video above to watch the interview With Tetsuya MizuguchiTetsuya Mizuguchi is speaking of Child of Eden, Q? Entertainment’s next synaesthetic and psychedelic cocktail of music, visuals and gameplay. For issue 240.0 of Electronic Gaming Monthly, we sent writer Evan Shamoon and an Area 5 crew to speak with Mizuguchi about the game’s heritage, inspiration, musical foundation and idealistic purpose. You’ll find much more about Child of Eden in the 240.0 issue of EGM, and we’ll have more videos over the next few weeks of EGMi.Cover Story 28 Review CREW StarCraft II: Wings of Liberty Blizzard is known for two things: never shipping a game until the team is absolutely convinced that itÕs an A-list title, and creating the most captivating games in the business. StarCraft II: Wings of Liberty is the perfect example of the Blizzard ethos in action. ItÕs a perfectly crafted title that gamers spent the last decade waiting for, and may spend the next decade skipping meals and sleep to play just one more mission. By Bryan Stratton Publisher: Blizzard Entertainment Developer: Blizzard Entertainment Platforms: PC MAC Players: 1-12 ESRB Rating: T - TEEN Release: 07.27.10 The crew Review crew 29 Patrick Klepek Look Behind You, A Three-Headed Monkey! Patrick is slowly learning to play co-op games with his girlfriend without yelling at her. Liking: This summerÕs great downloadable games Not Liking: Poorly designed final bosses Really Hopes: Scott Pilgrim is a box office success David Wolinsky Pride And Prerequisites Lately, David has been really into using the word Òhustle.Ó Especially in Mad Libs. Liking: Drop 7 on an almost obsessive level Not Liking: The human-sized pile of games I have to catch up onÊ Wizard Name: Herman the Purple Bryan Stratton Harbinger of Game Mag Doom Has spent 11 years contributing hundreds of reviews for a dozen different print and online game magazines now out of business. EGM is the only one thatÕs managed to rise from its grave. Sever the head! Destroy the brain! Liking: StarCraft II, StarCraft II, and OH GOD STARCRAFT II IS FINALLY HERE AND I AM PLAYING IT Not Liking: Steroid cheatsÕ home run milestones being taken seriously Achievement: FianceŽ acquired! John Keefer HatinÕ On The Zerg Keefer is flipflopping between the World of Warcraft: Cataclysm beta and building his StarCraft II skills in skirmish mode. In between, heÕs reading game novels. Liking: Blizzard Not Liking: Waiting for Deathwing Hoping & Praying: BioWare and LucasArts deliver on The Old Republic Tom Ham A Veteran Returns To Battle TomÕs been covering the games industry for 20 years and counting, and decided to take a break from working in Hollywood to get back to his gaming roots. Liking: His new iPhone 4 (despite the antenna) and his new 3G iPad Not Liking: Humidity in Los Angeles (come on guys, this is supposed to be an East Coast thing) In pursuit of: Earned his wings in Gears 2, now itÕs time to get Seriously 2.0! Aaron Thomas Two In A Tree Forever If you ever meet Aaron and his wife, Erin, be sure to tell them how cute it is that they have the same name. Bonus points if you ask them how confusing it is when they get phone calls. They love that! Liking: Donating old games to the local Boys & Girls Club Not liking: Gus Johnson Current Nemesis: San FranciscoÕs ever-present fog. Blah. The single-player campaign puts you in the role of a slightly older and more disillusioned Jim Raynor, reprising his role from StarCraft. Initially, you command RaynorÕs Raiders to overthrow the oppressive yoke of Emperor Arcturus MengskÕs Dominion, but itÕs not long before the insectoid Zerg and energy-based Protoss enter and make it much more than a simple tale of rebellion. The story plays out across more than two dozen exquisitely crafted missions. Between each mission, you return to RaynorÕs ship, the Hyperion, where you can visit the bridge, laboratory, cantina and armory to talk to supporting characters, upgrade your forces and review your progress. And although Wings of Liberty only comprises the first third of StarCraft IIÕs story, itÕs extremely satisfying and ends on a note that will leave you chomping at the bit for the Heart of the Swarm expansion pack. In the meantime, the campaign will keep you busy for quite a while, thanks to some classic Blizzard carrot-and-stick replay incentives. ItÕs non-linear, and although you have a certain degree of flexibility when it comes to which missions you complete when, the story is structured so that, no matter which path you take, it builds to a very effective climax. There are 29 missions in total, but you can only access up to 26 in a single playthrough, due to having to make some either/or choices. Once you have completed a mission, you can replay it at any time and on any difficulty setting to complete optional objectives and earn achievements. Most missions also allow you to collect Zerg and Protoss research tech, which enable you to upgrade units and structures with new abilities, like additional armor, increased range or auto-regeneration. Each level of research gives you the choice between two different upgrades, so youÕll never access more than 50% of them in a single playthrough. And the upgrades are unique to the campaign, providing a markedly different experience from the extremely robust and equally compelling online modes. Online play doesnÕt just pad out the StarCraft II experience; it extends it in every direction and literally provides months, if not years, of fresh gameplay. The only way to play online is through BlizzardÕs Battle.net, which might be a bit disappointing to hardcore LAN partiers. StarCraft IIÕs online gameplay will reinvent itself on a regular basis, providing perpetual incentives to dip back into it and see whatÕs new. StarCraft II might have taken 12 years to arrive, but itÕs well worth the wait. SECOND OPINION John Keefer BlizzardÕs story-telling ability in the single-player campaign continues to be excellent, with twists and turns that keep you plodding through missions to the climactic end. Yeah, itÕs a Terran viewpoint, but a few Protoss missions are thrown in as a way to further the story. Achievements and skirmish modes offer plenty of replayability for the casual players aspiring to become hardcore. However, when you get on Battle.net for multiplayer games, be prepared for the school of hard knocks. Unless you can build and defend a base while exploring and softening up the enemy at the same time, you will lose. Be prepared for Zerg rushes even in non-ladder matches. Nutshell: Single-player, Hell yeah. Battle.net, shark tank. Overall: Damn fun. Score 9.0 You also have to be online and signed into Battle.net, even when playing the offline single-player modes, if you want to earn achievements. Some gamers may find the Battle.net restrictions limiting, but it has several advantages, including Facebook integration, a terrific online matchmaking system that pairs you up against players of uncannily similar skill and cloud game data storage, ensuring that youÕll never have to worry about a corrupted save file again. StarCraft II also provides online gamers with enough options and features to guarantee virtually limitless gameplay options. Up to 12 players can participate simultaneously in a single battle. When the fight is over, dedicated StarCrafters can save and review replays of online skirmishes to study their opponentsÕ tactics and develop counters or new applications for them. And the Galaxy Map editor allows players to create their own maps and mods to take the game in directions of their own. Giving a huge and enthusiastic community these tools ensures that StarCraft IIÕs online play will reinvent itself on a regular basis, providing perpetual incentives to dip back into it and see whatÕs new. About the only serious criticism that you can level at StarCraft II is that it took a dozen years to produce what is ultimately only an evolutionary step in the franchise. Much of what gamers will love about it is the same perfectly balanced gameplay that propelled StarCraft to the top of virtually every PC gamerÕs must-have list 12 years ago. As good as it is, itÕs hard to believe that this sequel couldnÕt have been on retail shelves in half the time. But any frustrations about StarCraft IIÕs delayed arrival evaporate instantly as soon as the game is installed. It builds upon the greatest real-time strategy game in history and improves it in every way, and itÕs more than worth the wait. Score 9.5 GBU The Good: Replayable single-player campaign The Bad: Forced Battle.net account The Ugly: 12 years?!?! Madden NFL 11 Videogame football at its best Wow. I almost canÕt believe how phenomenal Madden is this year. Super Tecmo Bowl will always have a special place in my heart, but IÕve got to say that Madden 11 is the best football game IÕve ever played. The new play-calling is fantastic, collecting cards in Madden Ultimate Team is addictive, team play is very well-executed and the new controls are superb. The only new addition that I donÕt enjoy is the screaming maniac in the booth, Gus Johnson. But weÕll talk about Gus laterÑlet me tell you why Madden 11 is so spectacular. Publisher: ELECTRONIC ARTS Developer: EA TIBURON PlatformS: Xbox 360 PS3 Players: 1-6 ESRB Rating: E - everyone Release Date: 08.10.2010 Review Crew 32 By Aaron Thomas GameFlowÕs play-calling guidance keeps you from getting lost in playbooks and formations. For years, folks have rightfully complained that MaddenÕs play-calling is too complicated, especially for newcomers. ThatÕs no longer the case thanks to the new GameFlow play-calling system. With a single button-press, the CPU will call plays for you on both offense and defense. The play is diagrammed on-screen; the coordinator will explain why he has called the play and what he wants you to do. Not only does this new approach let you focus on the on-field action, it also speeds up the tempo since youÕre no longer scrolling through plays after every down. While the defensive play-calling is sometimes suspect, the offensive calls are generally spot-on. If you and your coordinator donÕt see eye-to-eye, you can add the plays you like into the game plan, or you can simply call plays the old-fashioned way. ThatÕs the biggest change to the gameplay, but itÕs the smaller tweaks and the way they all come together that makes Madden 11 a joy to play. With the removal of the sprint button and more intelligent run-blocking, itÕs supremely satisfying to let plays develop and then hit the hole. The pocket collapses in a life-like manner as the offense and defensive lines battle, receivers will occasionally fall as they make a cut and player momentum feels realistic. On their own, none of these changes would necessarily blow your mind, but each little improvement seems to complement the next, and the end result is the closest you can get to real football without leaving your home. Also new this year is three-vs.-three team online play. Each player picks a position on offense and defense, and while there are limited opportunities to change players, the other eight men on the field are controlled by the CPU. This mode is all about cooperation and communication. It might take a game or two, but eventually you and your friends will yell out assignments, direct blocks and call for the ball just like real NFL players. I wasnÕt particularly excited about this mode before I played it, but after a few games I was sold. ItÕs quite fun, and IÕm looking forward to playing more. With every passing year, Madden keeps looking better and better. With the removal of the sprint button, and more-intelligent run-blocking, itÕs supremely satisfying to let plays develop and then hit the hole. SECOND OPINION Tom Ham When I first heard of the all-new GameFlow system, I was a bit skeptical. Being a control freak, I always enjoyed sifting through playbooks and figuring out my best strategy on the field. After playing with GameFlow, I canÕt live without it. Its seamless integration into the game makes the whole experience a lot smoother and faster than previous iterations. Think about it: The less time youÕre picking plays the more time youÕre playing the game. DonÕt worry folks; you can bypass GameFlow at any time and pick your plays like usual. Remember how dismal online play was last year? That has been given a once over as well. The new cooperative mode now supports up to six players online (three-on-three). Instead of controlling a single player, you now control a small subset of players. For example, on D you can either pick linebackers, defensive line or defensive backs. This new way of playing adds multiple layers to the gameplay and gives the series a much-needed boost on the online front. Toss in fantastic visuals (sweet tackle animations) and great commentary with Gus Johnson and Cris Collinsworth, and you end up with the definitive Madden NFL experience. Score 9.0 Madden Ultimate Team was introduced to the series last year as post-release DLC. This Òbuild a team with virtual trading cardsÓ mode is now on-disc, which hopefully means more people will give it a shot. You start with a small number of player cards, and these scrubs represent your team. As you play with this team youÕll earn coins which can be used to purchase new packs of player cards. You can also buy and sell individual cards via the in-game online auction system. From budgeting hard-to-come-by coins to finding the right mix of team chemistry, thereÕs a tremendous amount of strategy required to put together a top-notch squad. Trust me, IÕm not one of those card-game nerds, and I absolutely love Madden Ultimate Team. Okay, enough gushing. ItÕs time to talk about MaddenÕs one big misstep: Gus Johnson. Some love Gus for his ÒenthusiasticÓ announcing style. By Òenthusiastic,Ó I mean that he screams. A lot. Routine touchdown catches; all-too-frequent in-game advertisements for Doritos, Verizon and Old Spice; and yes, even legitimately exciting plays, are all called with the intensity and volume one would expect from a WWE announcer. I understand that Cris Collinsworth, while a fantastic analyst, isnÕt the most dynamic personality. But good lord, there had to be a less-polarizing option available. To be fair, a lot of people love Gus, and heÕs not quite as obnoxious in the game as he is in real life. I still hate him. The rest of the gameÕs presentation is dandy. Team-specific chants, songs and sound effects make the stadiums more realistic than ever. The framerateÕs solid, player animations are better than ever, Brad Childress looks creepy as hell...could you want more? I used to be the guy who would take time off from work the day Madden was released, but over the years my enthusiasm for the series waned. Madden 11 has brought me back. GBU Good: Gameplay is accessible and refined Bad: GUS JOHNSON WONÕT STOP YELLING AT ME! Ugly: Brad Childress Score 9.5 Castlevania: Harmony of Despair You donÕt belong in this world... By David Wolinsky ItÕs tough to say what Castlevania: Harmony of DespairÕs greatest offense is: squandering the seriesÕ first attempt at online multiplayer or causing younger gamers to assume this is what Castlevania is like. Though a standalone game, Despair feels more like an unfinished bonus co-op mode wherein up to six players rid the world of DraculaÕs evil. A noble pursuit, but navigating the six colossal dungeons haplessly patchworked together with sprites from previous titles only rarely yields anything resembling fun. Discerning fans will recognize that recycled sprites of Alucard and axe knights running around doesnÕt make Despair feel like CastlevaniaÑinstead itÕs more like the reanimated corpses you vanquish. Publisher: Konami Developer: Konami Platform: Xbox 360 Players: 1-6 ESRB Rating: T - TEEN Release: 08.04.2010 Everyone starts each chapter in disparate nooks with the same goal: kill the boss. Sometimes the spawn points are advantageous, enabling teamwork by hitting switches and allowing comrades to access shortcuts. But more often, you wind up only convening just before the insurmountable boss battle, dying, and then starting all over again after buying items and praying your stats are sufficiently boosted. To level the playing field, all characters are equally sluggish and the bossesÕ hit points swell in correlation with the number of players. Lamely, being a team player sometimes means doubling back counter-clockwise around the level just to ÒheroicallyÓ use a lever. This quickly grows tiresome, and after your party canÕt bear to hit its collective head against the castle wall anymore, any harmony of teamwork quickly gives way to a chorus of aggravated sighs. BGU The Good: Co-op can be fun every now and then The Bad: Play solo or with six, itÕs still soulless and boring The Ugly: Overblown DS sprites in HD Score 5.5 Review Crew 36 Scott Pilgrim vs. The World: THE GAME High definition nostalgia By Patrick Klepek Publisher: Ubisoft Developer: Ubisoft Montreal Platforms: Xbox Live Arcade PlayStation Network Players: 1-4 ESRB Rating: T - TEEN Release: 08.04.2010 Scott Pilgrim is, in the end, about love. ThereÕs love in Bryan Lee OÕMalleyÕs pages, director Edgar WrightÕs movie and Ubisoft MontrealÕs videogame. Rather than scan in Michael Cera and deliver what youÕd expect from a licensed game, Ubisoft Montreal used the original storyÕs River City Ransom references as a starting point, resulting in a game worthy of its source material. The high def, chiptune-infused experience feels immediately at home for any nostalgic gamer, even if you havenÕt played River City Ransom. The trappings, mostly involving punching, kicking and unlocking new moves as your character levels up, are familiar. REVIEW CREW 37 We dare you to not smile as Scott Pilgrim and friends head back in time for this old school beat-‘em-up.The character select screen nods to Super Mario Bros. 2 and, accordingly, each character has their own set of unique fighting moves. Replayability! Ubisoft Montreal stuck too closely to the old school formula, however. The latter half of the game (final level especially) is treacherously bogged down by cheap hits, overwhelming enemy mobs, lacking checkpoints, some suspect collision detection and a sudden infusion of platforming that wasn’t foreshadowed earlier. There’s also an item grind, especially if you’re playing solo; some enemies are very powerful, requiring you to play stages over repeatedly in pursuit of additional cash. Almost every time, however, I was enjoying myself.Co-op play makes it mostly a non-issue, though, and you’re left with a solid-playing, great-looking brawler sporting a serious obsession with 8-bit. It’ll make your nerd heart flutter. GBUThe Good: Well-played nostalgia The Bad: Uneven difficulty curve The Ugly: Frustrating platforming Score7.5Review Crew 38 Interview with Ryan Geithman Studio Head, Snowblind StudiosOn the importance of co-op, because any good fellowship needs to work together... 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