Electronic Gaming Monthly 2006 06

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The document discusses various video games, consoles and magazines. It also contains advertisements from gaming companies.

Games mentioned include Zelda, Chromehounds, Final Fantasy XI and Godfather.

Console platforms mentioned are Xbox 360, PlayStation 3 and Nintendo Revolution (Wii).

PREVIEW SPECIAL: XBOX 360 vs.

PLAYSTATION 3

WWW.1UP.COM

ZELDA+ REVOLUTION
THE TWO BIGGEST TICKETS IN VIDEOGAMING COLLIDE
$5.99 U.S. / $7.99 Canada
June 2006 ISSUE 204

Display Until June 19


Build a customized hound.
assemble the ultimate team: sniper,
scout, soldier, gunner, defender
and commander. Then disassemble
th e en emy — in Ch romeh ounds,
the Xbox 360’s only mech game.
Fight together and achieve
t o p d o g s ta t u s . F i g h t a lo n e
a n d yo u r h o u n d b e c o m e s a
chrome-plated coffin.
SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo and CHROME HOUNDS are either registered trademarks
or trademarks of SEGA Corporation. © SEGA Corporation/FromNetworks, Inc./FromSoftware, Inc., 2006. All rights reserved. Microsoft, Xbox,
Xbox 360, Xbox Live, the Xbox logos, and the Xbox Live logo are either registered trademarks or trademarks of Microsoft Corporation in the
U.S. and/or other countries. The ratings icon is a trademark of the Entertainment Software Association.
TM TM

JOIN THE HUNDREDS OF THOUSANDS


ALREADY PART OF AN UNPRECEDENTED
ONLINE COMMUNITY.

EXHILARATING QUESTS AND AN EPIC


STORYLINE AWAIT YOU IN THE PREMIERE
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Published by Square Enix, Inc

© 2001-2006 SQUARE ENIX CO., LTD. All Rights Reserved. FINAL FANTASY, PLAYONLINE, the PlayOnline logo, RISE OF THE ZILART, and THE CHAINS OF PROMATHIA are registered trademarks of Square Enix Co., Ltd.
SQUARE ENIX, the SQUARE ENIX logo, and TREASURES OF AHT URHGAN are trademarks of Square Enix Co., Ltd. Microsoft, Xbox, Xbox 360, Xbox Live, the Xbox logos, and the Xbox Live logo are either registered trademarks
or trademarks of Microsoft Corporation in the U.S. and/or other countries. The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners.
A W O R L D W I T H O U T L I M I T S .
A N U N E N D I N G A D V E N T U R E .

DURING THE CRYSTAL WAR, THE NATIONS


OF VANA’DIEL BANDED TOGETHER TO
AVERT THE THREAT OF ADVANCING
BEASTMAN HORDES. NOW, TWENTY YEARS
LATER, NEW EVILS THREATEN PEACE IN
VANA’DIEL.

ADVENTURERS FROM THE FURTHEST


REACHES OF THE GLOBE HAVE BEEN
CALLED TO DEFEND THEIR WORLD.
Blood and Gore
Intense Violence
Strong Language
Suggestive Themes

COMING SOON COMING SOON


G ODFAT HE R . E A . C OM

H OW WILL YOU PLAY THE GO DFAT H E R? IN STORES NOW

Available on PlayStation®2 computer entertainment system and PSP™ (PlayStation®Portable) system. Game software © 2006 Electronic Arts Inc. Electronic Arts, EA and the EA logo are trademarks
or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. ™, ® and © 2006 Paramount Pictures. All Rights Reserved. "PSP" is a trademark and "PlayStation"
and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately). Microsoft, Xbox, Xbox 360, and the Xbox Logos are
either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. All other trademarks are the property of their respective owners. EA™ is an Electronic Arts™ brand.
contents
issue 204 • june 2006

LETTERS
14 Can you imagine if we went a month
without offending someone? Neither
can we

PRESS START
This is what’s happening in the
wonderful world of gaming this month

18 CRYING GAME
Designers want games that make you
cry—see how they’re doing it
24 PREVIEW: GOD OF WAR II
We talk with director Cory Barlog
about the return of Kratos
26 THE HALO GRAPHIC NOVEL
Announcing Halo Thr—wait, what?
30 REVIEW: FINAL FANTASY VII:
ADVENT CHILDREN
We love it...we love it not
32 AFTERTHOUGHTS: TOMB RAIDER:
LEGEND
The motorcycle levels still suck
34 DON’T TRASH YOUR OLD TV!
Thinking of getting a HDTV? Why you
should wait
36 TAKE THIS JOB: COMPOSER
Wanna make music for games? See

COVER STORY:
86
what it takes
42 PREVIEW: FINAL FANTASY XII

REVOLUTION
We tear through the Japanese
version of this year’s biggest RPG
46 RUMOR MILL
Providing fuel for message boards
everywhere
48 AFTERTHOUGHTS: GHOST RECON
ADVANCED WARFIGHTER The wait is over...we’ve got the first look at the games and
A candid conversation over
achievements and dopey A.I. the skinny on surprising new hardware features

GAME OVER
94 COVER STORY:
Last but not least...

THE LEGEND OF ZELDA:


126 SEANBABY’S REST OF THE CRAP
128 CROSSWORD/GRUDGE MATCH
130 EGM RETRO
Celebrating 20 years of the Sega
Master System
131 OLD SCHOOL
TWILIGHT PRINCESS
133 NEXT MONTH Nintendo gives us an in-depth look at why Twilight Princess is
134 HSU & CHAN
going to be the game to own in 2006 and how it takes advantage
of the Revolution controller

ELECTRONIC GAMING MONTHLY ZIFF DAVIS MEDIA GAME GROUP


EDITORIAL CONTRIBUTORS HEAD HONCHOS Southwest Senior Director of Consumer Tipler Ubbelohde
Editor-in-Chief Dan “Shoe” Hsu Robert Ashley, Robert Coffey, Kevin President Scott C. McCarthy PRODUCTION Southern California and Arizona Advertising Sales Administrative Assistant
Executive Editor Shane Bettenhausen Convertito, Sander Dennis, Randy Senior Vice President and General Manager, 1UP Senior Production Manager Regional Sales Director Marc Callison Lynn Fortunato
Managing Editor Jennifer Tsao Dodson, Michael Donahoe, Jon Dudlak, Network Ira Becker Anne Marie Miguel Leslie C. Gelfand West Regional Sales Director Sales Assistant Tiffany Orf
Senior Editor Crispin Boyer Rob Fox, Jenn Frank, David Kushner, Vice President of Sales Scott McDaniel Production Manager Monica Brent Senior Account Executive Rita Kline Laura Hill 1UP.com
News Editor Bryan Intihar Seth Kushner, Demian Linn, Mark Vice President and Editorial Director East East Regional Sales Director Editor-in-Chief Sam Kennedy
Reviews Editors Greg Ford MacDonald, Steve Maldonado, Jeremy John Davison SALES AL, AR, CO, CT, DE, FL, GA, IA, ID, IN, Bruce Kaplan Senior Manager of Client Services
Editor-at-Large Mark MacDonald Parish, Matt Peckham, Kathleen Sanders, Vice President of Marketing, Research and Events Vice President of Sales Scott McDaniel KS, KY, LA, MA, ME, MI, MN, MO, MS, Account Executive Alex Jakovleski
International Editor John Ricciardi Ryan Scott, Seanbaby, Gerry Serrano, Rey Ledda Senior Director of Advertising Sales MT, NC, ND, NE, NH, NJ, NM, NV, NY, Jessica Reinert Senior Manager of Ad Operations
Intern Justin Frechette Greg Sewart, Evan Shamoon, Luke Smith Group Creative Director Simon Cox Marci Yamaguchi OH, OK, OR, PA, RI, SC, SD, TN, TX, UT, Adam Carey
Territory Managers & Acct. Execs. VA, VT, WA, WI, WV, WY, Canada Automotive - Detroit Audience Development Manager
DESIGN Founder Steve Harris COPY DESK Gaming Accounts Regional Sales Manager Regional Sales Manager Nopadon Wongpakdee
Art Director Monique Convertito Copy Chief Susie Ochs Northwest Andrew Reedman Ken Stubblefield MARKETING
Copy Editor Kaitlen Jay Exum Regional Sales Director Amy Mishra Account Executive Jessica Reback
P
Assistant Art Director Mike Cruz Promotions Manager Wendy Donohue Vice President of Marketing,
Intern Rosemary Pinkham Copy Editor Andrew Fitch Account Executive Brent Martyn Consumer Accounts Senior Advertising Coordinator Research and Events Rey Ledda

10 • ELECTRONIC GAMING MONTHLY • www.1UP.com


58 XBOX 360 VS. PS3 Check out 20-plus pages of games that’ll help
determine the winner of this next-gen fight.
EDITORIAL A while back, I said this:
“Mainstream-success-
■ Crackdown (Xbox 360) ■ Coded Arms: Assualt (PS3)
wise, the Nintendo DS
is in trouble. People
are just too hyped on
the PSP.” Nintendo
fanboys said this in
response: “#%@$*
you!” Now I say this: “I
was wrong.” While these two
■ Sonic the Hedgehog (XB360/PS3) handheld machines haven’t seen
enough birthdays for us to determine
who will be the long-term success
story, at this point, the DS is doing
a better job proving it’s the portable
to beat.
So after reading this issue’s cover
story, I think it’s time for another
prediction, now with the added
benefit of hindsight! (And trust
me—this ain’t an apology to the
fanboys....) I predict the Revolution*
will be a mainstream hit, unlike
Nintendo’s last two consoles. AND...
I give it a decent shot of becoming
the No. 1–selling system, beating
out Sony’s upcoming PlayStation 3
and Microsoft’s Xbox 360. Now, that
last prediction will depend on a lot
of X factors, such as long-term third-
party developer/publisher support,
hardware supply, pricing, marketing,
and Nintendo’s reliance on all things
Pokémon. (I think Pikachu makes
some people not want to buy a
Nintendo game system....)
I can make with this crazy talk
because Microsoft and Sony will be
fighting over the same audiences
REVIEW CREW (mostly older, “cooler” gamers), and
Nintendo’s seriously looking at the
Xbox 360 Xbox bigger picture: young, old, male,
106 The Elder Scrolls IV: 115 Dreamfall: The Longest 109 female...this game company wants to
Oblivion Journey catch them all. Nintendo is proving
109 Battlefield 2: Modern me wrong with its very mainstream-
Combat PSP accessible (see Nintendogs and Brain
118 Field Commander Age) DS, so this time, my prediction’s
Multiplatform 118 Monster Hunter Freedom
siding with them. Nintendo has the
110 Winback 2: Project 112
Poseidon GameCube tools to be No. 1 again with its also-
110 OutRun 2006: Coast 2 119 Odama mainstream-accessible Revolution.
Coast Now all it has to do is go out there
111 Rogue Trooper DS and grab what’s theirs.
112 Hitman: Blood Money 120 Brain Age: Train Your
Brain In Minutes a Day! 115 —Dan “Shoe” Hsu, Editor-in-Chief
PlayStation 2 121 Lost Magic
113 Ace Combat Zero: *The Revolution may not be called that by the time
The Belkan War Extra Stuff you read this. Its new, official name should be
114 Tourist Trophy 122 Reviews Wrap-up revealed any day now.
114 Atelier Iris 2: The Azoth 124 Reviews Archive
of Destiny 119

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ELECTRONIC GAMING MONTHLY • www.1UP.com • 11


letters
ebert hating, bathroom reading, tomb raiding, and videogaming

Bathroom break Gorgeous ladies of gaming


I am fairly tolerant of mature content in I have found many females in videogames
games and in the magazines I read, but to be really hot, and with next-gen graph-
I have to say that the picture on pages ics, they will be hotter than ever. I have
60-61 of [EGM #201] is one of the most had crushes on a few of these girls, and
disgusting things I’ve ever seen in a this might be a little weird, but I just want
videogame magazine. I didn’t even think to know if any of you guys have felt the
it was funny in a pathetic sense. There is same way. —Sir Felix
just no need for that type of content in a
magazine that is readily available to young Show some class, will ya?
readers. The next time you decide to make
a joke about guys who get off on video- Secret Pinko Monthly
game girls, leave out the illustration. Show I understand that your group supports
some class. —Jennifer Orr left-wing politics, and although your digs
are small and subtle to young people
Yes, next time we cover a game about (anti-Bush comments, the Wal-Mart “slave
half-naked women wrestling for panty- labor” comment), mature readers like
shot supremacy, we’ll be classy about myself read such magazines to escape
it and leave out the wanking jokes. real-life issues like politics. I implore
you: Please refrain in the future from
such comments. They can only serve two
purposes: further supporting the current
polarizing nature of partisan politics in
■ Shocker: Lara’s post-rehab outing is actually worth playing
this country and/or annoying readers like
myself who would rather not be exposed
to politics in a magazine that is about release simply because it’s the vogue a hitchhike leotard that riverfronts with
gaming. —Chris Hague, Ph.D. thing to hate Tomb Raider games is inex- bumps as sticks —Guy Acevedo
cusable. Get off your high horse once in
■ Disgusting and offensive, or strangely
erotic (but don’t tell my friends)? We’re pretty sure that “mature awhile, and try to be fair and unbiased in This babble is:
readers” don’t read to escape reality, your coverage. —Todd Sharp a.) Regrettable slam poetry
but you can rest assured that there’s b.) Disturbing spam
no vast lefty videogaming conspiracy You apparently missed the March c.) The world’s first word-
LETTER OF here. Politics is an unavoidable subject
that pops up everywhere (even in
issue, which had a two-page spread
on said game, not to mention the
based katamari

THE MONTH games), and we shouldn’t have to


censor ourselves so as not to pollute
glowing scores (8.5, 8.5, 8.0) doled
out when Legend was reviewed last
How not to work for EGM
I am a college student considering becom-
your magically apolitical fantasy world. month. Probably too busy foaming at ing a contributor to your magazine some-
Games: subjective art
the mouth…. day. You will consider yourselves severely
I’m sure we’ve all read film critic Roger
Ebert’s comments that videogames are
Tomb crusader privileged. My intellect is so tremendous,
not and will never be art [Overheard,
I’ve put up with your snobbishness and Accelerated Diarrhea it defies description by any one word. Will
EGM #203]. I see a definite trend toward
your overly harsh, smart-ass reviews for Unconsciousness I join your forces? Maybe, if I feel like it.
years now. But when I read the April issue Neglected fleet and locker inaudibly Or, I might decide to move to Alaska and
games becoming more artistic. EGM
front to back and didn’t see a single word sleeping. The zap is dire whale oust sur- become a professional wolverine hunter
gives evidence of this by the disparity
about the new Tomb Raider: Legend game, prising.... Hunker cassette, the cow pag- instead. The only hunting devices I would
of opinion in your reviews. When I was
I decided I’ve had enough. Being critical eantry, savagery enforce, infrequent the use would be shoddy cafeteria silverware.
growing up, a game was either poorly
game journalists is one thing, but choos- accelerated diarrhea unconsciousness. The use of cowardly technology such as
made or well made. In the last year
ing to completely ignore such a huge Serial killer. Earlobe and premonition, guns is below me. —Torvald Thomas ➤
or two, though, EGM has reflected a
growing subjectivity in the judging of
Rambling and ranting from our message boards,
games. Some people savor every minute
of the cut-scenes in Kingdom Hearts POST OFFICE boards.1UP.com (look for EGM’s forums) CONTACT EGM
II, and some simply find them tedious. E-mail us at:
I know this confuses some readers
who simply want a recommendation
“Gaming taught me...” [email protected]
Or write to:
on what to buy, but if games are more VrginX101: Translation terrible make classic a game EGM Letters
subjectively enjoyed, then
JaundiceJuice: ...that if you’re in need of money, beat the nearest hooker to death 101 2nd Street, 8th Floor
they are becoming more like
with a baseball bat for a quick cash infusion. San Francisco, CA 94105
Ebert’s beloved films.
—Jared Bane Zanmato: ..that buying every Mario Party won’t make you any friends. For subscription help, contact:
Zero_Reborn: …that busting up trash cans and phone booths can reveal food, E-mail: [email protected]
Hear that, Square Enix? Not money, and beer. Web: http://service.egmmag.com
everyone wants to watch Necroyeti: ...absolutely nothing. Just the way I like it! Phone: (800) 779-1174
Goofy wax philosophical for
an hour. Thanks for the let- Zerofire: ...that I’m the chosen one. To order back issues:
ter, Jared. Free game get! Bouli: ...English. Really! E-mail: [email protected]

12 • ELECTRONIC GAMING MONTHLY • www.1UP.com


DOWNLOAD RECON DATA AT
WWW.ROGUETROOPER.COM

©2006 Eidos. Rogue Trooper is ©1977 Rebellion A/S and a Trademark or Registered Trademark in certain jurisdictions. Used under license. www.2000adonline.com. Eidos and the Eidos Logo are trademarks of SCi Entertainment Group. “PlayStation” and
the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Online play requires internet connection and Memory Card (8MB) (for PlayStation 2) (each sold separately). The Online icon is a trademark of Sony Computer
Entertainment America Inc. Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. GameSpy and the "Powered by GameSpy" design
are trademarks of GameSpy Industries, Inc. Software platform logo (tm and c) IEMA 2006. The ratings icon is a trademark of the Entertainment Software Association. All other trademarks are property of their respective owners. All rights reserved.
letters

six times. Other favorites were “f***” and


“p***ies,” the last of which was in some WIN GAME
places censored, then unaccountably left
intact on page 119. I’m no prude (though
you’ll probably think otherwise), but if
GOODS
We’ve hidden movie
your magazine were rated like the games quotes in this
you review, I wonder what category issue—spot one and
would it fall into: E, T, M, or AO? enter to win!
—Anthony Gilbert Go to EGM-
QOTM.1UP.com
EGM would be rated FA. For “F***ing (note the new URL!)
Awesome.” where you can send
us a message (sub-
Scary fanboy of the month ject head: Movie
I can’t believe how half the videogame Quote: EGM #204) with the quote,
industry has their heads of stuck up a the movie it’s from, and the page
horse’s patoot, including you, EGM. I’d like number you found it on. Include your
to pull you guys out, but you’re enjoying it mailing address (no P.O. Boxes!) and
too much, and I wouldn’t want to ruin your your full name, and you could be one
special moment. I’m referring to EGM ’s of three lucky winners this month
constant Nintendo bashing. Every time to receive an exciting arrangement
you guys get a chance, you put Nintendo of game prizes picked out just for
down. The GameCube is the coolest sys- you by us!
tem currently on the market, both in fun
factor and looks. The Xbox and PS2 are
both ugly, black, and flat. The only positive metal destined (sooner or later) for
thing that I’ve heard you guys say about a landfill near you. They exist for
■ “Damn MySpace kids Nintendo is when you’re talking about one purpose: to play games, which
won’t leave me alone.”
the new Zelda game. Other than that, all is what we and (judging from our
you guys do is brag about online-this and mail) the vast majority of our readers
➤ Run-on gun definite nod to the classic coin-op. We online-that. I wish I could destroy online care about. The “console war” is a
I was wondering if there are any games recently made it to the top 200 MySpace gaming and every Halo and war-type marketing campaign, and it wants
that fully immerse you in a battle prefer- artists selected to compete in a chance game in existence. Then maybe you guys to enlist you as an unpaid employee.
ably without worrying about your team to feature our music on the Scarface would stop betraying the greatest video- Don’t be a sucker.
and making sure they live and if so what videogame soundtrack. It’s so difficult to game company in the universe!
are so what are the names of the these get a major label to hear your stuff, but —Jason Mason Slow day at war
games? —David one look on the Internet, and I can find Right now I’m chillin’ in Iraq with my unit
the music director of most any game from Wisconsin. I could not survive with-
For sure. Here’s a few of our faves: developer. Now is the perfect time to get out videogames and your magazine. My
Shootboarders: Snipe & Roll (the into game soundtracks. day consists of monitoring GPS systems,
combination skateboard/Stratocaster/ —Epoch Apostle answering radio calls, and—of course—
sniper rifle is way underutilized these playing videogames. If I find time, I sleep
days), Kill Kill Kill: With Abandon (the We’ll keep that in mind when it a little bit. It is so ungodly boring here. I
title pretty much says it all), Land- comes time to promote our new honestly think I’d have a seizure without
Miner: Anybody Seen My Legs? (An 8-bit synthesizer jam band, Link’s videogames. I’m 22, and I’ve seen things
inappropriate comic representation Awakening. It’s basically eight normal people shouldn’t have to witness.
of land-mine victims, but the action’s simultaneous guitar solos synthesized ■ Jason Mason’s, um, threatening artwork Nah, I’m just kidding...it’s terribly boring
hot), Doom (maybe too much thinkin’), by our NES. Sounds like the Grateful here. —Justin
and—why not?—Nintendogs. Enjoy! Dead meets Burgertime. Instead of humiliating Jason with
hit-or-miss witty banter (printing his We can only hope that your boredom
Break on through Enough folding pansies letter is humiliation enough), we want spreads across the land, that Iraqi
For the past year now, I have been tell- I’m noticing a trend in EGM. The amount be frank for a moment: Videogame insurgents will only wreak havoc
ing my partner-in-rhyme that we need of censored words peppered throughout consoles (even that $400 Xbox in San Andreas, and that sectarian
to try and get our music into games. is bordering on overkill. In Issue #202, 360 you just bought) are screwed- violence is confined to Xbox Live.
Our name is Double Dragon, after all—a the most overused was “s***”, at least together bits of cheap plastic and Stay bored. P

GAME DESIGN-O-RAMA BONUS GALLERY


Got proof that game design is best left to the pros? Send your Going the extra mile for love of the game
concept (with art) to [email protected], subject: Design-o-rama
Bob Dole’s Getting It Up Laura gets bead azzled
Bob has had it! With a failed bid for the presidency behind Microsoft’s German marketing office
him and the boredom of retirement setting in, he looks toward has come up with something...special
another calling: getting laid. Playing as the retired Senator to promote the release of Tomb Raider:
from Kansas, you’ll undertake a series of missions to help Legend in Deutschland: a custom Xbox
increase your sexual reputation, killing time with a Pac-Man- 360 encrusted with 43,000 tiny crystal
esque Viagra-chomping minigame between levels. All your beads forming a shimmering image of
training and hard work prepares you for the final hurdle: land- the iconic Lara Croft. If only we could
ing a one-night stand with political rival Hillary Clinton. get this whole piece put on the back of
—Matt Koch a denim jacket....

14 • ELECTRONIC GAMING MONTHLY • www.1UP.com


© 2006 Microsoft Corporation. All rights reserved. Microsoft, the Microsoft Games Studio logo, Rise of Legends, and Rise of Nations are either registered
trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. All other trademarks are property of their respective owners. © 2006
Big Huge Games, Inc. All rights reserved. Big Huge Games is the exclusive trademark of Big Huge Games, Inc. © 2006 Intel, the Intel logo, Centrino and
the Centrino logo are trademarks or registered trademarks of Intel Corporation or its subsidiaries in the United States and other countries.
Magic versus technology.
The next evolution of
RTS gaming from the
makers of Rise of Nations.
TM

Choose wisely.
press start
gaming news, previews, multiple ménages à trois, and other stuff

Photo
graph
s by R
. Dods
on/SF
MISFIT
S

>> ACCORDING TO A STUDY, MEN WHO PLAYED GTA3 SHOWED “MORE PERMISSIVE ATTITUDES” TOWARD BOOZE AND DRUGS AND MORE “UNCO-

18 • ELECTRONIC GAMING MONTHLY • www.1UP.com


THE

CRYING
GAMES
Gamemakers have done blood and sweat to death—now
they want to bring on the tears. But do developers have
what it takes to turn on the waterworks?
liff Bleszinski is a grown-up able goal,” says Neil Young, studio head But he’s coy on exactly how the game
C
■ Cut-scenes:
gamer, but he’s not afraid of Electronic Arts Los Angeles. “We need the easy way out. will work, other than to say that, so far,
to cry. Long before he was to more effectively engage the audience.” the development process hasn’t been a
designing brawny shooters like Unreal Young already made that his mission last cakewalk. “The brain goes to a different
Tournament and the upcoming Gears year when EA announced it would col- place when you’re playing a videogame,”
of War for Epic Games, he was just a laborate with Steven Spielberg on a three- he says. “You’re solving problems and
12-year-old kid playing the Sega CD role- project deal. The plan, he said boldly, was dealing with challenges, and your mind...
playing game Lunar—when he got over- to see if games could make players cry. isn’t on the same wavelength it’s on when
come with emotion. The girl he’d aged Jaffe has made a similar promise of his digesting traditional media. So how do
with in the game had transformed into a new, untitled PSP game. Clearly, the most you evoke emotion when the brain is in
lightning-hurling goddess and didn’t rec- cutting-edge gamemakers have set a new that space? That’s what we’re trying to do,
ognize him anymore. “I was climbing up movement in motion to make players all attention to a specific dramatic detail in and, so far, it’s sucking really bad.”
a ladder to tell her I loved her,” Bleszinski verklempt. And now, with new strategies, the game to drive the story forward. As Will Wright, creator of The Sims and
recalls, wistfully. And that’s when the perspective, and heavy-hitting talent, you pass over a trigger point in the game, the upcoming revolutionary evolution
real-life tears set in. they’re figuring out how. the camera detaches and zooms up on simulator, Spore, thinks lackluster cut-
It’s not often you hear about video- something that merits your attention. In scenes are symptomatic of gamemakers’
games making someone snivel. And Skip the movies one scene, for example, the main charac- misplaced film envy. “People wonder why
that, gamemakers say, is a big problem. First off, they’re taking aim at what has ter returns to his old house where he grew games don’t have the same emotional
“Games are already good at creating fear, long been the default mode of character up and zeroes in on heart-tugging bric-a- palette as movies,” he says. “But that’s
suspense, excitement, shocked surprise, development in a game: cut-scenes— brac in his childhood bedroom. To pack an the wrong way to look at it. It’s like say-
and laughter,” says Marc Laidlaw, a writer those interstitial sequences that stop the even bigger punch for such moments, Epic ing, ‘Why isn’t radio like reading a book?’
at Valve who worked on Half-Life and action to, say, let Master Chief talk turkey hired two writers to flesh out the story. Games, inherently, have a different
Half-Life 2. “Much rarer are games that with a giant plant in Halo 2. While some Jaffe shares Bleszinski’s belief in deliv- emotional palette, which is their strength.
create genuine sadness or even any kind are killer (Hideo Kojima’s Metal Gear Solid ering emotional cues within the action, As long as we measure against film,
of empathy with other characters in the series cinematics always make an impres- not outside of it. “If we can’t tell the story we’re heading in the wrong direction.
game.” God of War designer David Jaffe is sion, at least), many leave players snooz- in-game, it’s not a story worth telling,” he Cut-scenes and cinematics are the wrong
more to the point: “My wife will tell you: I ing in a pool of drool, as gamemakers says. “Great cut-scenes might be emo- direction—no one describes a cool cut-
am the most sensitive, easy-to-get-to-cry are well aware. “Cut-scenes suck,” says tional and political and thought-provoking, scene they saw in Zelda.”
guy when it comes to other media, but I Bleszinski. “They’re badly written, badly but, ultimately, all we’re saying is that
have never cried during a videogame.” acted, and made by amateur Spielbergs. the linear narrative medium is capable In control of your emotions
While the medium has advanced They should be a last resort.” of doing this, but the interactive medium Instead of trying to emulate the way in
through innovations in technology and For Epic’s next game, Gears of War, the is not.” Jaffe says that his PSP game—a which a film imparts emotion, games can
design, there’s a “next frontier” that’s ripe team is focusing instead on beefing up the black project that will tie into politics and exploit their interactive power to achieve
for exploration: emotions. “Connecting emotional immersion through techniques current events—will push player’s buttons something entirely new, says Hideki
with people and moving them is a valu- such as “forced looks,” pulling the player’s without relying on cinematic sequences. Konno, producer of heartstring-pulling DS ➤

OPERATIVE BEHAVIOR” COMPARED TO GUYS WHO PLAYED SIMPSONS: HIT & RUN. MAYBE THAT’S BECAUSE GTA STARS A PSYCHO MOBSTER? >>

ELECTRONIC GAMING MONTHLY • www.1UP.com • 19


press start

CRYING GAMES (CONT.)


➤ puppy-coddler Nintendogs. “Videogames ■ Emote control:
over time,” Young says. “The core tenet Bleszinski says. “If you go into Titanic
represent one of the few entertainment Medal of Honor: of the products we’re building is that the and say you won’t cry, there’s no way.”
mediums in which people actually control Airborne’s soldiers relationship between the player and other And even with an audience of gamers
the action,” he says. “When they manipu- want you to mourn characters is the center of everything…. in touch with their softer sides, there’s no
late the action, they experience various their deaths. We want to move people emotionally in guarantee that tears will ever flow. Take
reactions in real time. Their choices can the way that great films do.” it from a guy who’s never cried during a
determine the outcome of the story.” In the upcoming Medal of Honor: game but is hoping to make you weepy
Seems obvious. But for Wright, that Airborne, for example, Young and his with his next title. “Even if [my] game falls
means taking the reins away from himself team are focused especially on making on its face and fails,” says Jaffe, “I’m OK
and putting them where they belong—in the human characters more believable— with that. [Publisher] Sony might not be
the hands of gamers. “The player deci- and, in turn, more sympathetic—using OK with that, but I am, because I’m inter-
sions are the ones that have most the source material,” he says. “In the the power of the new systems. It’s one ested in the experiment. And if we can’t
emotional resonance to the player, not case of King Kong, several ideas that we thing to watch your virtual buddy get succeed in this experiment, at least we’ve
designer decisions,” he says. The best way couldn’t fit into the movie found a home blown away, after all, but another if you gained that knowledge that, ‘OK, let’s start
to elicit emotion, whether it’s the pride of in the game. If done well, I don’t believe a actually care. “It’s not just about push- looking at other things to get passionate
seeing a Sim grow or the sorrow of watch- videogame itself can detract from a film ing more pixels or more polygons,” says about, because with our level of talent, we
ing him die, is to relinquish control. “We experience. Ideally, it would be a comple- Young. “It’s about being able to process weren’t able to do it.’”
need to give the players an interesting set ment to the film and a way for fans to in real time enough so that the bones in —David Kushner
of circumstances, scenarios, and content further involve themselves in a world once a character’s face can be animated effec-
so that when they make decisions in a they leave the cinema.” tively.” And then heightening the pangs
world, the world [responds],” Wright says. Steven Spielberg is on board for the you’ll feel when you see a bullet splinter
The Crying Gang:
This is a lesson that high-profile film- same reasons. EALA head Neil Young says those bones away, of course. Three Guys Making
makers coming into the gaming medium Spielberg brings not just his star power Ultimately, if games are to pack an the Games that’ll
are learning as well. Peter Jackson, direc- to the table, but his understanding of emotional wallop, they can’t do it on
tor of the Lord of the Rings trilogy and what pumps the emotional heart of any their own. To have a truly powerful
Make You Blubber
King Kong, says the emotional opportunity entertainment experience. “Steven has an experience, gamers have to be willing David Jaffe
of games is uniquely compelling in its understanding of how to create characters let their guards down in the first place. His upcoming
own right. “The length of games allows that are believable, that you empathize “You need a person who’s willing to untitled PSP thriller
their creators to extend the fiction from with, that you build relationships with allow themselves to be manipulated,” won’t rely on cin-
ema sequences.
“I’m interested in
doing it all through
the strength of our
medium, which is
interactivity,” he says.

Steven Spielberg
The man who made us
bawl when E.T.
went home (oh,
admit it—that
movie wrecked
you) has a three-
game deal with
EA. “We need
to make players
connect with the
plight of the char-
acters,” says EA’s Neil Young, who’s
working with Spielberg on the games.

Will Wright
His Sims games
and upcoming
Spore give players
ultimate control
over their char-
acters’ destinies.
“I want gamers
to be surprised
by their own
creativity,” he says. “I
want players to feel not like Luke
Skywalker, but George Lucas.” P

>> DRACULA IS SOOO 2006: CASTLEVANIA: PORTRAIT OF RUIN, A NEW DS GAME SET IN MODERN DAY, WILL SUCK YOUR FREE TIME THIS FALL.... >>

20 • ELECTRONIC GAMING MONTHLY • www.1UP.com


EGMINTERNATI NAL WHAT’S PLAYING IN THE

Bats, clubs—same thing


■ PS2

THE GENSHIJIN
This isn’t BC (Xbox), is it? Nah, that got killed.
The Genshijin—the, like, 99th budget PS2 title
that publisher D3 has foisted on an unsuspect-
ing Japanese audience—is an action-strategy
hybrid that places the fate of some monkeys on
your shoulders. As the leader of this zany crew,
you guide them through prehistoria, hunting
giant mammoths and gradually evolving from
apes into a modern Stone-Age family.
Any chance of these loony Japanese bud-
get games coming here? Actually, yes—a
mind-boggling number of D3’s Simple 2000
Pondering the Piracy Issue
titles have been released in Europe over the
PC game publishers love to point fingers
past two years. And as PS2 becomes Sony’s
at game piracy as a leading reason for
“budget” console in the U.S., it’s a virtual lock
slumped sales, with retail revenues
we’ll be sharing in the...uh, fun before long.
steadily toppling from $1.9 billion in
1999 to just under $1 billion in 2005.
As a result, invasive disc-based copy
■ PS2/GC protection schemes continue to flourish:
Bigwigs like EA and Ubisoft spare no
JIKKYOU POWERFUL expense when it comes to protecting
their products from unauthorized repro-
MAJOR LEAGUE duction, resorting to popular security
solutions like SafeDisc, SecuROM, and
Is this a budget game, too? Nope. In fact,
StarForce to deter software theft.
wrap your head around this: Despite its play-
But independent software developer
ers looking like Rayman rejects, Konami’s
and publisher Stardock takes a differ-
Powerful series is the cream of the baseball
ent approach to antipiracy: Galactic
crop in Japan with more than 12 million
Civilizations II: Dread Lords, published
copies sold over the years. This edition is
by Stardock last February, relies on
the first one to feature the U.S. major leagu-
actual incentive (in the way of frequent
ers, and it’s got volume coming out of its
software updates, active support, and
ears; aside from the standard modes like
additional game features for registered
league and multiplayer, Jikkyou features a
users) rather than aggravation tactics
role-playing-esque Success mode in which
to discourage software pirates. This
you’ll grow an inexperienced rookie into a
strategy’s worked well so far—GalCiv2
ballplayer who can adjust his package on the
sold 50,000 copies in its first week on
field like a seasoned vet.
shelves and skyrocketed to the top of
software sales charts at retail outlets
like Wal-Mart. Not bad for an indepen-
dently published space sim with no
BY THE NUMBERS copy protection, eh?
But the ever-shady security “profes-
A 25-year leap sionals” at StarForce (a copy protection
company) cried foul. An angry admin-
1981 Year the original Frogger hit
arcades in the United States
istrator on StarForce’s official forum
posted a link to a collection of GalCiv2
Frogger ’s ranking on EGM’s “The Greatest 200 torrent files, claiming that, “Right now
62 Videogames of Their Time” (Issue #200) several thousand people are download-
ing the pirated version. Is it good for
George Costanza’s (Seinfeld ) sales? Unlikely. Good [copy] protection
658,000 top score in Frogger is the tool, which increases [sales].”
Sounds to us like somebody can’t
The actual world record, set
589,350 by Donald Hayes in 2005 accept the hard truth that copy protec-
tion isn’t necessarily so critical after all.
—Ryan Scott,
Computer Gaming World

>> SEGA IS TEAMING WITH DEVELOPER OBSIDIAN (STAR WARS: KNIGHTS OF THE OLD REPUBLIC II) TO MAKE AN RPG FOR PS3 AND XBOX 360.... >>

ELECTRONIC GAMING MONTHLY • www.1UP.com • 21


ADVERTISEMENT

“We choose Intel® dual-core based PCs because, as professional gamers,


we want to focus on our game and we want to focus on winning.” —moto

Gaming in 3D: Professional Power


As professional gamers, Team 3D travels the globe to compete in tournaments from China to New York City and
beyond. Because they spend so much time traveling, being able to focus on building their skills while away from
home really helps them keep up with the competition. But wherever they go, they know that the right hardware
can make all the difference in their game. With the latest technology powering their PCs, they have the extra edge
to win. “We choose Intel® dual-core based PCs because, as professional gamers, we want to focus on our game
and we want to focus on winning,” says Dave Geffon, aka moto. “Today’s laptops are as good as any home PC,
and even better because they’re mobile and just as powerful,” says Ronald Kim, aka Rambo. On their most recent
global trek, Team 3D made sure to get in as much practice as possible. “We were gaming on the flight back from
China,” adds moto. “That’s the great thing about the laptops: It doesn’t matter if you’re at home or in the park;
you can really play any game on the go.”

WIN BIG!
Log on to the 1UP Network for your chance to win a gaming
rig powered by Intel’s first mobile dual-core processor!
Point your browser to http://intel.1UP.com, answer four simple questions about Team 3D, and you could
win a laptop powered by an Intel® dual-core processor to take your game to the next level.
(Hint: The answers can be found in this advertisement and in the downloadable video interview.)
Copyright © 2006 Intel, the Intel logo, Centrino, Centrino duo and the Centrino duo logo are trademarks of Intel Corporation or its subsidiaries in the United States and other countries.
All other names and brands may be claimed as the property of others.
ADVERTISEMENT

© Valve Corporation. All rights reserved. Used with permission.

Competitive Edge
Maintaining your edge is what competition is all about. “I really like the competitive aspect of professional gaming. It is
like any other sport,” says Josh Sievers, aka Dominator, who takes his career as a professional gamer very seriously,
as do all his teammates. It’s crucial that their PCs are up to the challenge. “It’s kind of like racing a car,” Dominator
adds. “You don’t see a professional race car driver driving an old jalopy around for 500 laps. You need a top-of-the-
line rig to play these games.” Team 3D trains three to five hours a night, five nights a week. But even all this practice
can’t guarantee victory. As Rambo notes, “Any team that’s on fire can win on any given day. So we pretty much expect
every match to be our hardest!” Gameplay performance is a huge part of maintaining that competitive edge, especially
with today’s hardware-intensive games, which is why Team 3D relies on the power of Intel® dual-core. “We’re seeing 30
to 40 percent increases in performance,” says moto. “A lot of the new games are really pushing the envelope, but the
right hardware makes the experience that much more fun.”

GET TO KNOW
TEAM 3D
Want to know more? Go to http://intel.1UP.com to download the
video interview.
Watch the video interview with one of the best teams on the pro gaming circuit. Meet Rambo, Dominator,
Volcano, method, shaGuar, and moto from Team 3D’s Counter-Strike squad and learn how they first got
into the sport, what their favorite games are, and why they use Intel’s dual-core processor.
press start

■ Man, who pissed


in your Cheerios?

■ PLAYSTATION 2 PREVIEW

GOD OF WAR II:


DIVINE RETRIBUTION
Publisher: Sony CEA
Developer: Sony Santa Monica
Release Date: Spring 2007

Godsmacked
little over a year ago, Sony the developers hope to build on that base.
A scored an epic blow with God
of War, an exemplary PS2
Says Barlog: “[We’re] bringing in moves
that change the functionality [of combat],
action-adventure that features a badass so you have this standard, basic set that
in the lead, brutal combat and combo works really well and keeps the fluidity,
systems, and a now-infamous threesome but then you bring in a new element that
minigame. How will the company’s Santa [not only] links things but also opens up
Monica studio top this divine rookie the possibility for new forms of combat.”
effort? “Two three-ways is obviously the In addition to making use of new specials
next logical progression,” says God of and magic, the revamped combo system
War II: Divine Retribution Director Cory allows for midcombo weapon swaps
Barlog. “But we’re really trying to get two (Barlog’s remaining tight-lipped on new
three-ways that actually happen simul- weapons, though the Blade of Artemis will
taneously, using both analog sticks to not return), making 1,000-plus combos all
control them.” Ahem. Kidding aside, the the more feasible.
team has big plans for Big Whitey, begin- You’ll once again be performing this
ning with its story. cathartic form of anger management OTHER PIECES OF THE PARCHMENT
Divine Retribution picks up where the on enemies derived from Greek mythol- God of War II Director Cory Barlog on...
original left off. Though antihero Kratos ogy—a mix of old and new—but the boss ...God of War Director—now Creative Director of Sony Santa Monica—David Jaffe’s
has been crowned the God of War after battles will tantalize even more. Expect a input: “The initial focus and the vision and the narrative and the path that creative
toppling previous titleholder Ares, his greater number of showdowns this time takes is created by me, but David is still an invaluable resource that I work with all
conflicted and violent past haunts him (the first game’s were great, but you only the time.”
continuously. What’s a god to do? “He’s got three of ’em), and expect to be
literally going all the way to the edge of blown away: “We are absolutely maintain- ...Why Divine Retribution won’t be on the PS3: “With the PS3, we’d be in development
the world to seek out the Sisters of Fate,” ing the epic proportions [of boss battles],” for quite some time, because it’s a pretty beastly piece of hardware, and we have some
Barlog says. “They’re basically overlords Barlog says. “Bosses will never devolve absolutely insane ideas if we were to have that kind of hardware. So, in all, I think
of everybody in the mythological world.... into just running up and hitting the button you’d be seeing God of War a lot later than [when] we’re seeing it on the PS2.”
He’s going to seek them out to change and killing them—there’s always going to
his fate, to change his destiny.” Think of be something about the boss, generally ...How Kratos’ signature chain blades integrate into the beefed-up plat-
it as his couch session with an ancient associated with an interaction with the forming, grappling-hook style: “The blades are just such a natural thing
Greece–era Dr. Phil. environment and having to figure [some- for navigation. To be able to actually spear into pieces of the environment,
Whereas God of War’s story kept play- thing] out, whether it be physical puzzle grabbing pieces of the environment...it’s that rad feeling you got when
ers intrigued, the lure of hundred-hit solving or just a mental, ‘Hey, how does you first played Bionic Commando (Arcade/NES).”
combos is what truly hooked them, and this guy work?’” —Greg Ford
...Icarus Wings (you may have seen a mock-up of them in God of War’s extras), which
open up Kratos’ world: “It’s not a free-form flight mechanic; it essentially allows you to
get extensions on traditional platforming.... [Think the] Deku Leaf in Zelda.” P

>> BARLOG SAYS THE GRIFFON SEQUENCE SEEN IN THE RECENT GOW2 VIDEO IS A “PLAY EXPERIENCE” AND WILL BE INTEGRATED INTO THE GAME.... >>

24 • ELECTRONIC GAMING MONTHLY • www.1UP.com


Excl us iv e
G R A P H IC
NOVEL
In cl ud ed

© MMVI New Line Productions, Inc.© MMVI New Line Home Entertainment, Inc. All Rights Reserved.
PERVASIVE STRONG BRUTAL VIOLENCE AND
LANGUAGE, SEXUALITY AND DRUG CONTENT
www.runningscaredthemovie.com www.newline.com
Supplemental material not rated.
press start

ON THE AUCTION

Going once...going twice...er, hold up


a sec—you’re gonna buy what?! And
spend how much?!

Item: It took less than 24 hours


for early copies of Brain Age
(DS), which were given away
at this year’s Game Developers
Conference, to end up on eBay.
Highest Winning Bid: $80

RING OF TALENT
Big-time comic-book writers and artists team up Item: A “custom” (read: made in
Mom’s basement) Resident Evil
to create the Halo Graphic Novel Umbrella Corporation clock.
Asking Price: $11

n what we’d like to think is Spartans testing out their battle armor,
I a roundabout apology for the
Fantastic Four movie and vid-
a Covenant squad investigating one of
their Flood-infested ships, and other
eogame, Marvel Comics is teaming up side stories that fit in and around the
with developer Bungie Studios to bring two games’ time lines. “[Halo has] some
Item: Xbox 360 owners with deep
out the Halo Graphic Novel. This 128-page of the most compelling source material pockets and pop sensibilities can
hardcover book is due out this July and in the world,” says Quesada, explaining bid on celebrity-made face-
features new art galleries and several why Marvel took on this project. “Many plates, in which all the proceeds
original tales, as imagined by some pretty of us here—like most of the world—are benefit the Children’s Miracle
big names in the comic biz (big enough huge fans of Halo. When the opportunity ■ Above: HGN ’s cover. Network. The top earner was one
to where we had to send our assistant was presented to us, we jumped at it.” Top: a sneak peek of the inside. designed by the band Rush and
art director and resident comic-nerd Mike signed by frontman Geddy Lee!
Cruz home early to take a cold shower). Winning Bid: $445
Some of these names include Simon What do you hope the upcoming Halo Graphic Novel will reveal?
Bisley (Lobo), Tsutomu Nihei (Wolverine:
Who originally planted (and
Snikt! ), and Jean “Moebius” Giraud (Silver
Surfer: Parable). “The list of artists [in 33% watered) that giant plant-
monster thingy (Gravemind)
HGN ] is certainly a who’s who in the world
of sequential storytelling,” Marvel Editor-
in-Chief Joe Quesada tells us. “Just the 25%
Source: EGM message board poll (boards.1UP.com)

idea that you can find Moebius and Simon How Halo 2 was 14%
supposed to end How a Halo
Bisley within the same original graphic
gets built
novel is compelling enough, but once you
actually get to see the artwork, you can’t
10%
Item: Not really a morning person?
help but be in awe of the amazing talent 13% Why the You can shoot your alarm clock
that graces this project.” How Sarge lived Covenant and not wake the neighbors with
to see Halo 2 would
If you’re hoping HGN will provide let whiny
this hardwired device that connects
some post-Halo 2 closure, plan on Grunts into an old-school NES Light Gun to
staying sad and unfulfilled. What you How the 5% their ranks your alarm.
Covenant Winning Bid: $235
will get to see is how Sarge survived came to be
the Flood at the end of the first Halo,

>> FOR MORE ARTWORK AND STORY STUFF, GO TO WWW.BUNGIE.NET AND ADVANCE SEARCH “GRAPHIC NOVEL” (IN TOP STORIES/MARCH).... >>

26 • ELECTRONIC GAMING MONTHLY • www.1UP.com


Rampage: Total Destruction © 2006 Midway Amusement Games, LLC. All rights reserved. RAMPAGE: TOTAL DESTRUCTION, MIDWAY, the Midway logo and all character names are trademarks or registered
trademarks of Midway Amusement Games, LLC. Used by permission. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. TM, ® and Nintendo GameCube are
trademarks of Nintendo. © 2001 Nintendo.
press start

THE SALES CHARTS


FOR FEBRUARY

2006
TOP 10 BEST-SELLING GAMES TOP 10 XBOX 360

1 Fight Night Round 3

2 Call of Duty 2
3 Full Auto
4 Madden NFL 06
5 Dead or Alive 4
6 Need for Speed: Most Wanted
7 Project Gotham Racing 3
8 Condemned: Criminal Origins
9 NBA 2K6
10 Perfect Dark Zero

■ GTA: more comebacks


than a bad case of herpes. TOP 10 PS2
Source: NPD TRSTS Video Games Service. Call (516) 625-6190 for questions regarding this list.

1 Grand Theft Auto: San Andreas • PS2 • Rockstar

2 Madden NFL 06 • PS2 • EA Sports

3 Arena Football • PS2 • EA Sports

4 Fight Night Round 3 • XB360 • EA Sports

5 MVP 06 NCAA Baseball • PS2 • EA Sports


1 Grand Theft Auto: San Andreas
■ Arena Football
6 Fight Night Round 3 • PS2 • EA Sports 2 Madden NFL 06
3 Arena Football
7 Call of Duty 2 • XB360 • Activision 4 MVP 06 NCAA Baseball
5 Fight Night Round 3
8 NBA Live 06 • PS2 • EA Sports 6 NBA Live 06
7 Need for Speed: Most Wanted
9 Animal Crossing: Wild World • DS • Nintendo 8 Devil May Cry 3: Special Edition
9 Lego Star Wars
10 Need for Speed: Most Wanted • PS2 • EA ■ Call of Duty 2
10 Guitar Hero bundle

TOP 10 XBOX TOP 10 GAMECUBE TOP 10 PORTABLES TOP 10 RENTALS


FOR THE WEEK ENDING 03/12/06

1 Grand Theft Auto: San Andreas 1 Mario Kart: Double Dash!! 1 Animal Crossing: Wild World • DS 1 Fight Night Round 3 • PS2

2 MVP 06 NCAA Baseball 2 Sonic Riders 2 Grand Theft Auto: LCS • PSP 2 24: The Game • PS2
3 Arena Football 3 Super Mario Strikers 3 Mario Kart DS • DS 3 Black • PS2
4 Fable: The Lost Chapters 4 Super Mario Sunshine 4 SOCOM: Fireteam Bravo • PSP 4 Fight Night Round 3 • XB
5 Fight Night Round 3 5 Super Smash Bros. Melee 5 Mega Man Maverick Hunter X • PSP 5 Black • XB
6 Madden NFL 06 6 Mario Party 7 6 Harry Potter: Goblet of Fire • GBA 6 WWE Smack! vs. RAW 2006 • PS2
Source: Blockbuster Video

7 Halo 2 7 Lego Star Wars 7 Disney’s Chicken Little • GBA 7 Sonic Riders • PS2
8 NBA Live 06 8 Resident Evil 4 8 Mario & Luigi: Partners in Time • DS 8 Star Wars Battlefront II • PS2
9 Need for Speed: Most Wanted 9 Shadow the Hedgehog 9 Nintendogs: Dachshund • DS 9 Call of Duty 2: Big Red One • PS2
10 Doom 3 10 Animal Crossing 10 Yu-Gi-Oh! GX Duel Academy • GBA 10 Onimusha: Dawn of Dreams • PS2

>> A JAPANESE GAMER HAS SET A NEW RECORD BY FINISHING THE ORIGINAL SUPER MARIO BROS. WITHOUT COLLECTING A SINGLE COIN.... >>

28 • ELECTRONIC GAMING MONTHLY • www.1UP.com


T H E S K I E S H A V E N O M E R C Y.

Defend the country of Ustio against an enemy that


is smarter, faster and deadlier than any that have come
before. Relive the events fifteen years prior to Ace Combat 5.
Welcome to the dogfight of your life–The Belkan War.

Battle skilled rival aces with their The Ace Style Gauge adjusts play Challenge your friends or enemies
own individual flying styles. to maximize the challenge. in two-player versus mode.

ACE COMBAT ZERO™ THE BELKAN WAR & © 2006 NAMCO BANDAI Games Inc. Ace Combat is a registered trademark of NAMCO BANDAI Games Inc. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a registered
trademark of the Entertainment Software Association. All trademarks and copyrights associated with the manufacturers, aircraft, models, trade names, brands and visual images depicted in this game are the property of their respective owners, and used with such permissions.
press start

■ Lots of familiar faces


from the game show up in
the movie sequel, in full
airbrushed CG glory.

FANTASY
FULFILLED?
We get all Roger Ebert on the CG movie,
Final Fantasy VII: Advent Children
he videogame biz owes a lot to what Advent Children was about. So please cessing power on the hair. I mean, the cast stood out...except for Mena Suvari as
T Final Fantasy VII: The 1997 PS1
classic introduced many in the
explain. And it better make sense!
Bryan: Well, you see, it picks up two years
here is like one bad ’80s band (and I mean
that in the best way). But the character
Aerith—she’s atrocious. Seriously, I’ve felt
more emotion listening to a rock than to
U.S. to the role-playing genre. It gave after the game and...people have been movements are still a bit wooden. Their Suvari’s brief stint as the franchise’s most
Sony’s first-ever console a huge edge, infected with this thing called “Geostigma” hair, wardrobes, and bone structure may be tragic character.
and one scene in particular proved that and...uhhhh...there’s this power source gorgeous, stunning even, but they all still Jennifer: Like I said...Mother !
even recluse gamers had feelings. Nine called Mother, and these white-haired move very unnaturally. I also thought the
years later, Square Enix’s blockbuster dudes are looking for it because...uhh.... overall film, from an artistic viewpoint, was Is it at least better than Final
has made its way into Hollywood with Jennifer: Normally, I’d wait for you to disjointed—too many different visual styles Fantasy: The Spirits Within?
the recent release of FFVII: Advent say “Uncle” but in this case, you can just and environments. I didn’t sense an unify- Jennifer: I’d say yeah, it’s definitely got
Children (on DVD and UMD). Time to say “Mother” (in a real breathy voice like ing “look” the way I do in an FF game or in more meaning and context—the tie-in
grab the popcorn? EGM’s Managing those white-haired dudes do in the film). a Pixar film. That said, it’s still a breathtak- with FFVII adds a lot.
Editor Jennifer Tsao and Previews Editor Seriously, I think the film has an esoteric ing accomplishment. Bryan: And cosplayers of the world should
Bryan Intihar answer the big questions plot no matter how you slice it. What Final be taking notes from this flick’s getups.
about this game-to-film translation. Fantasy fans will like is the reappearance How are the voice actors? Jennifer: Yeah, this one’s got much better
of all the classic characters. Bryan: No one’s performance really wardrobe. P
If I haven’t played FFVII, will I Bryan: I’ll admit Advent Children’s story
understand it? has its share of “huh?” moments, but I’m ■ Cloth, hair, and
Jennifer: Heh. Honestly, I think the ques- not sure any FFVII fan—whom this movie is other textures look
tion should be, even if you have played really intended for—expected an Oscar-wor- particularly lifelike
FFVII, will you understand it? thy screenplay. Just look at the source mate- in Advent Children.
Bryan: Of course you will! And if you ever rial; the game’s plot was pretty out there.
need a quick refresher, you can always
head to the “extras” section and check out Does it look as good as a
the brief FFVII montage that splices key Pixar movie?
scenes with in-game footage. Bryan: I can’t imagine a debate here—
Jennifer: Do I smell a little something Advent Children is simply stunning. Now,
called denial? I guess I need you to explain that’s not to say it’s perfect (the use of
the plot to me, because I played FFVII motion capture resulted in a few animation
(though I wasn’t as obsessed with it as hiccups), but I’d still put this one in the
many are), and I watched the refresher, same category as the Pixar films.
and I still couldn’t tell you, start to finish, Jennifer: They clearly spent a lot of pro-

>> LATER THIS YEAR, ACTIVISION WILL SHRINK DOWN ITS WILD-WESTERN GUN FOR THE PSP. EXPECT MULTIPLAYER MODES IN THIS VERSION.... >>

30 • ELECTRONIC GAMING MONTHLY • www.1UP.com


IN COMMAND. IN CONTROL. ON THE MOVE.

STRATEGIC MILITARY
WARFARE IN THE PALM
OF YOUR HAND.

Wage War Multiplayer Style, in Ad Hoc, Turn the Battlefield to Your Advantage in 30
Infrastructure, Hot Swap and Transmission Modes. Single-Player Missions.

Blood JOIN THE RANKS AT


Violence
WWW.FIELDCOMMANDERGAME.COM
Game experience may
change during online play.

© 2006 Sony Online Entertainment Inc. SOE and the SOE logo are registered trademarks and Field Commander is a trademark of Sony Online Entertainment Inc. “PSP” is a trademark and “PlayStation” and the “PS” Family
logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately). The ratings icon is a registered trademark of the Entertainment Software Association. All rights reserved.
press start

LEGEND
TOMB RAIDER:
AFTERTHOUGHTS:

Cup-size controversies?
All right, stop looking at Nude codes? Ex-boyfriends?
Lara’s ass and head to
the EGM Extras section
at egm.1UP.com for our
We uncover the naked truth behind
uncut interview.
Lady Croft’s return to form
>> SAYING THAT VIDEOGAMES ENJOY FIRST AMENDMENT PROTECTION, A FEDERAL JUDGE STRUCK DOWN A MICHIGAN LAW BANNING SALES OF

32 • ELECTRONIC GAMING MONTHLY • www.1UP.com


press start

he’s baaaack. Well, she’s


S back again. But Tomb Raider:
Legend (PS2, XB, XB360)
marks short-shorted blueblood Lara
Croft’s first sequel that’s both new and
improved. We asked Morgan Gray, pro-
ducer at developer Crystal Dynamics,
for the postgame story on her make-
over, starting with the most important
question of all.... —Crispin Boyer

EGM: Months ago, you said


you wanted a realistically
proportioned Lara, but those
things are still huge, dude.
Morgan Gray: What we were doing went
just beyond her breasts, to get to the ■ Our reviewers’ favorite level,
heart of the issue. [Laughs] She actually King Arthur’s crypt, mixes ani-
is slightly smaller. What we were trying to matronic museum attractions
shoot for was not just a reduction in cup and a forklift with some clever
size but an overall “aliveness,” a bit of a physics-based puzzles. “We
change to her overall musculature and kind of went crazy with the con-
the general proportions of her body, leg cept of this whole Disneyland
amusement park built over the
size to arm size to hip size, and then back
tomb,” says Producer Gray.
size. We didn’t, obviously, take a drastic
approach to the body, but we did make as
many attempts as possible to sort of un- right, when a writer and a penciler team She has one line in the Himalayan EGM: We see that Lara’s
blow-up-doll where she’d been going. take over a book from another team.... Mountains where...she says, “This is what handstand and dive are back.
I mean...we’re both developers and we it’s always been about.” Ergo, her whole Any new flourish moves?
EGM: We asked the ex-Core both work for a mother organization, so tomb raiding, her whole collecting of MG: We call it the floor routine: If you
founders [Tomb Raider’s origi- there’s a practicality of business there. I’d artifacts—it’s always about trying to find actually start up a sequence of rolls—roll
nal makers until publisher have to assume, for them...there comes a way to come to grips with, understand, to roll to roll—and then begin jumping,
Eidos handed the series to a point where you’re kind of happy to and/or reverse what happened to her you can chain up combos of her doing
the folks at Crystal] what do something new. You know? And obvi- mother.... So the mom story thread for cartwheels and acrobatics and triple
they thought of Legend. They ously...we’re really happy to be working us is...where we’re going with the series lindys.... Two rolls in a row are going to
were diplomatic, saying they on Tomb Raider, but there’s a huge debt now. It’s a cliff-hanger, but for us it’s also open up the path for you, and from there
were sad they’re not part of of gratitude and respect that has to go to the thread that ties the next few outings you can begin to play with trying to do a
the process but sure you’re Core. So it is a little awkward, but it’s not for us, if we’re fortunate enough to be few alternates. From roll-roll-jump-roll,
capable of starting fresh. Did an adversarial relationship at all. able to make a few more. roll-roll-roll-jump, so on and so forth.
they give much feedback?
MG: Well, early on they were very help- EGM: Why the cliff-hanger EGM: Speaking of which, EGM: The motorcycle stag-
ful, giving us the assets that they had so ending? We were hoping we’ve criticized Eidos and es—we’re not a fan. What’s
we could mine through them. Other than developers would avoid those Core for rushing out a Tomb up with those?
casual conversations, or shared pints at after Halo 2’s abrupt finale. Raider every year. Now what’s MG: They were just little minigames, basi-
[the annual E3 trade show], it has really MG: We didn’t really consider it a humon- the plan for the series? Will cally, so we could play with the tempo.
been more of two separate houses. gous cliff-hanger. We felt like we tied up we raid another tomb in ’07? It wasn’t like, “Hey, we’re doing this big
threads with [the] Amanda [character] to MG: One of the things we don’t want to vehicle thing.” It was just like, “Here’s
EGM: It must be awkward a decent degree. We tied up threads with do is to just plop ’em out to hit Christmas. a small minigame, and sort of a nod to
dealing with them, though. the pieces [of the sword]. The big one we I think that was one of the things that the vehicular Lara of days gone past.”
It’s like Lara was their girl- didn’t tie up, obviously, was the thread hurt the franchise, because you can’t take Early feedback is that they’re too long in
friend, but now she’s yours. with [Lara’s] mother. We’re talking about any risks then. It means you’re not gonna duration.
MG: Yeah. Let’s not bump into each other getting into Lara’s characterization, why innovate, because you gotta whip up the
at a party. But it’s kinda like in comics, she does what she does. next one. I can’t talk about the release EGM: Yeah, we agree. Can
dates for the future. I wish I could be like you make them end sooner?
SOUTHERN OVEREXPOSURE: [Doom developer] id and say, “It’ll come
out when it’s done,” but we’re definitely
MG: They will keep going as long as there
are enemies. So if you’re killing enemies,
LEGEND’S LOST LEVEL not trying to race it out. I mean, there’s a they’re ending sooner. If you’re not killing
No rain forests were saved in Tomb Raider: Legend. lot of time and money invested into try- enemies, they’re taking a while.
In fact, the developers cut one overgrown South ing the ways to get another Tomb Raider
American temple where Lara would have tracked game out there that people could really EGM: OK, last thing: Will you
down yet another Excalibur shard. “We figured we enjoy. We think the way to capitalize on finally reveal the nude code?
were spending too much time in South America,” that is not to fall back into old habits. MG: [Laughs] Doesn’t exist!
Producer Morgan Gray says of the cut. “We’re in
Bolivia, [then] we’re in Peru. We think we got this
EGM: Old habits like the dino- EGM: Oh, c’mon.
one covered.” He adds that the nixed level did
saurs? We want them back! MG: Funny enough, when we build her
help pave the way for the super-science-inspired
MG: [Laughs] There’s plenty of time for costumes, she’s partially naked, because
Kazakhstan stage. “That was a fun one for us,” says
dinosaurs. Again, there’s a lot of classic we’re forming over a human body and
Gray, “because we really felt like, out of all of Tomb
[elements] that we knew we had to get then adding clothes and whatnot. But it’s
Raider-dom, that was one of the more wacky levels
that had been within the universe.” into the game, and we’re definitely not like Barbie—it’s not explicit. She’s too
opposed to dinosaurs coming back. proper for that sort of thing. P

VIOLENT GAMES TO MINORS. HE ADDED THAT THE STATE FAILED TO PROVE A LINK BETWEEN VIOLENT GAMES AND AGGRESSIVE BEHAVIOR.... >>

ELECTRONIC GAMING MONTHLY • www.1UP.com • 33


press start

DON’T TRASH
YOUR OLD TV!
Five reasons current HDTVs aren’t
ready for gaming prime time
f you’re seconds away from maxing out Reason 2: Copycat killers
I your Mastercard on a titanic-screened
HDTV, allow us to slow-mo dive in front
And here’s why HDCP-compliant inputs are important.
New copy-protection scheme AACS (Advanced Access
of you shouting, “Noooooo!” Holster that wallet Content System)—similar to the protection method
until fall if you want a boob-tube that takes total CSS (Content Scrambling System) currently imple-
advantage of the latest gaming hardware (i.e., mented in today’s DVD flicks—is the encryption tech-
November’s PlayStation 3). Here’s why.... nology designed to protect high-def content on next-
—Rob Fox generation media such as HD-DVD and Blu-ray discs.
Hollywood, you see, is very protective of its proper-
Reason 5: You want 1080p ties, and it won’t give you a high-resolution version of
Sony brags that the PS3 can output in state-of-the-art a movie without some sort of copy protection in place.
1080p resolution, but 1080p is not an official standard; AACS will actually limit the output resolution by using
very few HDTVs actually support it. (The slightly less something called ICT (Image Constraint Token). This
sharp 1080i is the current HDTV standard.) You will component can restrict the resolution of the movies to
find a few HDTVs—such as the higher-end Samsung 540p if you are not using HDCP-compliant hardware
DLP sets—that can transform a 1080i image into to watch the flicks.
1080p, but their inputs don’t support a true 1080p
signal. So if, say, Metal Gear Solid 4 for PS3 can Reason 1: Shifting specs
output in 1080p, almost no current HDTV or projector Specifications for a lot of this technology have yet to
could accept its signal, and you would get at best an be finalized. Only very recently, for example, has an
upconverted 720p signal or deinterlaced 1080i. It’s still interim AACS spec been released to allow manufac-
a pretty picture—nearly impossible to discern from ture of Blu-ray hardware and software. The key word
1080p—but not the proverbial 1080p image. is “interim,” as the current specifications will eventu-
ally be modified and finalized. It’s possible that a
Reason 4: You’ll save moolah particular piece of hardware or setup that works
FITS

HDTV prices have tumbled over a grand in the past now could wind up totally busted after the final AACS
R. Dodson/SFMIS

few years, and their feature sets have improved with specs are released and have trickled into hardware
each revision, giving you more bang for your buck. and software.
By PS3’s launch, new HDTVs will have hit with true Also, keep in mind that current high-def content
Photograph by

1080p support, bigger screens, faster color wheels such as TV shows, movies, and sports broadcasts
and refresh rates, and more inputs. are currently only transmitted in 720p and 1080i.
While the ATSC standard, which governs hi-def
Reason 3: The HDCP dilemma specifications, does include an official spec for
The majority of current HDTVs have some sort of 1080p, it is not likely that content will be transmit-
digital input, whether it be HDMI (High Definition ted as such anytime soon. When Blu-ray movies
Multimedia Interface) or DVI (Digital Visual Interface), begin to ship, they are likely to be 720p and 1080i,
but just because that port is present doesn’t mean it not 1080p, although anything is possible. Will we
supports HDCP. Whazzat? Short for High-Bandwidth see 1080p movies on disc, thus requiring 1080p-
Digital Copy Protection, HDCP is the protocol that compliant inputs?
determines if your Blu-ray disc player and HDTV are And current shots of the PS3 show only HDMI
trusted devices—thus allowing full-resolution movie output—does that mean folks with just a DVI port on
playback (if the content is copy protected; see the next their HDTVs have to buy a pricey HDMI-to-DVI con-
reason). If your TV lacks an HDCP-compliant DVI or verter cable? Will that converter account for digital
HDMI input, your image will be dumbed down to barely audio as well? (HDMI carries both audio and video
better than DVD quality. Analog component inputs signals.) See, you have nothing to lose by waiting
won’t work either; HDCP requires a digital interface, so until this fall. Surely, Sony’s promised “4D gaming”
don’t think you’ll get your high-def fix that way. will be worth it. P

>> GATES’ XBOX POSSE GETS BIGGER—MICROSOFT HAS PURCHASED LIONHEAD STUDIOS, BEST KNOWN FOR MAKING XBOX RPG FABLE.... >>

34 • ELECTRONIC GAMING MONTHLY • www.1UP.com


press start

THIS MON
TH:

TOM
SALTA
TAKE THIS JOB: FREELAN
GAME-MUCE
COMPOS SIC
ER

COMPOSER
Our monthly look at the jobs you want—
TOOLS OF
HIS TRADE
Apple Logic
with tips from the guys who have them This sequencer program, running
on a Mac G5, is the center of Salta’s
workflow—where he composes and

SALTA’S DETAILS mixes music. But he has six comput-


ers full of sounds and soft synthesiz-
ers and drum machines. “One of my
Experience: Four years in gaming, and 15 music,” says Salta. “I also have to change How’d he get the gig? PCs has a slew of orchestral synths,
years in the music industry prior to that the player’s emotions, whether they’re How’s this for proof that there’s no one
for example,” says Salta. “Think
Notable games: Ghost Recon Advanced scared, excited, happy, powerful, anxious.” way into game composing? Salta got
of each one as a
Warfighter, Cold Fear, Sprung, Get On The amount of music a game requires his big break as Bobby Brown’s music
painter’s palette.”
Da Mic, Need for Speed Underground varies from project to project; Salta director. “He was really impressed with
2, Project Gotham Racing 3, RalliSport composed 35 minutes for Ghost Recon my knowledge of music, computers, and
5.1 studio
Challenge 2, Street Racing Syndicate Advanced Warfighter (much of which got synthesizers,” Salta says. “I spent the
sound system
chopped up and sprinkled throughout next year traveling the world with Bobby
“I have a Blue Sky
Composer job data the game), while Microsoft simply Brown.” Other gigs like Mary J. Blige and
sound system,” he
Salary range: $1,200 per minute of music licensed finished tracks for Project TLC followed. “Until I realized I’d rather be
says. “When I heard
(most games average 60 minutes of tunes). Gotham Racing 3. in the studio producing and composing,”
George Lucas installed two
Recommended education: “No one asks he says. “But I needed something to stand
of these at his Skywalker Ranch, I
me, ‘Where’d you go to school?’” Salta Salta’s typical day out, so I came up with the idea to create a
decided it was good enough for me.
says. “But I suggest you study as much Salta works in his home studio from 10 solo album that would be ideal for licens-
It lets me hear exactly what’s going
music as you can—[you’ll have] more to a.m. until 6 in the evening, and then he ing—everything from movies to games.”
on in the entire frequency range. And
Photograph by Seth Kushner

pull from.” He suggests listening to great returns for another couple of hours after It worked: Before the record was even
when I play games on it in 5.1 [sur-
movie and game soundtracks; you’ll need dinner. “It’s not uncommon to work 15- done, Microsoft licensed three of his
round sound], they sound incredible.”
to make tunes as good or better. hour days during crunch mode,” he says. tracks for RalliSport Challenge 2. Other
Location of most jobs: The West Coast, Usually, Salta is working on a couple of games followed: Salta’s first job scoring a
Virtual Instruments
but composers can live anyplace with games at a time. Even with a large-scale full game was the adventure title Still Life.
“Instruments made by companies
Web access (Salta lives in Connecticut). gig like Advanced Warfighter, however, To get the Advanced Warfighter gig,
like Spectrasonics and Native
Current level of demand: Low he’s basing his work mainly on the Salta had to compete against several other
Instruments,” Salta says,
direction of the game’s audio director, as composers, each of whom composed their
“allow me to work very NE
What’s a game composer do? opposed to early versions of the game. own sample main themes. Salta’s got
quickly, get great sounds, PR XT UP:
“It’s my job to create music that augments “I’ll get to check out early movies and still picked. Now you can hear his tunes in the
and save and recall my EVALOUDUCT
the gameplay experience—to convey a shots, but I rarely get to play the game game or at www.tomsalta.com. ATOR
work instantly.” P
lot of information to the gamer through before it’s done,” he says. —Evan Shamoon

>> YOUR WAIT FOR THE JAPANESE-WATERCOLOR ADVENTURE OKAMI (PS2) GOT A LITTLE LONGER. CAPCOM DELAYED IT UNTIL AUGUST.... >>

36 • ELECTRONIC GAMING MONTHLY • www.1UP.com


press start

■ Tankhunt, right? So,


where are all the tanks?
WHAT’S UP AT

EGM.1UP.COM
Read the mag cover to cover and
still hungry for more? Head to our
official website, where this month
you’ll find the rest of our Tomb
Raider: Legend and Ghost Recon
Advanced Warfighter Afterthoughts.

THIS MONTH CHEATS.1UP.COM


The Elder Scrolls IV: Oblivion,
Intel on Call of Duty 2’s expanding battlefield GRAW, and Kingdom Hearts II are
out, and we know you’re way too
cool to buy the guides. Our cheat
ar may be hell, but that sure didn’t stop lots and lots
W
experts have been slaving away
of Xbox 360 owners from enlisting in Call of Duty 2’s Bunker to make sure you can beat the
interactive conflict. The World War II-based first-person Location: Vossenack, Germany
games but still keep your dignity.
shooter was hands-down the four-star general of Microsoft’s Grant Collier: “Bunker is a great map for fast-paced, rapid
next-gen console launch and, depending on when you read this, action. The map’s size combined with the varied terrain levels
GAMEVIDEOS.COM
its online fight may have just crossed into uncharted territory. and central, limited cover form a sense of chaotic warfare that
It’s the hottest new thing to hit the
This May, you can download (for a small fee) the COD2 mul- really gets your heart pounding. As if the level weren’t just fun
Internets. Think YouTube or Google
tiplayer map pack via the Xbox Live Marketplace. Interested in to play on, the environment is extremely vibrant and creative,
Video, just without all the crap you
another tour? President Grant Collier of developer Infinity Ward with luscious foliage and a very cool destroyed bunker as the
don’t care about. This site is all
debriefs us on these four all-new terrains. map’s centerpiece.”
about games—from old-school
Intellivision commercials and event
Rhine coverage to hot shows and Metroid
Location: Wallander, Germany speed runs. You can also submit
GC: “This level really embodies WWII-style your own videos.
urban warfare at its finest. A war-torn
cityscape, this map really benefits from Featured Club:
squad-based combat with its variable hid- The EGM Radio Podcast
den paths and high cover areas. Coupled You’ve heard the EGM editors on
with the very stark, realistically decimated The 1UP Radio Podcast, but that
architecture and rubble, this map really was just a warmup. Now we have
draws you into the battlefield. Capture the our own damn podcast, and we’ll
flag and other team-based match types share extra info, let you in on
■ Infinity Ward President
really shine on this map.” Grant Collier says Rhine behind-the-scenes secrets, and
is the map best suited to probably also piss a few people
squad-based play. off (looks over at EGMer Shane
Silotown Bettenhausen). Visit podcasts-
Location: Beaumont-Hague, France club.1UP.com for the goods.
GC: “This very large and gorgeous map Tankhunt
enables warfare of every type depending Location: Kalach, Russia Featured Blog:
on the situation and the area. There are GC: “Another very fast-paced level, Tankhunt Jeremy Parish
open fields for quick skirmishes and rush puts the players into a close-knit, multi- 1UP.com’s features editor
tactics, enclosed buildings and stone wall leveled war zone that favors close-quarter (toastyfrog.1UP.com) has one of
perimeters leaning toward guerrilla tactics, combat. The sheer amount of varied paths the most frequently updated online
intense building-to-building firefights... and scattered cover allows for some fantastic journals in the Ziff Davis family.
and the silo itself encompasses the center ambushes. The harsh, snow-covered buildings Whether they’re talking about the
of the map, making a great sniper nest and wonderfully lit dark hallways add to the PS3 delay, DS games, or how play-
and a difficult-to-hold position of power. intense atmosphere of this map.” ing Xenosaga I & II is like punching a
Incredible detailed visuals and great design retarded puppy, Jeremy’s posts are
make this a fantastic map for any battle. certainly varied and full of laughs.

>> SCARY STUFF—THIS FALL, KONAMI WILL RELEASE SILENT HILL 0RIGINS (THAT’S SPELLED WITH A ZERO, NOT AN “O”) FOR SONY’S PSP.... >>

38 • ELECTRONIC GAMING MONTHLY • www.1UP.com


TM

©2004, 2006 IREM SOFTWARE ENGINEERING INC. “Steambot Chronicles” is a trademark of IREM. All rights reserved. “PlayStation” and the “PS” Family logo are registered trademarks of
Sony Computer Entertainment Inc. The ratings icon is a trademark of the Entertainment Software Association. Sony Computer Entertainment America takes no responsibility for this offer. *While supplies last.
OLVE MYSTERIES and puzzles that go beyond anything you have seen or
S read. You must stay one step ahead of an enemy formed by an ominous,
covert society that will stop at nothing to protect their 2,000 year old secret.

Follow a trail of clues hidden in Da Vinci’s A unique blend of stealth, combat, Experience new adventures and solve new puzzles
paintings that will ultimately lead to the exploration and puzzle solving. that you won’t find in the film or book.
final resting place of the Holy Grail.

The Da Vinci Code: TM & © 2006 Columbia Pictures Industries, Inc. All rights reserved. 2K, the 2K logo, and Take-Two Interactive Software are all trademarks and/or registered
trademarks of Take-Two Interactive Software, Inc. Developed by The Collective. Underlying Game Code: © 2006 The Collective, Inc. All rights reserved. “PlayStation” and the “PS”
Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox and the Xbox logos are either registered trademarks or trademarks of Microsoft
Corporation in the U.S. and/or in other countries and are used under license from Microsoft. The ratings icon is a trademark of the Entertainment Software Association. All other
marks and trademarks are the property of their respective owners.
TM

Explore world famous locations such as The An all new videogame adventure.
Louvre,Westminster Abbey, and Saint-Sulpice.
See the movie, in theaters May 19th.
press start

■ PLAYSTATION 2 PREVIEW: HANDS ON


Publisher: Square Enix
Developer: Square Enix
Release Date: November 2006

It ain’t your father’s


Final Fantasy—
or is it?

>> DEVELOPER JASON RUBIN (JAK AND CRASH BANDICOOT SERIES) USED HIS MYSPACE ACCOUNT (MYSPACE.COM/JASONRUBIN) TO

42 • ELECTRONIC GAMING MONTHLY • www.1UP.com


inal Fantasy XII has arrived...

F in Japan, anyway. After years


of delays and even rumors that
it would never see release, Square Enix’s
latest role-playing odyssey has beaten the
odds and turned out to be an exceptional
piece of work, racking up nearly 2 million in
sales in its first week and netting gushing
reviews in Japan’s most respected publica-
tions. Still, seeing is believing, and many
U.S. gamers are understandably skeptical.
This is a radically different take on the Final
Fantasy series. Does it really deserve the
name? Trust us, though: FFXII is hot.

It looks great, but...


No, it doesn’t look great—it looks amaz-
ing. If it weren’t for the jagged edges
you’d never know this was a PS2 game.
The secret? Square Enix used half the
polygons of FFX and bumped up the tex-
ture detail. That means FFXII ’s world is
made of simple objects that actually look
better upon closer inspection—the oppo-
site of most games’. Aside from the char-
acters that pop in Shenmue (Dreamcast)
■ Not in the mood to fight this fireball?
style when you’re running through towns,
You don’t have to, as FFXII bucks the series
the visuals impress at every turn. norm and ditches random battles.

Fine, but I totally hated the FFXII demo


that came with Dragon Quest VIII. Why action, and the order in which you assign turns the game into an experience unlike can be chained in combat. A total of 18
should I care? Gambits determines their priority (see almost any other. Mist Knack squares are spread across the
The FFXII sampler offered only a tiny sidebar). For instance, if the bunny-eared board, three for each character, and each
slice of the final product and failed to Fran’s first two Gambits are “Ally below Well, if you say so. But what was that square can only be licensed by a single
make clear the sheer flexibility of the 50% health + Cure” and “Enemy leader + “License Board” thing you mentioned? person. So the only way to unlock them all
actual game. The much-balked-at “active Attack,” she’ll whale on the main bad guy The License Board is to FFXII what the is to make each character focus on skills
battle” portion of the demo, where Ashe’s but always pause to heal any character Sphere Grid was to FFX. Each character in a different section of the board.
(the game’s female lead) party acted whose health drops too low. Characters has its own chesslike board, where each
independently of the player, turns out to can purchase additional Gambit slots on square represents a skill to be purchased OK, so the gameplay sounds pretty
be only one way to play the game. At any the License Board (more on that later) in with license points earned in battle— good. But what about the story, man?
time, you can toggle between Active and order to perform more actions during bat- including the ability to use weapons. Any No worries there—FFXII ’s plot might be
Wait modes, change the battle speed, and tle, and nearly any skill you learn can be character can learn any skill and use any the best yet. Yeah, you’ve got your pretty-
modify your character’s tactics (called linked into a Gambit. Plan your Gambits piece of equipment, but only if they’ve boy main character named Vaan (shown
“Gambits”). If you’d rather sit back and properly and your party will be nearly purchased the appropriate license square. above), but he’s just a small part of an
play strategist while your party fends for invincible in any situation...and you’ll epic, sweeping tale packed with political
itself, you can. But turn Gambits off and never have to issue a direct command. So all the characters are the same? intrigue, betrayals, double-crosses, and
you have to issue every single command That sounds even lamer than FFVII ’s sexy rabbitgirls in metal lingerie. The
yourself—just like in older Final Fantasys, Oh geez, that sounds just a bit too Materia system. story encompasses a wedding, an impe-
minus the random battles. (And really, why complicated. It’s not, actually. Each character has cer- rial invasion, two tragic deaths, and an
would you miss those?) It’s only as complicated as you make it. tain innate abilities that make them better underground uprising—and that’s just in
You can turn off Gambits entirely if you suited for certain roles, and it’s not a bad the first 15 minutes. With great charac-
Huh? Gambits? don’t trust your tactical thinking. Or you idea to keep them trained in the weapons ters, breathtaking events, and some truly
Gambits are the key to FFXII ’s new battle can easily get by with simple heal and they start with. But while you could turn evil-looking villains (the menacing judg-
system. Simply put, they’re instructions attack Gambits, reserving the more com- your party into a team of high-power es), FFXII seems to hit all the right notes
you assign to your party members to plex commands to be issued manually. knights, the License Board is designed for the more story-obsessed Final
tell them how to behave during combat. But it’s clear that FFXII was designed with to discourage this with Mist Knacks, Fantasy fans. Which is pretty much all of
Each Gambit consists of a target and Gambits in mind, and using them well powerful character-specific skills that them, right? P —Jeremy Parish

ORDERLY 1. 1.

CONDUCT 2. 2.

Gambits tell your characters not ...but if her Gambit


just what to do, but also when setup prioritizes
to do it. For instance, if you set attacking over healing, 1. ATTACK
Fran’s Gambits so that her first she won’t cast Cure
priority is to heal allies below 2. ATTACK until all her enemies
2. CURE
50%, she’ll always stop attacking are defeated. (And by
enemies to restore health to a 1. CURE then it just might be
wounded comrade... too late for poor Vaan.)

ANNOUNCE HIS FIRST SOLO PROJECT, IRON AND THE MAIDEN. ALL HE’LL SAY IS THAT IT’S “RAW, UNCENSORED, [AND] UNCUT....” >>

ELECTRONIC GAMING MONTHLY • www.1UP.com • 43


press start

OVERHEARD
Them some strong words
“Do I hit Up, Down, Up, Down, Left, Right, Left,
Right, A, B, A, B, Select, Start?”
—The Daily Show’s Nate Corddry asking how to get
unlimited ammo on a real shotgun during a quail hunt

“It’s relatively easy for me to imagine


scenarios where mainstream audiences
get sick of us, sick of the product we offer
them, sick of repetitive, seemingly but not really
interactive, emotion-free, slam-bang, U.S.-
centric, urban, hip-hop action games and alien-
invasion scenarios.”
—Warren Spector, the man behind the Deus Ex series,
offers up a stern warning to his fellow developers
©2006 Jeremy “Norm” Scott

“Yes, she’s a woman. “[The PlayStation 3] “Xzibit would’ve been


Yes, her history as a
bounty hunter causes seems to be incapable in the game if he had
others to distrust her. of rendering three- just given me back
Yes, her body suit might my f***ing Xbox.
not be legal. But it’s way sex He probably put it in
all worth it. She has a scenes in
f***ing arm cannon someone’s car for his
built in. Literally.” real time.” Pimp My Ride show.”
—Fantasy baseball advice columnist Rick —God of War creator David —Scarface Executive Producer Pete Wanat explains why the
Paulas recommends Metroid’s Samus Aran as Jaffe reveals a weakness in entertainer (who appeared in The Chronicles of Riddick, Wanat’s
the best pitcher for an all-Nintendo team Sony’s next-gen console previous project) won’t voice a character this time around

PENNY ARCADE WWW.PENNY-ARCADE.COM

QUOTATION SOURCES FROM TOP TO BOTTOM, STARTING WITH LEFT COLUMN: MCSWEENEYS.NET, THE DAILY SHOW, WWW.ESCAPISTMAGAZINE.COM, GAME DEVELOPERS CONFERENCE, ELECTRONIC GAMING MONTHLY

>> PUBLISHER HUDSON IS CURRENTLY LOOKING INTO BRINGING SOME OF ITS OLDER BOMBERMAN GAMES TO XBOX LIVE ARCADE.... >>

44 • ELECTRONIC GAMING MONTHLY • www.1UP.com


rune glif ber g
press start

■ World of WarCraft :
Get off the PC and onto
the side of our van.

THE RUMOR MILL


You know it to be true (well, sometimes)
he first “real” PS3 software, would handle trading in phat rims for World of WarCraft (PC) would eventually believe it or not, the words “Final Fantasy”
T another wave of Xbox 360
titles, new Nintendo Revolution
mud flaps. come to the Xbox 360. Well, I may have
been mistaken about the second home of
don’t appear in its title. Seriously, The
Elder Scrolls IV: Oblivion is one behemoth
details—man, the next generation has Revolutionary training day this massively multiplayer online role-play- of a game, and it’s only getting bigger.
engulfed this here mag. Also, with the “I’m personally hoping the Revolution’s ing game: Word on the street is that Sony’s Expect a full-blown Oblivion expan-
amount of gossip flying around about controller will allow us to do more ports making a strong push so WOW winds sion pack sometime this fall with tons
these consoles, my job as rumormon- of our light-gun games,” said Virtua up exclusively on the PlayStation 3. of additional quests and stunning areas.
ger couldn’t be more deee-lightful. If Fighter 5 Producer Hiroshi Kataoka in Now, if only the developers would stop
you think this batch tastes delish, just Issue #202. Port or no port, it seems An expanding adventure overpricing downloadable content. (Two
wait till next month when I’m back Sega’s Virtua Cop series will soon The Xbox 360 is currently home to the hot- dollars and fiddy cents for horse armor?
from the annual gaming palooza E3 uphold the law on Nintendo’s forth- test role-playing game on the market, and Thanks but no thanks.)
(the Electronic Entertainment Expo). coming console. Can I make a request
—The Q for House of the Dead , too?
WHAT’S THE DEAL?
Driving down a new road Oh, what a night
Q: Hey, what the heck
Unlike a lot of series that receive annual In the last issue’s gossip column, I made
ever happened to
updates, EA’s Need for Speed franchise a smartass remark about the possibility
StarCraft: Ghost ?
has actually been able to keep its race- of a NiGHTS sequel. Wow, what A: The fate of this
ways relatively fresh. We had two a difference a month makes: stealthy title ain’t
strong Underground installments, I’m now hearing that Sega’s looking too good,
and then last year we hap- working on a follow-up folks. Earlier this year,
pily sped away from the to its Saturn cult classic. Blizzard killed the
po-po in Most Wanted . Fantastic news indeed, GameCube version,
It appears the dev team but you gotta curb your while the PlayStation 2
is changing up the for- enthusiasm for the time and Xbox editions were
mula once again, as this being, as we won’t see put on hold indefinitely.
fall’s Need for Speed will this next-gen high-flyer Some say the game’s
have an all-new hook. My for a long while (I’m talking being reworked for the
next-gen consoles,
vote’s for off-road sections... like 2008, people).
but our sources are
though I don’t know how the
telling us that Ghost
Fast and the The WOW factor will stay true to its
Furious A few months back, yours truly men- namesake. P
crowd tioned that Blizzard’s insanely popular

>> ATLUS HAS DECIDED TO RELEASE THE SHIN MEGAMI TENSEI SPIN-OFF DEVIL SUMMONER, AN RPG FOR THE PS2, HERE IN THE UNITED STATES.... >>

46 • ELECTRONIC GAMING MONTHLY • www.1UP.com


IN STORES JUNE 13, 2006


WWW.URBANCHAOSGAME.COM ™

©2006 SCi Games Ltd. “Eidos” and the Eidos Logo are trademarks of the Eidos group of companies. “Urban Chaos” and “Urban Chaos: Riot Response” are trademarks of Eidos Interactive Ltd. All rights reserved. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer
Entertainment Inc. Online play requires internet connection and Memory Card (8MB) (for PlayStation 2) (each sold separately). The Online icon is a trademark of Sony Computer Entertainment America Inc. Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox logos are either registered trademarks or
trademarks of Microsoft Corporation in the U.S. and/or in other countries and are used under license from Microsoft. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are property of their respective owners. All rights reserved.
press start

For the multiplayer side


of our Afterthoughts Q &
A, go to egm.1UP.com
and check out the EGM
Extras section. Go NOW.

>> THE SUPPORT FOR XBOX LIVE ARCADE KEEPS GROWING, AS MICROSOFT RECENTLY ANNOUNCED THAT ARCADE WILL SOON FEATURE GAMES

48 • ELECTRONIC GAMING MONTHLY • www.1UP.com


AFTERTHOUGHTS:

GHOST RECON
ADVANCED WARFIGHTER
Campaigning for fixes in the campaign mode
t seems Ghosts aren’t play through GRAW twice to mocking you when they’re run- [For example], when you walk, there’s
I afraid of bullets. Your fellow
squadmates in Ghost Recon
earn all of the single-player
achievements? Shouldn’t play-
ning around in the open, ask-
ing to be shot?
that microlayer [of] what’s just in front
of me. There’s a door—I have to open
Advanced Warfighter (Xbox 360) will ing missions on Hard also AL: The basic purpose of the VIP is to the door and go through it. These are all
stand out in the open or walk right count for Normal, like in most protect him. He sometimes puts himself microdecisions that you make on a very
out in front of you while you’re aiming other games? in positions that aren’t brilliant for you, local basis. But that’s just one layer. Then
through your gun’s scope. Is the arti- AL: Achievements are a very hard thing but it’s your job, as leader of the Ghosts, you have the parts where you have to go
ficial intelligence in this series forever to get right, because, obviously, there’s so to take out the enemy targets and protect from one position to another, to take cover
destined to be bad? Or does it not much difference between different games him. It’s a difficulty thing, so it’s part of or not to take cover—all of this is another
really matter, since the game’s so good at the moment and how you get achieve- the game plan. layer. It makes it very difficult for the A.I.
anyway? Yann Le Tensorer (campaign ments. We just felt like giving the hardcore to take into account all the parameters,
producer on GRAW and managing Ghost Recon fans a slight edge to get EGM: But doesn’t it break from because there are so many parameters....
director of Tiwak, which helped more achievements. the realism when you’re trying It makes it very complex.
develop the game engine) and to get rid of some snipers and
Adrian Lacey (senior coordina- EGM: Do you hate the Internet the president of the United EGM: Is there room for
tor) talk about A.I. and other when you see people mak- States is just running around improvement in future
single-player issues with us. ing videos that showcase the outside? Even your teammates sequels?
—Dan “Shoe” Hsu, with help game’s glitches? know to take cover at some YT: Sure. A.I. is typically one of the places
from Steve Maldonado AL: If people want to spend time put- point, but the VIPs don’t seem where we keep improving all the time. It’s
ting videos up there, we can’t really get to have that same A.I. one of the most difficult, but it’s one that
EGM: How did you offended, because I think, at the same time, YT: Sometimes, you have to make has the most room for improvement.
get GRAW to look we have a lot of people who have already choices when you make a game. And to
that damn good? said the game looks great, they love playing bring more realism in the very important EGM: Is it irresponsible for
Yann Le Tensorer: We it, it’s really fun, [and so on]. So you have to places of the game, sometimes you have the U.S. military to leave
worked for two years take the rough with the smooth sometimes. to remove some from the nonimportant weapon-drop boxes outdoors,
to have one of the best places. This is really not something that where enemies, children, and
engines around—it’s EGM: Do you plan on fixing is key for the game, so we decided to put homeless people can get to
called “Yeti.” Our tech- any of those problems, like the more A.I. in other places than here. them?
nology is very powerful disappearing objects or cor- AL: [Laughs] Not if they take place in
and uses the full power rupt save files? EGM: Why is the A.I. bad in the Clancy universe under Clancy rules,
of the 360. AL: We still playtest the game even after every Ghost Recon game? because we’re not allowed to have civil-
Adrian Lacey: From an it’s launched, and there are some things GRAW’s is definitely improved, ians, and you’re not allowed to shoot civil-
artistic point of view, that we’ve seen that we simply can’t but you’ll still find situations ians, anyway. So they don’t exist in our
the art director and reproduce. It’s very difficult, from a testing like your teammates running in universe. At the end of the day, it remains
the level designer both point of view, to find out what can be fixed front of your line of fire.... a game—I mean, there are a lot of things
went to Mexico City to get and what can’t be fixed. Sometimes, it’s YT: You’re talking like it’s only the Ghost in our games that I wouldn’t necessarily
as much real reference [as just a freak thing [that happens]. But at the Recon series where the A.I. is bad, and recommend to the military, anyway.
possible] to try and give it moment, we’re not looking at fixing those it’s really not unique to the Ghost Recon
that authentic feel. bugs in the campaign mode, no. series. A.I. is always very hard, because EGM: Like what?
there are many layers of A.I.: the micro- AL: I wouldn’t recommend going to war in
EGM: Why do EGM: Are the VIPs, whom layer, the medium layer, the high layer, the the first place. It looks a bit dangerous to
you make us you’re supposed to protect, difficult tactics.... me. [Laughs] P

FROM PUBLISHERS KONAMI, HUDSON, AND NAMCO BANDAI. TWO CLASSICS ALREADY ON THEIR WAY: PAC-MAN AND GALAGA.... >>

ELECTRONIC GAMING MONTHLY • www.1UP.com • 49


press start

THE HOT 10
What’s on our now-playing list
IT GETS
2 SWEET
1 A LITTLE
BLUE
The rules are dif-
ferent in Japan.
And the rules say
Konami’s revealing
in-store Rumble
Roses XX (Xbox
OBLIVION We won’t go so far as to say that
The Elder Scrolls IV: Oblivion (XB360)
has made RPG nerds cool. But it has
made it temporarily acceptable to
360) standees are discuss the benefits of heavy versus
A-OK mega fine. We light armor over lunch. (Note: Light
can’t even print the wins, for reasons too complex to
other, racier one. go into here.)

GAMEVIDEOS.COM 4 MAC, MEET 360 5 VIDEO GAMES LIVE


3 For daily retro gaming commercials, speed
runs, and any ancillary game-related video
needs you may have, GameVideos is there.
It’s also the new home of The 1UP Show,
and certain EGM alumni.
Let your Xbox 360 talk to
your Mac (and stream music
from iTunes, etc.) with
Connect360 from
www.nullriver.com. It totally
works. Just reboot both
It’s a concert...of game music! Huh. We’ll try
anything once. Check www.videogameslive.com
for info. Upcoming show dates:
July 14 - Houston, TX
Aug. 5 - Chicago, IL
Sep. 21 - Los Angeles, CA
systems after install.

WHINING
7 ABOUT OLD
PROBLEMS 8 “GAMEPLAY
TARGET” VIDEOS
It may be next-gen, but It’s the newish thing we love to hate. Game publishers some-
it’s still the same ol’ crap. times create gameplay target videos to give their developers

THE DS MASSIVE
6
Product delays, laggy and something to shoot for and to just generally show off. OK, fine.
dropped online games, But when they try and pass off these spectacular clips as
Massively multiplayer, that is. voice chat echoes—if you actual in-game footage, that’s not cool (see: pretty much all
Wrangling 10-16 of your closest thought we were done of Sony’s PS3 game clips
■ MotorStorm on
DS-owning friends for head-to- whining and moaning after from last year’s Electronic PS3. Yeah, right.
head-to-head (etc.) Tetris or Brain last issue’s “New & Not- Entertainment Expo). Keep
Age may not be possible, but that Quite-So-Improved” article, your eye jaundiced when
doesn’t mean you shouldn’t try. you were wrong. watching this year’s E3 vids.

YOU SANK MY
9 BATTLESHIP
Everybody likes a nice, portable
turn-based strategy game. They’re
10 UNO!
The Xbox 360’s slim soft-
ware pickings means that
we’re still getting way
good for you. Make you strong, too excited about simple
whiten your teeth. And now you can Xbox Live Arcade games.
Just watch us rack up 200
add Field Commander (PSP) to the achievement points playing
rotation, along with Age of Empires, hardcore multiplayer online
Uno. Draw four, bitches! P
Advance Wars DS, etc. We have.
>> YOOT SAITO (OF SEAMAN FAME) IS WORKING ON A DS GAME. LIKE HIS PREVIOUS WORKS, EXPECT THIS ONE TO BE...UH, DIFFERENT.... >>

50 • ELECTRONIC GAMING MONTHLY • www.1UP.com


There’s only one place you can get hands-on training with the most advanced
technology in the world and that’s the U.S. Navy. If you’re up to the challenge,
log on the Life Accelerator at navy.com or call 1.800.USA.NAVY.
© 2004. Paid for by the U.S. Navy. All rights reserved.
press start

COMING SOON ■ This guy from

Play these instead of enjoying the fine weather Def Jam had a
headache this big!

Q Q
JUNE
2006
And 1 Streetball
Ubisoft • PS2/XB — Streetball claims to
be all about the moves, but we hear it’s
also sorta about the shoes.

Q Q

Def Jam Fight for NY: Urban Chaos: Riot Response FlatOut 2
The Takeover Eidos • PS2/XB — Your task: Save the VU Games • PS2/XB — Take muscle cars out on the open road and crash them into
EA Games • PSP — Larger-than-life hip- city by doing a heckuva job organizing each other (and the surrounding environments) at deliciously high speeds. This is how
hop brawlers shrunk for portability. emergency services. Chuck Norris does Sunday-afternoon drives.

Q Q

Super Monkey Ball Adventure Superman Returns


Sega • PS2/GC/PSP — For this action-adventure departure from the simian-spinning EA Games • XB360/PS2/XB/PSP/DS — Explore Metropolis as the titular all-powerful,
puzzle franchise, your monkey balls will stick to things, fly, become invisible, and prob- all-seeing, all-knowing big guy. Here’s one action-adventure movie tie-in that really
ably get stuck in the occasional corner. But you’ll still get the requisite party games. shouldn’t need a god-mode cheat.

Also in June
Big Brain Academy Magnetica NFL Head Coach
Nintendo • DS Nintendo • DS EA Sports • PS2/XB

Lord of the Rings: The Battle MechAssault: Phantom War Over G Fighters
for Middle-earth II Majesco • DS Ubisoft • XB360
EA Games • XB360
■ LOTR tip: Run faster than the hobbit. ■ NFL Head Coach: not psychotherapy.

>> THE BACKWARD COMPATIBILITY LIST FOR XBOX 360 HAS BEEN UPDATED WITH DOZENS OF GAMES, INCLUDING STAR WARS: BATTLEFRONT II.... >>

52 • ELECTRONIC GAMING MONTHLY • www.1UP.com


next-gen
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58 • ELECTRONIC GAMING MONTHLY • www.1UP.com


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Page 60: XBOX 360 GAMES

Page 70: PLAYSTATION 3 GAMES

Page 78: XB360/PS3 GAMES


next-gen
XBOX 360
preview feature XBOX 360 • XBOX 360

CRACKDOWN
Microsoft • Fall 2006

Q Jaywalkers, beware. WHAT WE LIKE: Like it or not, GTA is an acronym ingrained into
the minds of many gamers (for those who’ve been living on planet Zarcon
the last few years, it stands for Grand Theft Auto). And for good reason,
too—open-ended cities riddled with endless destructive possibilities are
enough to put a sadistic smile on anyone’s face. But unlike the aforemen-
tioned gangsta game, Crackdown is looking to breathe life into its world
through the power of friendship. “Our game has been designed to take full
advantage of multiplayer, cooperative gameplay,” says David Jones, founder
of developer Real Time Worlds. “And in a world this big and this destruc-
tible, you simply can’t imagine the possibilities for wide-scale, team-driven
chaos.” Running amok through a sprawling metropolis with a buddy in tow
is long overdue. Plus, the thought of sharing a touching moment of death
and dismemberment with a friend online should be enough to make even
the most hardened hothead shed a tear.
While whacking kingpins with a pal, Crackdown’s unique character cus-
tomization feature ensures your player will have the skills to continue to kill.
“We’ve got five main skills in the game: driving, agility, firearms, strength,
and explosives,” says Jones. “That’s five different ways you can find to
destroy something.” Also, the abilities you improve all depends on how you
interact with the world. Jones explains: “Toss around a bus or two, and
you’re likely to bulk up pretty quickly. Burst through a door guns blazing, or
indulge in the occasional rooftop sniping session, and you’ll end up a fairly
good marksman. Run a lap around the city, and that second lap will go a
little faster. Overall, your character is yours to perfect.”
Lust for a license to kill? Then try capping fools as a cop. “Many of
the titles rooted in this urban, open-ended genre have featured some
form of criminal protagonist,” says Jones. “So, certainly the ability to
wreak the same havoc and inhabit this limitless world as ‘good guy’
was a fun challenge. Where being a criminal is all about the next cool
weapon, being a hero in Crackdown is all about making your agent
powerful enough to be a one-man army.” Replacing the antihero with
a no-nonsense do-gooder is a nice move, especially considering the
endless string of drive-bys from other criminal-based games. And these
streets are long overdue for some cleaning. “Villains are everywhere,”
says Jones. “Actions have real, tangible effects in Crackdown, so if
gamers choose to take out a gang’s weapons shipment, those firefights
are going to be a little easier later down the line.”

WHAT WORRIES US: Think the main dude (left) looks silly? Wait
till you see some of the bad guys’ designs. Ridiculous. —Michael Donahoe ³

60 • ELECTRONIC GAMING MONTHLY • www.1UP.com


0 • XBOX 360 • XBOX 360 • XBOX 36

Q Maybe these guys should pay attention to the fella


on their left. Ya know, the one holding a gun....

MEET THE MAKER


If you simply think Crackdown is riding the wave of GTA clones...well, you’re
right. But here’s the reason why: David Jones was actually one of the brains
behind Rockstar’s insanely popular Grand Theft Auto franchise. So if anyone
can surf over the inevitable comparisons to his successful series, it’s this guy.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 61


next-gen
preview feature XBOX 360

WHAT WE LIKE: Here’s a game that thinks big—as in


640-square-miles big. “It’s the largest game world ever seen
in this genre,” boasts Christofer Sundberg, founder and cre-
ative director of Swedish developer Avalanche Studios (Just
Cause is its first game). Sundberg estimates it’ll take players
40 minutes to cross the world—actually a South American
island on the brink of a full-scale revolution.
It’s your job, as a Latin field agent, to kick-start that revolu-
tion, using any weapon, car, boat, or aircraft you find. And
while it sounds like Grand Theft Auto in the jungle, Just Cause
lets you “jack” rebel forces and lead them in your coup, too.
You just need to build the right alliances as you sift through
the game’s 300 missions—and that’s really where the GTA
comparisons end.
“How about assassinating an army commander [wear-
ing] drag inside a volcano bordello?” Sundberg offers as one
mission example. “Or destroying local agriculture by burning
down a cocoa field? Or busting into an arms fair full of trigger-
happy businessmen?” And that’s not including side missions
that have you blackmailing politicians with raunchy photos,
swiping the cremated remains of a martyred guerrilla, trading
goods, blowing up installations, stealing stuff.... “There are no
limits, really,” Sundberg says.

WHAT WORRIES US: As with any free-roaming GTA-


style game, the aiming scheme can make or break the
experience. We haven’t had a chance to try Just Cause’s gun
controls, so let’s hope Avalanche focuses on the little details
while they’re busy thinking big. —Crispin Boyer

JUST CAUSE
Eidos • Fall 2006
Q You can explore this island’s mix of jungle, villages, and big
burgs however you wish, but Avalanche’s Sundberg recom-
mends going by air—if for no other reason than to use the
parachute. “It’s the coolest gadget in the game,” he says.
“You can BASE jump from skyscrapers, bail out from moving
vehicles, attack enemies from the air—the list goes on.”

NCAA FOOTBALL 07
EA Sports • July 2006
WHAT WE LIKE: Atmosphere—it’s what helps
separate college football from the No Fun League. And
thanks to the horsepower of Microsoft’s new console, EA
believes it can finally reproduce that electric “go-team-
go!” atmosphere found every Saturday in places such as
Michigan’s Big House and Florida’s Swamp. “We will now
be able to create a true living stadium with the power
of the Xbox 360,” says Product Manager Kendall Boyd.
“Smart fans will now dynamically react to what’s hap-
pening on the field, and we have actual bands, mascots, a
student section, alumni, and visitor sections in the crowd.”
So if you start mounting a major comeback at home,
expect those in the stands to really bring the noise.
Turning the tide does more than pump up the volume,
though; it’ll also widen the window of opportunity for
game-changing plays. “We have a brand-new momentum
system that will dictate who has overall control of the
game,” says Boyd. Max out your momentum meter, and
it’ll temporarily raise your team’s attributes, which then
gives you a better chance of, say, intercepting a pass or
blocking a punt on special teams.

WHAT WORRIES US: The dev team admittedly


doesn’t have enough time to give every school’s gridiron
a next-gen renovation (only expect the top teams’ home Q In addition to this 360 debut, EA’s
stadiums to receive picture-perfect makeovers this year). NCAA Football franchise will make its
—Bryan Intihar ³ first appearance on the PSP this summer.

62 • ELECTRONIC GAMING MONTHLY • www.1UP.com


So if you let other people, piece by piece,
make you into what they want, even if it’s
stupid, what happens to you?

Office of National Drug Control Policy/Partnership for a Drug-Free America


next-gen
preview feature XBOX 360

PHANTASY STAR
UNIVERSE
Sega • Fall 2006
Q These are screenshots from the
PC version of PSU. But expect
nothing less from the 360’s visuals.

WHAT WE LIKE: Anyone who handed over 200 hours of his or her life to the vari- Surprisingly, PSO’s individual character classes got the boot, replaced by a new system
ous incarnations of Sega’s Phantasy Star Online can attest to just how powerfully addic- that allows you to determine your character’s strengths and skills as you progress through-
tive online roleplaying can be. We hate to break this to the junkies, but they’re going to out the game.
be back on that never-ending treadmill before you know it: After years of expansions Other exciting changes to the online experience include upping the party size from four
and offshoots, Sega will finally offer a legitimate, full-fledged sequel, Phantasy Star to six, allowing characters to simultaneously wield pistols and swords, and large towns
Universe, for the PlayStation 2, PC, and Xbox 360. And this ambitious follow-up goes far that allow massive amounts of users to interact and trade items. Also, PSO ’s handy “mag”
farther than anyone expected—while PSO offered a stripped-down single-player experi- robots have evolved into “partner machinery”—larger ’bots that can manufacture items
ence alongside its robust multiplayer game, PSU will deliver fully formed online and and fight alongside you on the battlefield.
offline adventures.
The single-player quest stars Ethan Waber, a spunky lad tasked with saving the galaxy WHAT WORRIES US: Not a whole lot, actually. It would’ve been nice for the Xbox
from an insidious alien invasion. Along the way, you’ll recruit a party of A.I.-controlled 360 visuals to blow away those on the PS2; unfortunately, though, that doesn’t appear to
adventurers, traverse three planets, slash your way through numerous dungeons, and be the case. Currently, all three versions look fairly similar (the PC and 360 versions merely
watch several hours of fully voiced cut-scenes. sport higher resolutions), but hey, the original PSO still looks good today, thanks to its
As engaging as this newly fleshed-out offline quest sounds, we’re pretty sure that classy sci-fi aesthetic, so we’re not worried.
when we get our hands on this massive game, we’re gonna be spending all of our time We’d also like to know whether or not Xbox 360 players will be able to join up with PS2
with the online mode. Expect a cavalcade of improvements, including a newly revamped and PC players. Final Fantasy XI allows for this cross-console cooperation, but it does so by
character-creation system, which adds a new beastmen race to the returning roster of circumventing Xbox Live via Square’s PlayOnline service. (The downside: You can’t access
humans, numans, and cast cyborgs. Now, you can also tweak minute details of your Xbox Live functions while playing FFXI.)
avatar’s appearance, down to their clothing, facial features, and crazy accessories. —Shane Bettenhausen ³

Q You’ll be able to switch to a first-person


perspective when shooting at enemies.

64 • ELECTRONIC GAMING MONTHLY • www.1UP.com


¥'AMELOFT!LL2IGHTS2ESERVED'AMELOFT THE'AMELOFTLOGO !SPHALT5RBAN'4 -ASSIVE3NOWBOARDINGAND-IDNIGHT0OOLARETRADEMARKSOF'AMELOFTINTHE53ANDOROTHERCOUNTRIES4HETRADEMARKS(ARBOUR4OWN'OLF,INKSAND
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next-gen
preview feature XBOX 360

BOMBERMAN:
ACT ZERO
Konami • Summer 2006

1.8
66
.GO
.FU C OM
ZIO NE.
N
IO NZO
FUZ
THE

• High Performance Handling


• W, V & H Speed Rated
• UTQG 320 A A
• 38 sizes from 15˝ to 20˝
• 30 to 60 series
• UNI-T® Technology
66 • ELECTRONIC GAMING MONTHLY • www.1UP.com
XBOX 360

WHAT WE LIKE: We’ve been joyfully detonating


explosives as Bomberman for 20 years, and the series’
core gameplay remains as wildly addictive as ever. Few
multiplayer games can compete with the pick-up-and-
play simplicity of this addictive action-puzzle franchise.
This radically redesigned installment offers 99 new
single-player stages, Xbox Live online multiplayer for
up to eight players, and several destructive new power-
ups. Plus, who doesn’t want to get their hands on the
all-new, all-sexy playable character, Bomberwoman?

WHAT WORRIES US: Look, we don’t want


to sound like fuddy-duddies, but this serious sci-fi
makeover just doesn’t seem very...Bomberman to us.
While the older games’ cutesy characters and 2D visu-
als might not connect with a modern audience, this
new Halo-esque look could easily turn off any returning
fans. Likewise, the game’s weighty story line (you play a
genetically engineered supersoldier tasked with blowing
the other test subjects to smithereens) may prove tough
to swallow.
We’re also concerned about the gameplay. Supposed
improvements like “a new tension-filled perspective”
and a “new life-bar system” might sound good on
paper, but they’ll fundamentally alter the Bomberman
experience. In these shots, it looks like the new angle
could obscure much of the action (the traditional 2D
top-down views always worked the best), and the ability
to withstand several blasts might just drag out matches.
Hopefully, you’ll be able to tweak the parameters to cre-
ate an old-school Bomberman feel....
—Shane Bettenhausen ³

• Performance Handling
• H Speed Rated
• UTQG 400 A A
• 24 sizes from 14˝ to 17˝
• 45 to 65 series
• UNI-T® Technology
ELECTRONIC GAMING MONTHLY • www.1UP.com • 67
next-gen
preview feature XBOX 360

VIVA PIÑATA
Microsoft • Fall 2006
WHAT WE LIKE: We can see it now—politicians all in a
tizzy about a game that arms kids with baseball bats and encour-
ages them to blindly bludgeon innocent little creatures out of this
earthly realm. But, alas, they’d be wrong again. This Animal Crossing
look-alike takes place on Piñata Island, a carefree world where your
colorful papier-mâché friends are free to roam a verdant garden
where their biggest concern is a sneaky fox out to nip their tails. The
player’s task will be to create a harmonious ecosystem where their
piñatas live happily. You’ll plant fruits and vegetables, build homes
Q Nothing says “home” like one for your piñatas, and make your island a generally pleasant place to
resembling Mr. Hamburger Helper. be—in order to attract new, rare piñatas who’ll want to come to live
there. When you need a variety of animals or different types of fruit
trees, you can trade with friends on Xbox Live.
And wouldn’t you know—the game launches this fall in conjunc-
tion with a Saturday morning cartoon series of the same name. The
cross-media promotion will be typically crafty. “If you see something
happen on the show, it’s probably going to happen in the game,” says
Designer Justin Cook. “In fact, if you watch the show, there’s a good
chance that you’ll find out some of the game’s secrets.”
If it all smells a little Pokémon-ish, then you’ve got good senses.
The television show comes from the folks at 4Kids, who also brought
Nintendo’s trading/catching/cute-little-animal juggernaut to U.S.
boob tubes.
Viva Piñata (the game) is the product of developer Rare.

WHAT WORRIES US: What’s not to worry about? Rare’s


kid-friendly fare of late (Kameo: Elements of Power, Grabbed by the
Ghoulies) hasn’t exactly created a sterling legacy. But maybe Viva
Piñata’s TV tie-in will help the struggling developer get its first unani-
mous hit since joining Microsoft’s camp. —Jennifer Tsao

Q “Viva Piñata is just like the wild world,” says


Designer Justin Cook. (We’re thinking he doesn’t
actually mean the DS’ Animal Crossing: Wild World.)

NINETY-NINE NIGHTS
Microsoft • Fall 2006

WHAT WE LIKE: That Tetsuya Mizuguchi, the guy Q Apparently, cloning isn’t an issue
responsible for Ninety-Nine Nights, still remembers what video- in Ninety-Nine Nights’ society.
games are supposed to be all about. “I was so nervous before
making this game,” said the creator of quirky hits such as Space
Channel 5 (DC), Rez (PS2), and Lumines (PSP) to our friends
at 1UP.com. “This is a fighting game, a war game. So that was
a really big challenge for me.... In my mind, I kept telling myself:
‘It must be fun.’”
As Mizuguchi confessed, this is quite a departure from his
previous projects. And while the game will undoubtedly draw
comparisons to both the Dynasty Warriors and Kingdom Under
Fire series (all three can’t pack enough warriors onto their killing
fields), its narrative should help separate Ninety-Nine Nights
from the rest of the hack-n-slash pack. “[All the playable char-
acters] bring a different view to the story,” said Mizuguchi. “And
in this game, the big surprise is that you can [also] play as the
enemy.” So be prepared to assume a lot of different personas
here, each with their own unique fighting style and ties to the
overall plot.

WHAT WORRIES US: Terribly repetitive gameplay tends


to be a problem for most games cut from this mold.
—Bryan Intihar

68 • ELECTRONIC GAMING MONTHLY • www.1UP.com


XBOX 360

MOBILE OPS:
THE ONE-YEAR WAR
Namco Bandai • Fall 2006 DEAD RISING
Take control of your Mobile Suit in a war of Capcom • Summer 2006
galactic proportions. You can also hop out of Use anything in your environment (and we mean
these towering mechs and embark upon the mis- anything) to get out of a mall. The catch? The
sion on foot. (Why would you want to do that?) thousands of zombies between you and the exit.

ALSO ON THE WAY


FOR XBOX 360
BIOSHOCK
2K Games • 2007

BLUE DRAGON
Microsoft • Fall 2006

GEARS OF WAR
Microsoft • Fall 2006

CHROMEHOUNDS HUXLEY
Sega • Summer 2006 Webzen • 2007
Countless customization options will make it nearly
impossible for you to share the same mech design LOST ODYSSEY
as others on Chromehounds’ online battlefield. But Microsoft • 2007
will anyone be there to fight? (Historically, these
kinds of games don’t sell so well on our shores.) MARVEL COMICS MASSIVELY
MULTIPLAYER ONLINE RPG
Microsoft • 2008

MASS EFFECT
Microsoft • 2007

PREY
2K Games • Summer 2006
LOST PLANET:
EXTREME CONDITION SAINT’S ROW
Capcom • Winter 2007 THQ • September 2006
This intense third-person
TEST DRIVE UNLIMITED shooter pits you against hordes
STUNTMAN 2
Atari • Summer 2006 Atari • Fall 2006
of alien bugs on a hostile ice
Can’t scratch up enough coin for a trip to planet for the control of a ther-
Hawaii? Well, aloha, anyway—Unlimited has mal-energy source. You’ll battle
TOO HUMAN
Microsoft • Fall 2006
beautifully re-created the island of Oahu, these foreign creepy-crawlers
where you (and anyone else online) can use both inside (meh) and outside
its streets as an impromptu raceway. (good) heavily armed robots.
WOLFENSTEIN
Activision • 2007 ³

ELECTRONIC GAMING MONTHLY • www.1UP.com • 69


next-gen
preview feature PLAYSTATION 3 • PLA

CODED ARMS:
ASSAULT
Konami • Fall 2006

WHAT WE LIKE: Well, to be honest, we didn’t particularly


like Coded Arms on PSP. The game achieved ample success by
being the only first-person shooter in the system’s meager lineup,
but its woefully limited controls and randomly generated levels
didn’t impress. Thankfully Konami realizes that this next-gen
sequel requires some serious overhauling. “Even though the PSP
game did fairly well, it was only our first effort,” explains Assault
Producer Yasuo Daikai. “Players complained about the random
levels, so you won’t be seeing any of those in this new PS3 ver-
sion.” Instead, prepare for an ambitious, full-fledged FPS in the
vein of Halo, complete with intelligent enemies, destructible envi-
ronments, high-tech weaponry, and even vehicles to comman-
deer. Konami also plans a full set of online multiplayer modes,
including classic fare like deathmatch, capture the flag, and even
four-player cooperative play with its own set of missions.
And these aspirations seem even grander coming from a
Japanese development team—first-person shooters aren’t
Q The photorealistic Tokyo you blast
exactly a popular genre across the ocean. But the team at Konami
through in Coded Arms isn’t real—it’s
loves shooters (Call of Duty 2 being their recent fave), and hopes
a trippy virtual-reality program.
to bring something new to the genre with Assault. “We have
something interesting to present in our game that American
developers cannot,” explains Daikai. “Assault is set in a virtual
reality re-creation of Tokyo, and I believe that this theme will
appeal to gamers.” The setting seems like a major improvement
over the dullsville catacombs of the PSP Arms—footage of our
hacker hero spraying hot lead across the high-tech skyscrapers
and neon-lined streets of Shinjuku looked mightily impressive.

WHAT WORRIES US: It’s tough to wipe away the stigma


of the disappointing PSP debut, but we’re prepared to give Assault
a fair shake. Even so, the team faces quite a challenge. “Japanese-
based FPS games are still in their infancy, and there is a lot to be
learned from U.S. developers,” admits Daikai. “We’re studying them
very closely and trying to create something new and exciting here.”
Chances that the team can piece together a top-quality shooter in
time for the PS3 launch seem sketchy...in fact, the game isn’t due
to be shown in playable form until the Tokyo Game Show, some
three months before the game’s planned launch. When you factor
in the knowledge that several other top-quality FPS titles will crowd
store shelves at the PS3 launch, it makes Coded Arms ’ chances for
success seem slimmer. —Shane Bettenhausen ³

70 • ELECTRONIC GAMING MONTHLY • www.1UP.com


AYSTATION
YSTATION 3 • PLAYSTATION 3 • PLA
PL

Q Konami is creating the game with


Epic’s new Unreal Engine 3—the same
tech behind Gears of War (XB360).

CODED ARMS PSP, TAKE TWO


Konami is also planning an
entirely different Coded Arms
sequel for PSP. Like its PS3
cousin, this first-person shoot-
er will eschew the randomly
generated levels of the first
game in favor of a directed,
straightforward shooting expe-
rience. You can also expect
larger levels, new weap-
onry, and a Cold War aesthetic (inspired by the game’s Russian development team).
Apparently it’s too early to show screens of this expected fall release, but Konami was
kind enough to provide us with this...drawing of a screenshot. We’re not kidding.

Q Konami promises a wealth


of unique high-tech weapons
with multiple firing modes.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 71


next-gen
preview feature PLAYSTATION 3

VIRTUA FIGHTER 5
Sega • Spring 2007

WHAT WE LIKE: Fighting games don’t get more serious, technical, or influential you’re not stuck looking at the same stock models—the game’s massive customization
than Sega’s legendary Virtua Fighter series. This is the franchise that birthed the whole system allows you to customize the physical appearance of your fighter with unlockable
3D fighting genre, after all. Unlike fanciful fighters such as Soul Calibur, Tekken, or Dead haircuts, clothing, tattoos, and accessories.
or Alive, VF focuses squarely on simulating real-life martial arts action. If you’ve never
taken the plunge before, expect a fairly steep learning curve—casual pugilists tend to WHAT WORRIES US: So far, we’ve only had hands-on time with an early ver-
shy away from the series’ demanding move sets and pinpoint timing—but true fighting sion of the arcade VF5, and it wasn’t quite perfect. Most of the backgrounds looked
game fans know that VF5 will likely set the standard by which all future competitors just as impressive as the hyperdetailed fighters, but a few stages seemed graphically
must be judged. uneven, perhaps just unfinished. (The final game doesn’t hit the Japanese arcades until
VF5 introduces two original characters: El Blaze, a Mexican Lucha Libre wrestler who July.) Also, the characters didn’t seem as evenly matched as we’d expect from this
uses his compact size and swift speed to counter veteran grappler Wolf’s brute strength, historically balanced series, but that should theoretically be fixed long before the action
and Eileen, a young Chinese girl who battles with Kouken monkey fist style. These new- lands on the PlayStation 3.
comers join all 15 returning fighters from VF4: Evolution (VF3 ’s tubby sumo champ Taka Unfortunately, Sega has gone on the record stating that the home version of VF5 will
Arashi remains the lone series outcast) to create the largest cast yet. Also, a few of the not offer any type of online play. Apparently the game’s hit detection requires exacting
old standbys sport redesigned looks—Lau Chan has seemingly aged about 30 years, frame-by-frame precision, and any amount of net latency would unravel the game’s
while formerly butch G.I. Jane wannabe Vanessa now appears shockingly feminine. delicate gameplay. While the full details of the home version’s single-player game aren’t
You’ll likely spend a lot of time gazing at these character models, too: VF5’s extraordi- known, hopefully a system similar to that of VF4’s (in which you faced off against A.I.
nary visuals truly look a full generation ahead of what we’ve seen in competing fighting versions of Japan’s top players) will provide some solace to VF fans who don’t have a
games. During combat, it’s difficult to appreciate just how good the characters look, but stable of real-life friends to punch and kick with.
when the camera zooms in between matches you’ll see the stunning level of detail. And —Shane Bettenhausen

Q And to think
Jeffry’s arms
ain’t the hairiest
parts of his body.

Q Expect the PS3 version to look just


as slick as these arcade screenshots.

72 • ELECTRONIC GAMING MONTHLY • www.1UP.com


PLAYSTATION 3

WHAT WE LIKE: While the cynic in us sees a typical


action-role-playing game with some next-gen polish, the team
behind Untold Legends: Dark Kingdom feels the PS3 influence will
revitalize this once PSP-exclusive series. “[Sony’s new console]
is what made me finally make the move back from a seven-plus-
year stint in online PC games,” says Producer Andy Sites.
The setup is familiar, as three characters—a tanklike brute,
magic-using mage, and fleet-footed scout—go after a king gone
rogue. Sites says that while the three classes have similar basic
abilities—such as melee, ranged attacks, and special—their dif-
ferences become pronounced as each levels up. But what should
really give the game staying power is the combat system. “Melee
combat will be achieved through the use of light and heavy
attacks,” Sites says, “both of which will have their advantages
Q Someone could use a depending upon the situation.” And it gets deeper as characters
little more fiber in his diet. level and earn new special abilities. “Providing this level of depth
and mechanics, along with the integration of real-time physics to

UNTOLD LEGENDS: the combat system, will provide a significant improvement over
the typical hack-n-slash experience,” he says.

DARK KINGDOM
Sony Online • Fall 2006
WHAT WORRIES US: While gamers embraced the first
Untold Legends, the recent follow-up smacked of mediocrity. Also,
after seeing Dark Kingdom in person, we couldn’t believe—from a
graphical standpoint—that this was really a PS3 title. —Greg Ford

Q “We have plans for multiplayer outside of


the standard [online cooperative] story mode,”
says Dark Kingdom Producer Andy Sites.

FATAL INERTIA
Koei • Fall 2006

WHAT WE LIKE: You can totally tweak out your 23rd century hovercraft in this
online combat-racer, bolting on new bits and designing custom paint jobs. But who
cares? The potential fun here comes from blowing other players’ rocket-powered jalop-
ies to jaggy bits, not slathering on soft pinks. “The damage here isn’t just graphical,”
says Lead Game Designer Michael Bond, “but actually involves losing parts of the vehi-
cle, including engines and wings, which dramatically alters the vehicle’s performance.”
Fatal Inertia’s hyperrealistic physics engine, plus the power of the PS3, allows
for weapons we’ve never seen before. “We have small magnetic projectiles that are
attracted to all metal objects in the game,” Bond says. “That not only means they
behave like heat-seeking missiles, but also that their effect is cumulative—if more
magnets are attached to a player’s vehicle...it makes it easier for other players to
hit the vehicle with more magnets.” You’ll also wield a sticky missile topped with a
rocket booster that, “upon impact, exerts a force on the opponent’s vehicle at the
point where it’s attached,” says Bond. “It causes a constant external force that the
opponent must deal with...making driving and fighting more challenging.”

WHAT WORRIES US: If the physics tricks don’t deliver, Fatal Inertia could turn
out as just another racing game. —Crispin Boyer ³

Q Fatal Inertia’s makers are calling it part rally racer,


since all the levels are set in the great outdoors—
from glacial ranges to canyons to remote forests.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 73


next-gen
preview feature PLAYSTATION 3

Q Pick up the June issue of the Official


PlayStation Magazine, as our sister
pub’s cover story has exclusive details
on how you’ll literally be playing with
fire in this Mercenaries sequel.

MERCENARIES:
WORLD IN FLAMES
TBD • Fall 2006
WHAT WE LIKE: Freedom. If modern gaming had a movement, it’d be toward giv- “Mercenaries always wanted to be a next-gen game,” says Brown. “There was so much
ing the player more freedom: freedom to go anywhere and do anything, freedom to behave more we wanted to do but just didn’t have the power.” The first in line for a shot of PS3
in ways you’d never behave in real life, freedom to do things the designers of a game never smart juice is the game’s artificial intelligence. “With the massively increased amounts of
intended. The Mercenaries franchise, embarking on its sophomore sequel, takes the con- memory and CPU power available, we can make A.I. smart enough that it becomes truly
cept to an extreme. Last year’s Playground of Destruction (PS2/XB) was often described as satisfying to outsmart it,” says Brown.
simply “Grand Theft Auto in a war zone.” But its dedication to all-out player freedom—the One thing that really set the original Mercenaries apart from the throng of GTA-alikes
ability to destroy nearly anything in the game, for example—gave Mercenaries an identity was the novel way you progressed through it. Inspired by the playing cards handed out
of its own. And, really, if you’re going to explore your inner psychopath in a densely popu- to soldiers at the outset of the Iraq war, the game designated 52 targets on its deck,
lated urban area, why not have a few tanks and bazookas on hand? informing you of the bad guys to take out in your own way and at your own pace. This
“The beauty of Mercenaries is that there are no hard rules,” says Director Cameron sequel will ditch the decks in favor of some new, unknown structure. “We didn’t want to
Brown of developer Pandemic. “[It’s] a place where the player can do anything and simply repeat ourselves,” says Brown. “I don’t want to give too much away, so I’ll just
everything....” That place is about to get a next-gen makeover, not just in the good looks say that verifying high-value targets is still a major part of the game.”
department, but in the subtle details that make a game world more believable. “We are
now fully simulating a living, breathing, dynamic war zone,” says Brown. “We can create WHAT WORRIES US: The first Mercenaries was a rare collision of reality and
a truly reactive world.” What does this newfangled “reactive world” mean for players? “It game. Yet we’ve got a tinge of discomfort in the idea of the very fictional Han Solo or
means people talk to you and about you, know who you are, what you’ve done and how Indiana Jones (both were unlockable characters in the original game) indulging in a killing
you did it,” says Brown. “It means you’ll see appropriate chaos when a heavily armed spree in a very real, modern North Korea, a country where thousands have starved to
maniac runs amok in a crowded city.” death in recent years under the rule of a ruthless dictator. “I think everyone gets that
It doesn’t sound far removed from the original game. Playground of Destruction, set in the game has a kind of ‘action movie’ relationship with reality,” says Brown. “It’s informed
an imagined North Korean conflict, kept track of your relations with warring factions, set- by reality and features recognizable situations, but no one’s going to mistake it for
ting old friends against you when you rubbed them the wrong way. But if all goes accord- a documentary!”
ing to plan, World in Flames will go deeper into the territory the first game staked out. —Robert Ashley ³

74 • ELECTRONIC GAMING MONTHLY • www.1UP.com


PLAYSTATION 3

Q The Predator is about


to get really f***ed up.

WHERE IN THE WORLD?


The developer of Mercenaries: World in Flames won’t reveal
the location of its game, but we can make educated guesses.
Taiwan: The United States has vowed to take the side of demo-
cratic-leaning Taiwan should China decide to take back political
control of the country via military force.
Iran: Nuclear weapons + sworn enemy of the United States +
large American military presence in neighboring Iraq = high
probability for conflict.
Belarus: Public outcry following the landslide reelection of
Alexander Lukashenko, the last authoritarian ruler left in
Eastern Europe, could turn quickly into revolution. Q Next-gen hair gel keeps
Netherlands: Amsterdam’s got some dissension amongst its pot the water from making a
smokers. But no one does crap and they all go right to sleep. dent in this guy’s stylish do.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 75


next-gen
preview feature PLAYSTATION 3

RATCHET & CLANK 5


LAIR Sony CEA • 2007
Sony CEA • Fall 2006 Over the years, the lombax and his metallic mate
Longtime Nintendo developer Factor 5 switches teams have gradually changed their focus from straight-
and swaps Star Wars’ X-wings for armored dragons in forward platforming to weapon-heavy shooting.
its next-gen flight simulator. But not everything here We’d like the duo’s next-gen debut to feature
is a roller coaster ride on some fire-breather’s back- more of the former, but we’ll be happy if the game
side; we hear Lair will also have on-foot segments. can at least retain the series’ signature laughs.

ALSO ON THE WAY


FOR PLAYSTATION 3
BLADESTORM
Koei • Fall 2006

DC COMICS MASSIVELY
MULTIPLAYER ONLINE RPG
Sony Online • 2008

DEVIL MAY CRY 4


Capcom • 2007

FIGHT NIGHT ROUND 3


EA Sports • Fall 2006

FULL AUTO 2
Sega • Fall 2006

GENJI 2
Sony CEA • Fall 2006
UNREAL TOURNAMENT 2007
Midway • Fall 2006 GRAN TURISMO 5
Sony CEA • Fall 2006
Dig first-person shooters but not their online
fragfests? Then UT2007 definitely isn’t for
you, as this pretty-looking game’s No. 1 (and
KILLZONE 2
Sony CEA • 2007
No. 2...and No. 3) priority is multiplayer.
MOTOR STORM
Sony CEA • Fall 2006

RED DEAD REVOLVER 2


Rockstar • 2007

RESISTANCE: FALL OF MAN


Sony CEA • Fall 2006

RIDGE RACER 7
Namco • Fall 2006
METAL GEAR SOLID 4:
GUNS OF THE PATRIOTS TEKKEN 6
Konami • 2007 FINAL FANTASY VII REMAKE Namco • 2007
Wanna know what the PS3 is really capable of? Square Enix • 2007
Enter MGS4. And while this new chapter in the Last year, Square Enix teased everyone with what
THE GETAWAY 3
Sony CEA • 2007
stealth-espionage series (starring a borderline- it called the “FFVII PS3 tech demo.” Well, what do
geriatric Solid Snake) is sure to visually dazzle, you know: This test case was really a sneak peek
we still need some reassurance on its narrative. at a next-gen revival of the PS1 role-playing hit.
WARHAWK
Sony CEA • Fall 2006 ³

76 • ELECTRONIC GAMING MONTHLY • www.1UP.com


next-gen
preview feature XB360/PS3 • XB360/

SONIC
THE HEDGEHOG
Sega • Fall 2006

WHAT WE LIKE: Well, for one thing, it’s got very little in
common with last year’s disastrous series offshoot, Shadow the
Hedgehog. That means Sega’s blue blur won’t be packing heat or
using foul language here; instead, he’ll be taking a cue from his
glory days on the 16-bit Genesis. “We have many goals that we
are striving to achieve with the first Sonic game for the next-gen
consoles, but the main one is to return Sonic to his roots,” says
Director Shun Nakamura of development studio Sonic Team. “[We
want] to utilize the latest technologies and production values
to allow people to experience a similar impact of Sonic’s first
appearance 15 years ago. That’s why we are titling the game sim-
ply Sonic the Hedgehog—to ‘reintroduce’ the new Sonic.”
The comeback trail begins exactly where it should: equipping
this speed freak with an even stronger pair of legs. “Obviously,
the increased sense of speed will improve the realistic sensa-
tion of the game,” explains Nakamura. “In previous titles, it was
fast, but the speed didn’t necessarily feel ‘real.’ Now, thanks to
the next-gen consoles, we will offer players the sensation that
they are running fast, in a real world, against backgrounds built
more painstakingly than before.” And speaking of settings, this
journey will have Sonic running like the wind in the new lagoon
city of Soleana, featuring stages that emphasize either explora-
tion or action. Nakamura promises the latter kind will really take
Q Sonic: Always the showboat. advantage of the mascot’s greatest attribute...and that you’ll get
a major rush while blazing through these gigantic areas. “The
action stages are where Sonic’s blistering speed will be used in
full effect,” he says. “Running through breathtaking high places
will make your hands perspire, and running along the walls of tall
buildings will make your heart beat fast.”
The game will also borrow a page from the more recent (and
questionably received) Sonic Adventure titles (DC/GC), as you
won’t just assume the role of the world’s most recognizable
hedgehog. Other popular characters from the series will be play-
able, and while Nakamura won’t confirm names, we’d bet on—at
the very least—Sonic’s longtime sidekick Tails and his tough-guy
pal Knuckles showing their mugs here.

WHAT WORRIES US: Playing as the supporting characters


in both Sonic Adventures was occasionally frustrating. If history
repeats itself, some gamers may hit the brakes before trying the
hedgehog’s first next-gen speed run. —Bryan Intihar ³

78 • ELECTRONIC GAMING MONTHLY • www.1UP.com


/PS3 • XB360/PS3 • XB360/PS3 •

Q Keeping it real: Sonic Director Shun Nakamura says


that, compared to previous games in the series, this
one’s world will have a more “realistic” vibe to it.

SO WHAT’S THE STORY?


While the game drops Sonic into an unfamiliar water-soaked metropolis, he’ll still be
facing his longtime foe, Dr. Robotnik. And during this go-around, the wily, egg-shaped
villain will have some serious backup. “In the city of Soleana, Sonic encounters a
beautiful princess named Elyse. But she’s abducted by Dr. Robotnik, under unexplained
circumstances.” says Nakamura. “As always, Sonic will go head-to-head against Dr.
Robotnik, but a mysterious character named Silver also stands in Sonic’s way, blocking
him with supernatural powers.”

ELECTRONIC GAMING MONTHLY • www.1UP.com • 79


next-gen
preview feature XB360/PS3

BROTHERS IN ARMS:
HELL’S HIGHWAY
Ubisoft • Fall 2006

WHAT WE LIKE: That we get to play another next-gen war game. Seriously, bazooka team, mortar crew, or radio operator who can call in artillery or air support. And
would you be disappointed if Brothers in Arms: Hell’s Highway follows the path forged we’re told the A.I. has evolved past the typical run-n-gun numbskullery. Pitchford says
by Call of Duty 2 and Ghost Recon Advanced Warfighter—two of the Xbox 360’s best the squads react to context, so, say, they won’t just start shooting at enemies in range;
games? Visually, it’s looking up to snuff, as evidenced by these superdetailed screens. rather, they’ll look to set up ambushes. “There’s nothing quite as powerful as setting up
“The stuff that can be done with real next-gen technology is just amazing—pushing way your fire team where the enemy doesn’t know they are and getting your assault team in
far beyond what we saw in the 360 launch titles,” says Gearbox Software head Randy position from the opposite direction,” he says. “It’s serious stuff, and it’s real tactics, but
Pitchford, who throws out phrases the game makes use of—Unreal Engine 3, normal it’s also great fun.”
mapping, depth-of-field blur, a motion-based animation system—that would send any
technophile into fits. But the game has to deliver more than glamorous graphics to con- WHAT WORRIES US: Despite our reinvigorated enthusiasm for the war genre,
vince gamers—well, the non–“visual whores,” at least—to enlist. not everything’s guaranteed to hit a gold standard (see The Outfit for the 360). Also,
This latest entry in the BIA series—set during World War II’s Operation Market Garden, while multiplayer almost always adds something to these types of games, we wonder
in which the Allies attempted to capture key bridges between Holland and Germany— whether it’ll be more GRAW (amazing) or COD2 (somewhat problematic). Pitchford won’t
will put an even heavier focus on squad tactics. In addition to the fire and assault teams go into too many details, but says, “We’re making really bold decisions about accessibil-
you could control in the previous games, Hell’s Highway adds a third team to your com- ity and usability to make the whole experience better for gamers who, like us, spend a
mand: a special group that, depending on the situation, can be a machine-gun crew, lot of time playing online.” —Greg Ford

Q Fightin’ the smart fight:


Brainier squadmates should
help lighten your killing load.

BIG WORDS, SMALL PIECES


Another positive for Hell’s Highway: the destructible cover and the physics behind it. While a machine
gun can perforate a wooden door to pieces, troops will be in far better shape behind packed sand-
bags. And though cover here does get blown in pretty realistic fashion, Pitchford says even greater
detail is possible: “Bullets collide with things naturally and realistically, and there is physics simulation
on things that matter [in Hell’s Highway].... It’s not a binary thing, where a cover piece is either on or
off—when bullets hit stuff, they hit stuff. We’re not modeling every molecule yet—we’ll need an Xbox
6.02x1023 and a PlayStation 300 for that—but things in Hell’s Highway will be breaking down more
than you’ve ever seen before in any WWII first-person shooter ever made.”

80 • ELECTRONIC GAMING MONTHLY • www.1UP.com


XB360/PS3

MEDAL OF HONOR:
AIRBORNE
EA Games • Fall 2006

WHAT WE LIKE: You’ll enter World War II in a way that’s simply a lot more exhila-
rating than in Hell’s Highway: Each level here begins with what EA’s billing as a “fully
interactive airdrop into enemy territory.” And, just like in any real combat area, where
you land will have a direct impact on how you tackle missions. “If a player lands where
the allies land, they will have lots of backup as you make your way into battle,” says Jon
Paquette, Airborne ’s design director and writer. “But a more skilled player who is familiar
with the jump and landing tactics may land right in an enemy encampment on top of a
building.” You also shouldn’t have a problem distinguishing between safe and hot zones
during your descent. “We designed iconic spaces and events that communicate safe and
unsafe areas clearly,” says Paquette. “For example, in one circumstance there are groups
of allied paratroopers that all drop into the same area on a map, drawing the player’s eye
to that location and urging him to follow if he wants a safe landing.”
Once your feet hit the war-torn earth, expect to encounter (like every other military
game is promising these days) smarter troops on both sides of the battlefield. “They now
have an understanding of the value of cover, the tactical importance of one building or
structure over another, and whether they can hold a position during an enemy attack, or
if it would be better to retreat to a fallback position,” says Senior Producer Matt Marsala.
“The result of this system is that there’s a lot more motion during combat, and there’s
a sense of shifting battle lines as the Allies push toward an objective and the Axis tries
desperately to reinforce the front.”
While multiplayer features remain mostly classified, we do know that team death-
match sessions are a go. “We started seeing exciting scenarios, such as the idea of clans
jumping together from the same C-47 [military transport],” says Paquette, “and realized
that deathmatch was ultimately the best option for both the game and the community.”
WHAT WORRIES US: We haven’t taken the plunge through Airborne’s unfriendly
skies yet, but if the dev team doesn’t properly execute this feature, it could come across as
gimmicky. And this franchise can’t afford another dud, with top-tier competitors Brothers in
Arms and Call of Duty also prepping new installments for 2006. —Justin Frechette ³

AIRBORNE 101
All of the Medal of Honor titles have strived for historical accuracy, and this one’s no
different. The 82nd Airborne Division—which provided the inspiration for the game—
Q New in Airborne is the
ability to get behind the
played crucial roles in famous battles throughout WWII, such as Operation Neptune
wheel in select missions. over Normandy and the Battle of the Bulge. After the tour, General George S. Patton,
enamored with America’s flyboys, stated: “In all my years in the Army and all the honor
guards I have ever seen, the 82nd’s honor guard is, undoubtedly, the best.”

ELECTRONIC GAMING MONTHLY • www.1UP.com • 81


next-gen
preview feature XB360/PS3

WHAT WE LIKE: It’s the stuff that comic-book wet


dreams are made of—an action-role-playing game star-
ring more than 140 characters from the Marvel universe.
And even though Ultimate Alliance’s story is generic (Dr.
Q The fight took a turn for the
Doom is hatching a scheme for—surprise, surprise—
awkward when Spidey felt the
world domination!), at least it’s completely your call
urge to goose Dr. Strange.
which supersquad stops him. Feel like pairing Spidey with

MARVEL:
Professor X’s mutants? No problem. Or, would your rather
assemble the unlikely foursome of Thor, Dr. Strange, Blade,
and Elektra? Go right ahead, true believer. “You can name

ULTIMATE ALLIANCE
[your team], pick the logo, pick the team roster,” says
Project Lead Dan Vondrak of developer Raven Software.
“Once [your team] has gained enough reputation, you’ll
increase in team level. With each level increase comes
the ability to increase your team bonuses, and these can
Activision • Fall 2006 be applied to any members of your team.” If you re-create
a classic Marvel lineup—like The Avengers—your group
will actually start out with a slight rep boost.
The almost limitless team customization options won’t
be the only reason to wear Underoos again; Ultimate
Alliance comes to the fight with a much deeper combat
system than the X-Men Legends action-RPGs (which
Raven also made). “We’ve changed around the combat
chains, added charge moves...added new moves coming
off the grab state,” explains Vondrak. “We’ve also added
several character-specific moves that override the normal
ones.” So, for example, the hotheaded Ghost Rider will use
his chains to hurl enemies into the sky and then repeat-
edly smash them into the ground, while your friendly
neighborhood Spider-Man can hang them from the ceiling
with his web.

WHAT WORRIES US: As of now, when the game’s


in motion, the difference between the next- and current-
gen editions (PS2/XB/GC) is negligible. —Bryan Intihar

WWE SMACKDOWN!
WHAT WE LIKE: No shortcuts. As the 360 launch
demonstrated, when annually updated franchises (like
Madden) make their next-gen leap, you usually see much

VS. RAW 2007


slimmer feature sets the first time out. This WWE wrassler
is bucking that trend, offering an even deeper season mode
than in years past. “Without the ‘entertainment’ of ‘sports
entertainment,’ we’d only be delivering half of a WWE prod-
uct,” says Creative Manager Cory Ledesma. “The new story
THQ • Fall 2006 structure gives you three general paths to take—all com-
pletely different story lines. This [structure] also allows you to
play multiple story years so that [you] can check out different
Q SmackDown! ’s developers story paths and see new cut-scenes.”
finally got the memo about
Aside from laying on the soap-opera-like antics pretty
adding voice chat to online play.
thick, 2007 should make it easier to bend your opponent
into a greasy man-pretzel. “We felt that [past games’]
combat controls were too complicated, and it slowed
down the game’s response,” admits Ledesma. “This year’s
grappling controls will be mapped exclusively to the right
analog stick, which will allow you to execute moves with
a simple flick.” Also, matches won’t be confined to the
squared circle; they can now move into the crowd.

WHAT WORRIES US: It appears even the power


of next gen can’t remove the stick lodged up these wres-
tlers’ asses (from the early footage we’ve seen, the WWE
Superstars still walk around all stiff). —Bryan Intihar

82 • ELECTRONIC GAMING MONTHLY • www.1UP.com


XB360/PS3
THE DARKNESS
2K Games • Spring 2007
This comic-book-based first-person
shooter comes from developer Starbreeze,
which previously brought us the Xbox 1
surprise hit The Chronicles of Riddick.

VIRTUA TENNIS 3
Sega • Fall 2006
Sega’s rendition of the stuffy country
club sport has routinely served game-
play aces. Now, maybe these con-
soles can help make its tennis pros
look less like wide-eyed zombies.

JOHN WOO’S
STRANGLEHOLD
Midway • Fall 2006
This interactive follow-up to Woo’s 1992 movie
Hard Boiled will trash these next-gen consoles...
but in a good way, of course. Cross your fingers
that the control mechanics are intuitive enough
that we all can look like Hong Kong action stars.

ALSO ON THE WAY


FOR XB360 AND PS3
ALONE IN THE DARK
Atari • Spring 2007

DARK SECTOR
D3 • Fall 2007

DEF JAM 3
EA Games • Spring 2007

DIRTY HARRY
Warner Bros. Interactive • 2007

GOLDEN AXE
Sega • 2007

RAINBOW SIX: VEGAS


Ubisoft • Fall 2006

RAYMAN 4
SPLINTER CELL Ubisoft • Fall 2006
DOUBLE AGENT
RESIDENT EVIL 5 Ubisoft • Fall 2006 SEGA RALLY
Capcom • 2007 Sega • Fall 2006
As the title suggests, the sneaky
Aside from blowing the heads off zombies (or Mr. Fisher will play both sides here.
are they?) on your own, No. 5 will also come Does that mean this Splinter Cell
TONY HAWK
packed with some sort of online component. Activision • Fall 2006
carries a plot that, for the very first
You know those Internet-ready PS2 RE games, time, we’ll actually give a crap
Capcom? OK, do the complete opposite of that. about? (Early signs point to “yes.”)
TUROK
Buena Vista • Fall 2007 P

ELECTRONIC GAMING MONTHLY • www.1UP.com • 83


W N LOADS
MI LLION DO
OVER 2

THE 1UP SHOW


1UP'S WEE
KLY SHOW
THE GAMIN IS TAKING
G WOR LD B
SEE WHAT A Y STOR M.
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WATCH THE --
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Nothing comes close. I can’t get
enough. I wish it was released daily.

+++++ BEST GAMING PODCAST


1UP’s video podcast is the best by
far of those available through iTunes.
cover story:
the revolution

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Story Design by Alexander Dennis

86 • ELECTRONIC GAMING MONTHLY • www.1UP.com


■ Nintendo war
heroes President
Satoru Iwata and
designer Shigeru
Miyamoto (far right)
lay bare their battle
plans inside....
cover story:
the revolution
“Our concept...is to make
something everyone in the
household can relate to and
interact with.” —Nintendo President Satoru Iwata

ast place. It’s not somewhere Nintendo point to objects onscreen and to hit things. Most people on

L
used to hang out. But relative (compared the team said, “You can’t play a standard game with that...
to PS1 and PS2) failures Nintendo 64 what are we going to do about the [downloadable classic]
and GameCube have left the company—a Virtual Console games?” So there were some doubts about
formerly uncontested console champ—in the design...but then Mr. Miyamoto said, “Why don’t we give
unenviable territory. it a shot, and make it work by making the remote small and
But talking to Nintendo President Satoru Iwata or compact, but with an expansion port for other functions?” By
Senior Managing Director (and Mario creator) Shigeru creating a shell of a classic-style controller, you can have all
Miyamoto, you’d almost get the sense that they’ve tran- the functionality for standard games.
scended this whole nonsense about it mattering who’s in So we were able to put together a prototype, implement
first place. For their upcoming next-gen gaming machine, it in a gameplay demo, and we found out that this kind of
the Revolution (whose name should change by the time control actually makes first-person shooters really fun with
you read this), they’ve practically forgotten about battling the aiming and pointing...but what do you do with movement?
rivals Sony and Microsoft. Nintendo’s not after those That’s when we took advantage of the expansion port for the
guys’ audiences—it’s after everyone else. And we mean nunchaku configuration [where you plug in a second device
everyone. If that sounds cuckoo-for-Cocoa-Puffs ambi- connected by a cord]—that setup was proposed by the NCL
tious to you, just remember, this is a company whose [Nintendo Co., Ltd., Nintendo’s name in Japan] producer of the
name was once synonymous with the word “videogame.” Metroid Prime series.
So just what is Nintendo planning? Some crazy,
innovative s***. Crazy enough to make us think that this EGM: How are things going with the
little-guy-who-used-to-be-a-big-guy might, just might, Revolution now?
have what it’ll take to rule the world again. SI: It’s progressing smoothly. A lot of developers have gotten
their hands on the Revolution controller, and they’re starting
EGM: Could you discuss the history of the to understand the types of things that they’re able to do with
Revolution project? it. Our internal developers and second-party teams are now
Satoru Iwata: In early 2004, we began discussing in earnest bringing to me the projects that they’re working on, and I’m
what to do with the controller for our new console. Around getting more and more excited with each one.
that time, the DS concept had recently come together. One At [May’s game trade show] E3, we’ll be demonstrating dif-
common objective that we’ve had with both the DS and the ferent ideas on how to apply this innovative new technology.
Revolution is this idea of, “What can we do to expand the We’ll be able to provide third-party developers a hint as to
audience beyond people who normally play videogames?” what directions they can take with their own development.
Just to give you an example of how we’ve approached
this, think about hardcore gamers—they have a console EGM: How will third-party support compare
in their home. Does everyone who lives in that household to what we’ve seen for GameCube?
use the console? My guess is, the answer is no. Our driving SI: I think the conditions in Japan and in the U.S. are slightly
concept behind the Revolution is to make it something that different. Our goal of expanding the market [with the DS] has
everyone in the household can relate to and interact with. been met with tremendous results in Japan. A lot of develop-
One question we had was why people are willing to pick ers are looking at those results and now have high expecta-
up a TV remote control and interact with that, but at the same tions for their games on that system, as well as what they’ll
time they’re not able to pick up a videogame controller. The be able to do on the Revolution.
funny thing was, at that time, even though we’d been discuss- On top of that, the Xbox 360 has had virtually no impact
ing the TV remote, we never thought to translate that into our whatsoever in the Japanese market. And maybe there are
controller design. So for a while we were unable to escape some special considerations going on within that market, but
our fixed perception that a videogame controller is something because the 360 has had no impact, it’s leaving Japanese
that you grip with both hands. We drew a lot of concept developers with essentially two choices: either the PlayStation
sketches and put together a lot of prototype controllers at this 3 or the Revolution. So because of that, we’re seeing a lot
time. And there were a lot of ideas there that people would of developers who are getting very excited about the unique
look at and never equate with being a videogame controller! things that you can do with the Revolution controller.
We spent close to a year going through this prototyping I think that in the West, looking at conditions there, many of
process, going through tons of concepts. the publishers have been operating under the business model
One of Nintendo’s biggest strengths is that we have both of producing one game and releasing it on three different
hardware and software developers in one building, and they’re consoles. And while it’s not impossible for people to do that
continually cooperating in their efforts. The hardware develop- with the Revolution, I think a lot of people will have concerns
ers can come up with an idea, propose it to the software side, with that, given the fact that the system has this unique
and say, “What do you think you can do with this?” They’re controller. Will gamers want to play “standard” games on the
able to quickly put together a very simple gamelike mechanic Revolution? Similarly, a lot of developers continue to operate
related to that idea, then quickly evaluate it to see if it has on what I call “sustainable innovation,” in terms of processing
that gameplay hook that they’re looking for. power and graphics. Those kinds of developers might not be
In early 2005, a young leader on the controller development quite as interested in developing on the Revolution. What we
team proposed the idea of this one-handed controller. Shortly are seeing are a lot of Western developers who are getting
before that, we had already developed this direct-pointing- attracted to the idea of “disruptive innovation,” and they’re
device technology, and we were thinking of using that to looking at the Revolution controller and coming up with ➤
88 • ELECTRONIC GAMING MONTHLY • www.1UP.com
VIVA LA REVOLUTION
Five reasons Nintendo’s new system could be more than a gimmick
■ The Revolution controller’s
nunchaku setup: Good for

5
It Is Your Father’s Game System
moving and shooting and
And your mother’s and your kid brother’s and your barber’s and, well, everyone’s. That’s Nintendo’s plan, anyway.
fending off home burglars.
The company went with the unique remote-control doohickey specifically because it’s more simple—more pick-
up-and-playable—than the dual-stick, googol-button gamepads packed with conventional systems. And Nintendo
execs insist the system’s software lineup will include titles that are irresistible for any age of gamer. “Usually, when
I bring games home, only my son and I play them,” says Nintendo President Satoru Iwata, “so our goal is to have the
Revolution be something that everyone in my family will feel compelled to play.”
With the nunchaku analog-stick add-on included with the Revolution to facilitate first-person shooters and other tradi-
tional genres, Nintendo figures everyone—hardcore and casual gamer alike—will win. “If you live in a house where
there’s one person who hates videogames,” Iwata says, “and who feels that games are not something that they want
to spend time with, then that makes it harder for gamers in the house to feel comfortable with their hobby.”

4
Old Systems Go! It’s Your Cheapest

3
It’s enough to make us think Xbox Live Arcade Ticket to the Next Gen
is f***ed: While Xbox 360 gamers can down- The magic price for a game console—the maxi-
load twitch arcade hits and puzzle games, mum moolah most gamers would be willing to
Revolution owners will download titles—at drop—has stuck at 300 bucks for years. But then
launch—for every Nintendo home system, Microsoft launched an Xbox 360 deluxe pack-
plus Genesis and TurboGrafx-16 games, all age that broke the barrier by $100. And Sony’s
sharpened up for progressive-scan TVs. feature-rich PS3 may push the price envelope
Download prices may vary by vintage. “NES further. Only Nintendo, which consistently
titles might be a few dollars,” says an analyst. launches its consoles for well below
“Super Nintendo $5, Nintendo 64 $10, etc.” $300, seems capable of adher-
Even if the download library is limited to top ing to tradition. “$250 seems
sellers, Xbox Live Arcade will need something appropriate,” says Martin
more than Gravity Wars and Uno, but quick! Shkreli, a hedge-fund manager
at Elea Capital.
Even the games themselves may
be cheaper when compared to third-party
Xbox 360 titles that weigh in at $60.
“Ubisoft has a potential blockbuster with
Red Steel, and they may try to charge
more,” says Wedbush Morgan Analyst
■ Turbo rights holder Hudson says it’ll have its games Michael Pachter, “but a $50 price point may
ready at launch, then take requests for third-party stuff. be the right one for software produced for the box,
especially without HD, and given the likely lower
development cost compared to PS3 and 360.”

2
It’s Online Even
When You Turn It Off

1
Deep inside its slim innards, the It Really Is Revolutionary
Revolution uses minimal power to Really! Take the remote’s built-in speaker, a feature Nintendo has kept secret and revealed
maintain its online connection when exclusively to us prior to this May’s Electronic Entertainment Expo, the game industry’s trade
you power down, preserving any virtual show. Miyamoto can rattle off a dozen simple uses: The thing will talk to you, telling you
world for friends to visit while you’re when it’s your turn, or “if there’s a game where you have a lightsaber,” he tells us, “people
busy in the real world. “Even if [you would be pretty psyched to hear their Rev controller making that noise. Vrrrrm! Verrrrr!”
are] asleep in the middle of the night,” Add the always-on connectivity and you get innovations piled on top of innovations. “The
Iwata offers as one potential use for Revolution controller is such a unique feature for the system that I think most [developers]
this feature, “I might be able to access will build their games around its abilities,” says Alex Ness, producer of launch title Tony
your [Animal Crossing] town, talk to Hawk’s Downhill Jam. The remote’s motion-sending features make it ideal for the first-person
residents, and leave items for him.” genre, and check our previews on page 102 to see other novel in-game uses for the gizmo.
But “is [the Revolution] going to end up being a big novelty that after two or three days
you’re kinda bored of?” asks David Jaffe, designer of God of War and a studio manager at
rival Sony. Ultimately, it’s the question of the moment—especially because Nintendo has
gone gimmicky before (remember Virtual Boy? Or GBA-
GameCube connectivity?). Jaffe continues, answering
the question for us: “Now it is Nintendo, and it is [Mario
creator Shigeru] Miyamoto. I think that guy and that
company are a hundred times smarter than I am,
so you’d be an idiot to assume that they haven’t
■ Animal Crossing: The city that never sleeps. thought of that.”

■ We can’t wait to see


first-party games—like
the next Mario title—take
advantage of the controller.
cover story:
the revolution

➤ their own unique ideas of what do with it. So I believe that EGM: And outside of the graphics?
we’ll see a lot more exclusive third-party content than we SI: Over the years, we’ve seen a lot of different videogame
saw on the GameCube, with lots of different ideas and unique consoles, but we’ve never seen one that’s able to do anything
gameplay. And in order to continue fostering this development, when it’s turned off, no matter the horsepower of the system.
it’s Nintendo’s job to make sure that the Revolution is a con- And the Revolution has this ability to operate in a unique
sole with a lot of momentum and strength, and by building our way with very low levels of power: The memory, a portion
installed base, we’ll attract even more third-party developers. of the processor, and the system’s Wi-Fi connection will
With Revolution, we’re really focusing on not only having a continue to function while the system is off. What that
strong launch lineup, but also having a steady supply of games means is that it’s a game machine that is connected to the
coming after launch. That’s our task in the years ahead. Internet 24 hours a day. Of course, you can unplug it. [Laughs]
Think about it this way: Everyone in the room probably has
EGM: The perception is that the Revolution a cell phone, and even though you’re not using it right now,
has this cool controller and unique tech, but it’s sitting there in a waiting mode where it can receive calls
that its visuals won’t be comparable to what and e-mail. We think that by taking advantage of this concept,
you see on the PS3 and the Xbox 360. It we can bring some very interesting new ideas to gaming.
doesn’t even support high definition…. Up until now, network gaming services have all offered the
SI: Because we chose to not go HD, you’re essentially looking standard multiplayer experience brought online, where you
at freeing one-fourth to one-sixth of the console’s process- battle against other players to test your skill. With our new
ing power. When I look at that, I don’t think the Revolution is functionality, we really think that we can change the types of
going to be underpowered. If you were to go look at a straight things that you can do while online.
list of hard specs, yeah, in that sense the Revolution is prob- With an innovation like this, we feel that the need to com-
ably not as high as the other systems. But in my mind, HD pete with other systems in terms of graphical power becomes
is still an unstable format. Some people consider 720p to be less relevant. The kind of sustainable innovation we’re used
true HD, but others say that 1080p is HD. You don’t actually to seeing means that last generation you might have seen
have a standard there, unlike NTSC [television signals]. And if 50 characters onscreen, and that now you’d be able to have
you look at the number of TVs in America that are actually HD 500. Sure, that can influence gameplay a little, but that kind
compatible...you’re essentially taking the biggest selling point of innovation is really just something that requires more
of your games and devoting all of your processing power and hardware power, more manpower—and as you continue to
memory to this idea of HD graphics, yet only a very, very small go down that path, the only companies that can really be
percentage of people in the U.S. will be able to view those profitable are big publishers with very strong franchises.
graphics in the way they were intended. So in that sense, for
us, it really became a question of whether it was worth it for
I think about a game like Tetris, which was developed
20 years ago by one Russian scientist. If he were to make
“We’ll see a lot more
us to put HD graphics in there in order to please a very small
minority. We decided that it was more important to reinvent
it now and pitch it to a publisher, they would probably
tell him to go back and add better graphics, more levels, exclusive third-party
the interface, to really change the way people play games
with “disruptive innovation.”
Personally, I like technology. I’m an early adopter—the kind
CG cut-scenes, and possibly even a movie license to
make it sell more. If someone were to come up with the
idea that could be the next Tetris-type phenomenon—a
content than we saw on
of guy who goes out and buys new tech as soon as it comes
out. I have an HDTV in my home, but I’m not the mass-market
very simple, very fun game—it wouldn’t be approved.
We want to encourage people to be more creative, and
GameCube.” —Nintendo President Satoru Iwata

consumer. We really want to bring Revolution to as many to open up development to people who don’t have the
people as possible. The specs of the system were based on resources to do the type of development these other con-
➤ idea. My ultimate goal is to have as many people in the
that soles require. It’s these new, different, innovative ideas that
world as possible experiencing the interactive entertainment will broaden the interactive entertainment experience. Some
that Nintendo provides. people look at this and consider it risky, and in some ways it
is, but at the same time the potential for success will be huge
EGM: We’re not just talking about HD, but if we can pull it off.
the actual graphical power of the console As for why we have not mentioned this up until now even
itself. Will the system be capable of keeping though it was finalized over a year ago: We wanted to wait
up with the other consoles? until a point in time when the other hardware manufacturers
SI: If you were to compare how many calculations all of the would be unable to copy this functionality.
systems are able to do, I think that you’d find that there are Shigeru Miyamoto: We do have a lot of ideas on how to
areas where the Revolution is not as capable. But in the end, I use this...we are looking with Zelda at ways of using this
don’t feel that has really anything to do with what impression functionality to add an element to the Revolution game-
a game leaves on the player. Do the graphics have as much play. To be honest, I don’t have any more examples right
impact as the interaction itself? The customer’s experience is now, but generally speaking, we have a lot of ideas around
what is most important. That’s where it becomes a question this concept of flowing information to the hardware whether
of balance. Where do you balance what you’re doing with the it’s asleep or awake and seeing communities build something
hardware with what you’re doing with the controller? It’s more around that...but nothing concrete right now.
important to focus on bringing these new experiences to the
user, rather than focusing on the same stuff that everyone EGM: What else?
else has been doing for all these years, [which is] just trying SM: There will be a speaker built in to the controller. It won’t
to find new ways to make games look better. be really high-fidelity sound—it will be kind of basic speak- ➤

90 • ELECTRONIC GAMING MONTHLY • www.1UP.com


REVOLUTIONARY BORE
Five reasons Nintendo’s new system could end up just a gimmick

5
As Not Seen on HDTV
Strictly speaking, you don’t need a supersize HDTV to play next-gen games. But Sony and Microsoft
are at least making it worth your while to take out a second mortgage and invest in new idiot-box
technology—both the Xbox 360 and especially the PS3 support high-def display modes.
With the Revolution, on the other hand, Nintendo has taken a “no HDTV, no problem” position.
The system won’t support any resolution sharper than 480p, same as the 5-year-old GameCube.
Add to that the fact that you need an add-on to watch DVD movies and you have a console that
sounds way behind the times—at least for AV snobs. “We’ve made our decisions regarding HD
because Nintendo’s priorities are in a different place,” says Nintendo President Satoru Iwata, saying
that the company is focusing on innovation rather than using hardware resources to generate
higher-res visuals. “The 4:3 NTSC format has been standard for over 20 years, whereas HD is still
new.” Nevertheless, 19 percent of American homes now have HDTVs, which will outsell old-fash-
ioned analog sets by 89 percent this year, according to the Consumer Electronics Association.

It’s Not as Mighty

4 3
Sony and Microsoft as Xbox 360 or PS3
Might Get Revolutionary, Too With its built-in Wi-Fi adapter, USB 2.0 ports for expandability, and SD
As nifty as the Revolution’s electric-shaver-look-alike remote controller
card slot, the Revolution is hardly a bare-bones system, but Nintendo
may seem, it’s not new technology: Junior executives have used similar
has made no secret that its console still can’t compete with the Xbox
virtual mice to manipulate edge-of-your-seat PowerPoint presentations
360 and the PS3 when it comes to specs. “We could have easily
for years. And Sony has shown off experimental motion-sensing game
taken Nintendo in the direction where we try to do the same kind of
controllers before and reportedly has something special in the works for
console that the other guys were doing,” Iwata says. “But we didn’t
the PS3. What’s to stop Microsoft from doing the same thing with the 360?
want to apply all of our processing power to graphics. We wanted to
And if Sony and Microsoft got into the magic-controller game,
use it in new ways in order to truly change the gaming experience.”
wouldn’t that make for a glut of motion-sensing ports?
The less-potent horsepower makes for the cheapest new system,
But Nintendo has one advantage the other guys can
of course, but it also relegates the Revolution into the role as the
never swipe: The Revolution’s special controller is
second or even third system to own for graphics-whore gamers who
packed in with the system. Sony and Microsoft would
insist on buying the highest tech first.
have to sell their motion-sensing gizmos separately, which
means gamemakers couldn’t count on every PS3 and 360
■ Red Steel : Nifty but
gamer owning the necessary gear. “That would limit the not quite revolution-
adoption rates for the device to something like 50 percent ary in the graphics
or less of the installed base,” says Michael Pachter, analyst department.
for Wedbush Morgan. “Developers would have to think hard
about whether to chase the 20 million Revolution market
for $5 million in cost, or to chase half of the 40 million PS3
market with development costs of $10 million. My guess is
that Nintendo has nothing to worry about.”

■ Magical remote con-


trollers have been done
before, just not for gaming.

2
Nintendo Might
Not Be Ready for Online

1
When Nintendo VP of Sales and Marketing Third-Party Support Might Suck...Again
Reggie Fils-Aime describes the Revolution’s It certainly looks like a promising launch: Nintendo claims it will have about seven first-party
online network—which will reportedly be up games and 13 third-party titles ready around the time the Revolution hits. But we worry that
and running on day one—he emphasizes its once this initial flurry of innovating games dies down, we’ll get stuck with ports that only
ease of use, zero cost, and reliable connectiv- make token use of the system’s controller (gimmicky minigames, basic camera control, and
ity. That’s great. But “ease of use” isn’t the so forth). History check: 84 percent of GameCube games were third-party cross-platform
first phrase that pops into our heads when ports. And less than a quarter of the games in the DS’ library make innovative use—meaning
we try to find online opponents with the more than just for maps, inventory, or analog control—of the touch screen.
DS’ convoluted friend-code system. And the Will the Revolution fall into a similar situation? While developers are psyched to make
Revolution’s “reliable connectivity” won’t help games using the system’s novel fea-
anyone without a wireless home network— tures, they’re not always the guys who ■ Will common ports
the system only supports Wi-Fi connectivity make those decisions. “As a designer, like the Splinter Cell
out of the box (although you can get an adapt- I’d love to design for a system like that games get more than
er to connect an Ethernet cable). Plus, it took that offers that new interface flexibility,” token uses of the
remote controller?
Microsoft five years to fine-tune Xbox Live says Sims creator Will Wright. “As a
into the killer online service it is today. But game publisher, I dunno what the via-
hey—we’re totally stoked for the “zero cost” bility is yet. It’ll come down to the eco-
part of the Revolution’s online equation. nomic viability of the market, although I
am kind of rooting for Nintendo.”
cover story:
the revolution

EXTRA LIVES
We pick the obscure prehistoric
hits we hope will find downloadable
superstardom on the Revolution
It was a boffo feature to begin with: the Revolution’s ability to download games for every
➤ er noises. But in addition to the rumble, the controller itself
previous Nintendo home system—from the original NES to the Nintendo 64—into its “Virtual
will make noises when you use it. Console.” (The system also accepts GameCube discs and controllers.) Then company execs
added one more Revolution retro-boost: emulation for Sega Genesis and TurboGrafx-16
EGM: Where did this idea come from? games, too. Nintendo hasn’t highlighted which games will be available for download yet, but
SM: During the development of the controller, we heard from that hasn’t stopped us from wish-listing underappreciated classics we hope get a second
a lot of different people offering a lot of different ideas about lease on life courtesy of the Revolution. Are you listening, Nintendo?
what to add. And there were ideas about cameras and micro-
phones and more, and we tried many of them out. But the
sound teams in particular were very passionate about having
a speaker in the controller that could make noise.
You are probably familiar with Yoot Saito, who developed
Seaman and recently Odama [reviewed on page 119] for the
GameCube—he made mention that if it had a speaker you
could have it ring like a phone...that sort of thing. And a lot
of the development teams were excited about it, too. So after
debating its cost and function, we decided to include it.

EGM: So why not include a camera or espe-


cially a microphone?
SM: Well, obviously there are questions of cost and tech-
Kid Icarus Soul Blazer
nology. When you think about the type of microphone that Nintendo Entertainment System
would be easy for people to use for home play you think of a 1) Zelda II: The Adventure of Link — Too many players dismissed this “different” sequel.
headset. And so the issue is, if you have a headset somehow 2) Milon’s Secret Castle — Like a supertough, third-world take on Super Mario Bros.
attached to the controller, it gets complicated to use, and we 3) Clash at Demonhead — An action-adventure that happens to be completely insane.
wanted [everything to] be easy to use—simple and fun. 4) Kirby’s Adventure — Came out so late in the NES’ life, you probably missed it.
5) Kid Icarus — Nintendo won’t give us an update, so why not play the original?
EGM: Did you look at what the Xbox 360 is
doing online for your own online plans? Or Super NES
will it look more like the DS, where you have 1) Earthbound — See why this hippified misfit role-player has its own cult.
a code for each game that you have to give 2) Soul Blazer — This Actraiser sequel made the wait for Zelda: A Link to the Past tolerable.
to your friends? 3) Rock ’N’ Roll Racing — Killer auto combat backed by Black Sabbath.
4) Flashback — A stylish adventure and sequel to Out of this World.
SM: Unfortunately, I can’t really answer all these questions
5) Mario Paint — We’d love to go Bob Ross with the Revolution remote.
right now, and part of it is [that] I’m not really familiar with
everything they’re doing on Xbox Live. But in terms of service Genesis
for a home console, we’ll be using servers and taking advan- 1) Herzog Zwei — An ingenious but underhyped strategy-shooter hybrid.
tage of that functionality. We’ll be focusing on evolving it from 2) Shadowrun — Created the mold for the ultimate cyberpunk RPG.
the Wi-Fi Connection [service] we have on the DS. With the 3) Gunstar Heroes — This oddball shooter is like fine wine among the hardcore.
system being online all the time, it will be sitting there waiting 4) M.U.S.H.A. — Great graphics, killer bosses, cut-scenes—this shooter has it all!
to receive information, so we can take advantage of that to 5) Landstalker — Sega’s answer to Zelda, except with impossible jumps.
influence gameplay and do some different things. A lot of our
ideas we’ll be talking about later this year. TurboGrafx-16
1) Devil’s Crush — An endlessly playable death-metallized video-pinball classic.
EGM: What about the idea of improved 2) Military Madness — Like the Advance Wars games? Then you’ll love this.
graphics for the older games played through 3) Legendary Axe — The Turbo’s answer to Castlevania. Except with more bears.
the Virtual Console? 4) Blazing Lazers — A sprite-crazy top-down shooter from the heyday of these things.
5) Dracula X — Here’s hoping even Japan-only CD games will be up for downloading.
SM: Well, of course TVs now generally have a much better
resolution than they did back in the days of the NES; progres-
sive-scan TVs have much crisper and sharper pictures and
such. So we’re looking at ways of taking advantage of those
improved pictures, but not the sort of thing you are thinking
about with more colors or reworking the character art or
anything like that.

EGM: What are you playing these days?


SI: Actually, I’ve been spending a lot of time on DS games
lately, and I think that the reason for that is that DS games
are the type that you can play in short spurts. Given my
responsibilities now, I don’t really have a lot of time to devote
to gameplay. So I tend to play these games that I can pick up,
put down, and easily come back to later. I think I’ll have to Landstalker Blazing Lazers
give my schedule some thought when Zelda: Twilight Princess
comes out, however...I’m at a loss as to what I’ll do then. P

92 • ELECTRONIC GAMING MONTHLY • www.1UP.com


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cover story: zelda
on revolution

REVOLUT

Will the last great GameCube


game be the Revolution’s first?
year ago, the next Zelda game was highly anticipated. Now,

A
halfway into a yearlong delay, the expectations surrounding The
Legend of Zelda: Twilight Princess are...well, ridiculous.
Fanboy blogs hypothesize wildly, their speculation based on
the few facts we already know: Link will travel back and forth to
another realm, where he takes on the form of a wolf, in his quest to once again
defeat Ganon and save the land of Hyrule. Gaming magazines (yes, including this
one) spend pages analyzing every screenshot, dissecting each new quote. Rabid
fans pore over every detail on Internet message boards, scrutinizing the few
glimpses we’ve had of the game down to literally each blade of grass. Then word
leaked out that the GameCube game will make use of the upcoming Revolution
console’s unique one-handed controller—that’s when things really got nuts.
In the middle of this storm is Eiji Aonuma, director of Twilight Princess and the
principal man behind the series ever since Majora’s Mask on the Nintendo 64.
No stranger to high expectations, Mr. Aonuma has himself stated several times
that his goal is to top Ocarina of Time, the seminal Zelda adventure that’s widely
regarded as one of the greatest games of all time (many would argue it’s the
greatest). Of course, he has some help: Shigeru Miyamoto, creator of Zelda, Mario,
and just about every great Nintendo franchise, is overseeing the project with the
same high standards he brings to every game he works on. We sat down to talk
with both men about Twilight Princess, how it will work on the Revolution, what
went wrong with the last Zelda game, and what a difference a year makes. ➤
—Mark MacDonald & Shane Bettenhausen

94 • ELECTRONIC GAMING MONTHLY • www.1UP.com


IONARY
LINK
■ Link gets his trusty
steed at the game’s
outset, as he’ll need it
to traverse the largest
Zelda world yet.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 95


cover story: zelda
on revolution

“Zelda isn’t the type of game that can be a ■ And you thought the lava in
Resident Evil 4 looked good.... Twilight
100 on a scale of 1 to 100—it has to be a 120.”
—Director Eiji Aonuma, paraphrasing Nintendo President Satoru Iwata
pushes the GameCube further than
anyone thought possible. Nintendo
says the graphics should look about
the same on the Revolution....

➤ EGM: Let’s start off by talk- games] could be overcome by using the
ing about the delay—Twilight Revolution controller and the new inter-
!!! Princess was originally sched- face that goes with it.
uled to ship in the fall of ’05.
Why did you decide to push it EGM: What can you tell us
back, not just a few months, about how the Revolution
but an entire year? controller will work with
Eiji Aonuma: A few reasons. One is more the game?
of a physical problem—the game just Shigeru Miyamoto: We’ve done a lot
wasn’t progressing the way we’d hoped of experimenting with controls over the
it would be, and so in that sense we were years, and what we’ve found is that they
being forced to delay it. But the larger tend to get more and more complicated.
reason is that [Nintendo President Satoru] What we’ve tried to do with the Revolution
Iwata has been saying that Zelda isn’t the controller is allow you to do very com-
type of game that can be a 100 on a scale plicated things very simply. And that’s
of 1 to 100—it has to be a 120. In order to really where the focus has been in terms
do that, we needed the extra time. of implementing it with Zelda. [We’re still
We were really fortunate to have the looking] at the Revolution controller’s
extra year—we have gone back and looked functionality and trying to figure out ways
at everything and been able to rework it to take advantage of it with Zelda. ■ Link inherits his love
and add in these new features. At this point of fishing from several
it’s like 80 percent complete and it’s look- EGM: For example? members of the devel-
ing like it’s going to be a really great game. SM: [Well,] usually in Zelda games, when opment team....
you want to aim you go into this first-per-
EGM: And another reason son mode where you tilt the control stick
was to have it work with the up to aim down and vice versa, because
Revolution controller? it’s always been like you were controlling
EA: [Yes, the delay also] had to do with a puppet from the back of the head. But
the Revolution. As we were working on the that was complicated for a lot of people,
Revolution controller, we really felt that it’d and some people prefer it the other way
be fun to use with Zelda, and at the same around—you push up and the aim goes up.
time, we felt [that] a lot of the frustrations This time, taking advantage of the direct-
people have had playing [previous Zelda pointing-device functions of the Revolution ➤

96 • ELECTRONIC GAMING MONTHLY • www.1UP.com


Extreme Twilight Makeover
If you’ve been keeping
a close watch on Link’s
upcoming adventure,
you’ve probably noticed something
unusual about these new screens—
the shots taking place in the
“Twilight World” sport a shocking
new visual style. Previously, these
creepy landscapes appeared in
sterile shades of gray, but Nintendo
has crafted a distinctive new look
for the area—oversaturated colors,
soft focus, and hazy lighting effects
give the environments an appropri-
ately otherworldy air. Maybe that
yearlong delay was actually a good
idea after all....
For those who haven’t been
taking notes, this bizarre dark
realm stems from “the Twilight,”
a mysterious force that’s slowly
transforming the land of Hyrule into
a desolate, monster-filled waste-
land. When Link enters this danger-
ous world, he magically transforms
into a wolf. This metamorphosis
grants Link a host of unique abili-
ties (like new combat moves and
the ability to converse with other
animals), and while in this form
he also befriends an odd, catlike
critter named Midna who saddles
up on our hero’s back. “Link’s wolf
transformation is a very mysterious
and unfamiliar thing to express,”
explains Twilight Princess Director ■ In the Twilight
Eiji Aonuma. “So we created this World, Link acts as
a mount for Midna.
dramatic, unique graphical style
Together they fight
that gives the Zelda universe a very
off hordes of bizarre
different feel.” It’s unclear just how
creatures.
much of the game takes place in
this world, but if it looks this cool,
we’re not complaining.

What a Difference a Delay Makes...


■ The earlier shots
revealed a desatu-
rated Twilight World.
Sure, it looked inter-
esting, but...

■ ...we consider this


striking new style to
BEFORE AFTER be a major upgrade.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 97


cover story: zelda
on revolution

■ Check out these


stylin’ new boots that
magnetically attach
Link to this ceiling.
We’re imagining a
dungeon even longer
and crazier than
■ So far we’ve only seen Midna
Ocarina of Time ’s
riding Wolf Link, but Nintendo has
water temple....
hinted that Link might also carry
other passengers on his quest.

➤ controller, it’ll be very intuitive and very setups, but we found having to move your
tactile—you just aim the controller at what arm around every time for the sword could
you want to shoot at and shoot. get very tiring. There will be certain spe-
EA: It can also be used for locking on to cial events that will require you to do that
things. Up until now in Zelda, we’ve had a sort of thing, but we found that using the
sort-of autolock feature where you didn’t controller to do everything else, in addition
really get to choose the target you first to swinging your sword, just got too con-
locked on to, but you’d have to adjust. This voluted and too tiring.
time you can use the pointing device to
choose who you want to talk to or what EGM: What about the audio
you want to lock on to and attack. It’s speaker built in to the Rev-
really nice; it feels almost like a 3D mouse. olution controller—how will
Twilight Princess use that?
EGM: What about using EA: It can be used for [any] close-up
the controller to move noises that you might experience in arrow, [you’ll get a “thhpt!” sound from EGM: Any other differ-
your sword? gameplay. When you throw something, you the controller that] will get more quiet ences when you play Twilight
EA: We’re not going over the top in terms might here a sort of “whoosh” sound as as it flies away, and then the sound you Princess on the Revolution?
of having people swing the controller in you toss it. Or as you’re doing something hear from the TV from the arrow will get EA: The one question everyone kept ask-
order to swing their sword. We experi- with the pointing device, you might get louder—it gives the sound a really, really ing me in interviews last year was: “Is
mented with it and tried a few different some feedback from Navi. Shooting an nice depth. Zelda going to have a widescreen mode?” ➤

■ You’ll feel slightly


less stupid while
doing this when the
How Silly Will I
controller emits the
appropriate archery
Look Playing This?
sound effects. If you’re curious about just how
goofy/cool you’ll look playing Zelda
with the Revolution controller,
take a gander at Eiji Aonuma demonstrating
its in-game functionality. Simply pointing at
onscreen objects won’t require much more
than a flick of the wrist, but firing Link’s bow
will have you pantomiming your best Legolas
move, and playing the fishing minigame could
mean battling with an imaginary rod and reel.
We’re anticipating other potential uses for the
controller as well, such as aiming the hook
shot, whipping your trusty horse, or possibly
playing some manner of musical instrument.
Yes, you’re going to look like a crazy person...
and you’re going to love every second of it.

98 • ELECTRONIC GAMING MONTHLY • www.1UP.com


The Wind Also Wakes on DS
If you thought that the debut of Twilight
Princess’ edgy, mature Link meant that you’d
seen the last of The Wind Waker ’s doe-eyed
elf kid, you’ll be stunned by The Legend of Zelda: Phantom
Hourglass, due this fall for the Nintendo DS. Why the return
to the cutesy art style that fiercely divided series veterans?
“Well, I personally love the toon-shaded graphics,” admits
Eiji Aonuma, director of the Zelda series. “And as it turns
out, the DS is particularly well suited for that graphic style.”
Although Hourglass features the return of Wind Waker’s
cartoony aesthetic, its gameplay returns to the top-down
perspective of the original 8-bit Zelda (NES) and fan
favorite Link to the Past (SNES). Merging the old-school
2D gameplay with slick 3D visuals creates a bold new
look for the series, and a host of creative touch screen
gameplay elements should further differentiate this from
its predecessors. “The concept behind Phantom Hourglass
is to create a really new and unique Zelda for the DS,”
explains series creator Shigeru Miyamoto. “We really want
to take advantage of the system’s functionality.” So far,
we’ve witnessed simple drawing puzzles, a boomerang
thrown by drawing its flight path, dungeon maps you can
scribble notes on, and stylus-controlled sailing.
Uh, that’s right...the much-maligned sailing from Wind
Waker returns in Hourglass. But don’t freak out just yet.
“We heard that Wind Waker’s sailing was kind of tedious
and took too long,” says Aonuma. “The sea travel in
Phantom Hourglass is going to be a lot easier on gamers
and be something they really enjoy.”
Nintendo also plans to include an online multiplayer
mode utilizing the Nintendo Wi-Fi Connection, but don’t
expect another four-player cooperative romp à la Zelda:
Four Swords (GC/GBA). “It’s actually a 1-on-1 game where
one player controls the enemies and the other controls
Link,” Aonuma reveals. “One side is trying to guard
the items, and Link is trying to get at them.”

ELECTRONIC GAMING MONTHLY • www.1UP.com • 99


cover story: zelda
on revolution

Rogues’ Gallery
Sure, everyone’s cool with Twilight Princess’
■ Nope, this isn’t newly macho Link, but what about the rest of the
some bizarre glitch— game’s cast? Here’s a sneak peek at some of the
we suspect that this bizarre characters you’ll be encountering on your journey.
is how Link travels
between Hyrule and
the Twilight World.

This noble knight defends Hyrule


with the help of his trusty shield
and spear. And thanks to some
handy feet, these implements can
quite literally stand on their own.
Seriously, these must be some
lazy-ass guards....

“We haven’t quite found what the ‘hook’


Gorons, the gentle brutes intro-
should be with online play.” —Twilight Princess Director Eiji Aonuma
duced in N64 classic Ocarina of
Time, return with a thuggish new
look in Twilight Princess. Expect
similarly stylin’ makeovers for
Hyrule’s other races, the zora
➤ On the GameCube, we weren’t able to do people who have their system connected
fishmen and deku scrubs.
it, but on Revolution, the game will have to the Internet. It’s my job to come up with
a 16:9 [widescreen] mode—not stretch- that, and we haven’t quite found what
ing the screen, but actually adding to the “hook” should be with online play...
the viewable area. It sounds like a small but we are moving forward with it for the
thing, but once you play the game in DS Zelda game, Phantom Hourglass. That
widescreen and try to go back to a stan- game has a wireless battle mode we’ve
dard screen, it feels really cramped and implemented. So we’ll take a look at that,
almost claustrophobic. see how that goes, and hopefully be able
Another change is [that] when you play to apply that to future Zelda games.
on the Revolution, [the helpful fairy] Navi
will appear, and you can use her as like EGM: Are there any spe-
a cursor in terms of pointing at different cific criticisms of the last
objects and highlighting things. And we’re GameCube Zelda game, The
still looking at other things we can add Wind Waker, you’ve tried to
in terms of graphics and programming to address in Twilight Princess?
make [Zelda] feel like something special. Some people complained it
SM: The one thing we want to clarify is was too short and too easy....
[that] we aren’t developing two different EA: With Wind Waker, our goal was to adjust
versions of Twilight Princess, where one the difficulty so that anyone who bought the
might have different events or different game would be able to finish it. But I think
dungeons or different enemies. [But] we in doing so we probably made the game too
are looking at things like minor graphical easy for the people who have been playing
upgrades or some additional features. Zelda for years. Oh dear. With
Ocarina of Time is still the pinnacle of the creepy, pear-
EGM: What about taking Zelda series in many people’s minds, and shaped elf Tingle a
advantage of the Revolution’s we’re looking at making Twilight Princess no-show (so far) in
online or Wi-Fi capabilities? bigger and grander than that. In terms of Twilight, Nintendo
EA: That’s something we’ve been thinking dungeon count, Twilight Princess already fills his freakish
void with these
about for a long time. At this point, we’ve has more dungeons than Ocarina. Because
guys. Consider
given up on having any kind of online of that, there are more items.... Our real
yourself warned.
battle mode or simultaneous play, but we objective with Twilight Princess is to make
are still thinking of different elements something the hardcore Zelda fan can look
that would make the game more fun for forward to. P

100 • ELECTRONIC GAMING MONTHLY • www.1UP.com


cover story:
rev. games

REVOLUTIONARY
GAMES
And exactly how you’ll play them with Nintendo’s remote controller
Red Steel
Ubisoft • Fall 2006

What is it? Don’t confuse this with some weird variation on


Derek Zoolander’s “Blue Steel” look. This first-person action game
drops you into the seedier sections of Tokyo, where you’ll shoot
and slash your way through members of the Japanese Mafia in
order to rescue your bride-to-be.

How do I play it? Moving your character through the environ-


ment is done via the nunchaku’s analog stick, and cappin’ fools
is done as you might expect—just point the remote at the screen,
then aim and fire away. Easy enough, right? And according to the
makers of Red Steel, this unfamiliar, yet intuitive, control setup
will add a few new wrinkles to firefights. “In traditional first-per-
son shooters, the level design was made horizontally so that the
player only used the analog stick to target on the right or on the
left,” says Creative Director Nicolas Eypert. “With the Revolution
controller, you can instantly target any part of the screen, so we
can now design areas where enemies are on different levels. For
■ Red Steel also has its own version of example, having a big shooting sequence in a staircase is now
bullet time, dubbed “the focus system.”
really exciting and accessible to anyone.”
Wielding your death stick sounds pretty simple, too. “Basically,
the sword moves like your own arm. And the buttons are used
to time perfect blocks,” explains Eypert. “These moves are easy
to perform and do not require you to be a 10-year-long katana
expert.” So if you wanna slice your foe from left to right, just
move the remote in that direction. Or if you feel the need to give
’em a little poke, all you gotta do is perform a stabbing motion
toward the screen.

Tony Hawk’s Downhill Jam


Activision • Fall 2006

What is it? It may sound like Tony Hawk on skis, but Downhill
Jam is all about skateboarding. This time, you’ll skid down
death-defying slopes in the world’s more vertiginous locales,
from San Francisco to Machu Picchu. “Many kids have tried
riding their skateboards down steep hills,” says Producer
Alex Ness of developer Toys for Bob, “and there’s a growing
faction of people dedicated to downhill skating.” This arcade-
style racer looks like Hawk, but your bread and butter of
past games, tricks, will mostly be used here for boost as you
complete time-based challenges in one of three modes—race,
trick, and slalom. “We’ve modified the physics to support a
downhill race,” says Ness, “and our level layout is completely
different.” Another change? Downhill Jam isn’t being made by
Hawk standby Neversoft. Ness says the faithful should have
no fear, though: “[Neversoft has] given us plenty of great feed-
back on the gameplay.”

How do I play it? The developers have tried to use the con-
troller to mimic the side-to-side motion of riding a skateboard. ■ Heard this game’s strictly
If the player rotates the controller left or right, their skater for kids? “Who said that?”
turns that way in the game. “This is something many people asks Producer Alex Ness.
“Give me a name! This game
intuitively do anyway when playing a racing game, and now it
is really for everyone.”
has an effect on how the game is played,” says Ness.

102 • ELECTRONIC GAMING MONTHLY • www.1UP.com


■ Hmm, these graphics look
very GameCube-ish to us.

Super Monkey Ball: Banana Blitz Rayman 4


Sega • Fall 2006 Ubisoft • Fall 2006

What is it? If you’ve played any of the previous SMB installments, then you’ll know the What is it? The limbless hero will tame magical creatures such as rhinos, spiders,
drill here: guide a funky, sphere-trapped monkey through tons of mazelike levels and and angelfish so that they can help Rayman rid his home planet of...demonic rabbits?
along the way collect as many of the animal’s favorite treat as possible. Expect an ample It’s kinda like those Ape Escape games, except with a lot more of Satan (and to think,
supply of minigames, as well. this one’s supposed to be for the kiddies).

How do I play it? The nunchaku’s analog stick adjusts the camera, while the remote is How do I play it? Ubisoft couldn’t get us control specifics in time for this issue. But
held vertically (think along the lines of a PC flight-sim joystick) to maneuver your mon- if we were to venture a guess, the remote will act as Rayman’s very extendable arms,
key. Tilt the remote forward and watch him roll, or pull back to hit the brakes. and that you’ll swing it in order to knock these red-eyed furries into next Tuesday.
When it comes to Banana Blitz ’s minigames, the controls will adjust with the chal-
lenge. For example, in Home Run Derby, you’ll hold the remote like a real baseball bat
and swing accordingly. But in the Ring Toss competition, you’ll motion as if you’re hurling
the controller at the screen and then let go of one of its buttons to release the ring.

■ Rayman leaves disco night early


to hunt down some crazy hoppers.

So, What Else You Got?


Final Fantasy: Crystal Chronicles 2 Super Mario Revolution Super Smash Bros. Revolution Other Games
Square Enix • Fall 2006 — This sequel to Nintendo • Fall 2006 — It’s been a long Nintendo • 2007 — Nintendo President Readying for a Revolution:
the GameCube hit will be one of the first four years since the plumber’s last star- Satoru Iwata has already said that this
Revolution titles to take its action-role- ring role on consoles (that was Super megapopular four-way fighter would offer Animal Crossing Revolution
playing to the Internets. Mario Sunshine for the GameCube). online rumbles when it debuts on the Nintendo • 2007
And we expect the fatty’s highly antici- Revolution.
Hudson Flight Sim pated return to take advantage of all the Elebits
Hudson • Fall 2006 — Sorry, no Pilotwings Revolution controller’s nifty tricks. Konami • Fall 2006
for Revolution just yet. But Hudson says
that its game will be very similar to Godzilla
Nintendo’s flight sim, and that you’ll hold Atari • Fall 2006
the remote just like a paper airplane.
Happy Feet
Metroid Prime 3 ➤ Midway • Fall 2006
Nintendo • 2007 — Last year, Nintendo
demonstrated how you could play Metroid Snoopy vs. The Red Baron
Prime 2 (GC) with the nunchaku attach- Namco • Fall 2006
ment (to control Samus’ movement) and
remote (point at the screen and shoot). So Sonic the Hedgehog Revolution
the company’s adopting similar mechanics Sega • Fall 2006 P
for No. 3 seems like a sure thing.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 103


review crew
oblivion: for $60, you, too, can lose 200 hours of your life

THIS MONTH
IN REVIEWS...
A
fter what seemed like
an eternity banished
to Reviews Wrap-up,
Oblivion finally has its coming-out
party, and the Crew welcomes it
wholeheartedly. For the many of
you who have already dug into this
behemoth of an adventure, its Game
of the Month accolades should
come as no surprise. For those of
you who haven’t, be prepared for
your new summer fling.
On a sadder note, Nintendo’s
intriguing pinball/military-strategy
hybrid Odama will have you yelling
at the game for all the wrong
reasons. Some combos are just best
left...uncomboed.

GAME DIRECTORY
Xbox 360
106 The Elder Scrolls IV: Oblivion
109 Battlefield 2: Modern Combat

Multiplatform
110 OutRun 2006: Coast 2 Coast
110 Winback 2: Project Poseidon
111 Rogue Trooper
112 Hitman: Blood Money

PlayStation 2
113 Ace Combat Zero:
The Belkan War
114 Atelier Iris 2:
The Azoth of Destiny
114 Tourist Trophy

Xbox
115 Dreamfall: The Longest Journey

PSP

THE ELDER SCROLLS IV:


118 Field Commander
118 Monster Hunter Freedom

GameCube
119 Odama

OBLIVION
DS
120 Brain Age: Train Your
Brain in Minutes a Day!
121 Lost Magic

Extra Stuff
122 Reviews Wrap-up
124 Reviews Archive

104 • ELECTRONIC GAMING MONTHLY • www.1UP.com


THE REVIEW CREW
Pissing off message-board fanboys since 1997
DAN “SHOE” HSU • Editor-in-Chief SHANE BETTENHAUSEN • Exec. Editor
Has anyone seen Shoe? He’s been AWOL. According to Brain Age’s initial assessment,
We suspect he’s either: 1) snowboarding, 2) Shane’s brain is actually 64 years old. Next
laid up in an emergency room, or 3) hiding stop: the money-saving senior-citizens’ menu
out and playing The Elder at Denny’s, but he can still
Scrolls IV: Oblivion. beat you at Soul Calibur.
Probably Playing: Oblivion,
Age of Empires (DS)
Blog: egmshoe.1UP.com
? Now Playing: Soul Calibur
III, Virtua Fighter 5
Blog: egmshane.1UP.com

JENNIFER TSAO • Managing Editor CRISPIN BOYER • Senior Editor


The year’s nonstop rain made for perfect Crispin’s obsessed with Oblivion as much
gaming weather, but Jennifer hopes by the as the next guy (er, girl—sorry, Jennifer).
time you read this, she’ll actually be spending But what’s up with its chronically butt-ugly
some time outdoors (no characters? Cris needs ale
offense to Oblivion). goggles just to play.
Now Playing: Boktai, Now Playing: Ghost Recon
Frisbee (weather permitting) Adv. Warfighter, Godfather
Blog: egmjennifer.1UP.com Blog: egmcrispin.1UP.com

BRYAN INTIHAR • News Editor GREG FORD • Reviews Editor


This boy’s steering clear of Brain Age— When he’s not editing the reviews section
Bryan’s simply too afraid his score would for EGM, Greg enjoys giving back to the
just reveal that he’s a dumb jock in geek’s community, mentoring interns in the finer
clothing. Or, in this case, strategies of Geometry
with FF potion in hand. Wars. What a guy!
Now Playing: Monster Now Playing: Fight Night
Hunter Freedom Round 3 (XB360), GRAW
Blog: egmbryan.1UP.com Blog: egmford.1UP.com

MARK MACDONALD • Editor-at-Large KATHLEEN SANDERS • Staff Reviewer


Anyone seen Mark since his website, Kathleen had to bid a tearful farewell to
GameVideos.com, launched? Remember EGM...for now. Like all good things—
Mark? Tall guy...sorta thin...likes Zelda...? birthdays, spring, and unicorns—you’ll
No? Thinks Sonic is way probably see her again
overrated? Anybody? soon...maybe.
Now Playing: Oblivion, Now Playing: Ghost Recon
Brain Age Adv. Warfighter, Oblivion
Blog: mark.1UP.com Blog: cookiecups.1UP.com

ROBERT ASHLEY • Staff Reviewer ROBERT COFFEY • Staff Reviewer


Thanks to Odama, Robert can’t stop issuing The unending rain is playing havoc with
commands to real-life throngs of people. Robert’s softball season and forcing him to
If you see him on a busy street, he’ll be play so much Oblivion that he’s starting to
the one screaming, “Press look like his game’s alter
forward!” ego. Pray for sun.
Now Playing: Metroid Now Playing: Oblivion,
Prime Hunters Tomb Raider: Legend
Blog: robertashley.1UP.com Blog: citizen_pain.1UP.com

THE RATING SYSTEM & AWARDS JENN FRANK • Staff Reviewer MATT PECKHAM • Staff Reviewer
Reeling from devastating defeat, Jenn If only they had published Dreamfall
pledges to practice Field Commander as a novel...Matt has been looking for

10-7 6.5-5 4.5-0


until she’s positive she could maybe beat a good book to read in his exactly 5.3-
Demian. Conservative second allotment of daily
estimates say in 2010. downtime.
Now Playing: Field Now Playing: Oblivion,
Commander Oblivion, and more Oblivion

GOOD FAIR BAD Blog: superjenn.1UP.com Blog: mattpeckham.1UP.com

GREG SEWART • Staff Reviewer DEMIAN LINN • Staff Reviewer


Summer’s here, and Sewart’s taking Jenn Frank, Robert Coffey, OPM ’s Tom
advantage of the season. Barbecues, Byron...who won’t fall under the rolling
camping, NASCAR, and playing Xbox 360 in a treads of Demian’s Field Commander war
Speedo. Pictures at www— machine? Next stop: Shoe
whoops, out of space! Army Headquarters.
Platinum Gold Silver The highest- The lowest-rated
Now Playing: Tomb Raider: Now Playing: Oblivion, Field
Straight 10s. For For games with For games with a scoring game game with
games that are an average score mean score of 8.0 each month gets unanimously bad Legend, Oblivion Commander
life-changing. of 9.0 or higher. or higher. a star. scores. Blog: stewy.1UP.com Blog: egmdemian.1UP.com

■ OFFICIAL U.S. PLAYSTATION MAGAZINE and 1UP.COM are the icing on the cake,
ESRB Ratings The ESRB’s game ratings range from “Everyone” to “Adults Only.” the lemon in your water, the whipped cream on hot chocolate, the quarter on your PSP
Visit www.esrb.org for the full lowdown.
D-pad—doing the little things that make life sweeter.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 105


review crew:
xbox 360

■ Press A all you


want—until you put
down that mighty ax,
the Bandit Ringleader
here is unlikely to
want to “talk.”

■ Xbox 360

THE ELDER
SCROLLS IV: OBLIVION
Grand Theft Horseback
ROBERT C: So far in The Elder Scrolls IV: Oblivion, continent, mixing up new potions or creating ramp-up time (I played 20 hours before I started
Free Cache I’ve murdered a man by fixing a stuffed Minotaur your own custom spells, trying different solutions really enjoying myself), and my score’s probably
Oblivion uses the head in his skull; woke up to find the ship I was to quests, or experimenting with different play looking like a typo. But no. Everything Robert
Xbox 360’s hard sleeping on had been hijacked; stalked innocent styles. Frankly, I’m amazed developer Bethesda said? I couldn’t agree more. Oblivion makes you
drive to cache people for a paranoiac who ultimately tried to kill got all this content—and such sweet graph- do hard time—and you love it. That’s amazing.
game data for me; cured an entire village of mass invisibility; ics—packed onto that one disc. This may be the
faster loads. broke up a gang of female thieves; served time best game I play this year. 1UP.COM—JOHN: Before I played Oblivion, I’d
Ironically, this for grand larceny; and persuaded a group of par- decided that my approach to this review was
can lead to long tygoers to murder each other. Oh, and I became a JENNIFER: Many of you will absolutely detest going to be: “This is how long I played before I
loads as data vampire. I did all of this in 40-plus hours of play- (like, controller-smash detest) Oblivion. This couldn’t take it anymore.” When a game is hyped
gets fragmented. ing the game—and not a second of it has to do mega-titanium-diamond-hardcore game pun- up as being as huge as this is, my first thought is,
If this happens, with the game’s “official” plot. I’ll get around to ishes even the passionate. Dilettante roleplayers “I just don’t have that kind of time on my hands.” I
reset the console that eventually...maybe after another 40 hours. beware: Class and attribute decisions made mean...who does? I do now.
and hold the A Oblivion is such a huge game that it can make casually at the outset will haunt you for weeks as The main quest is beautifully paced (surpris-
button as the your brain ache; thankfully, it’s very user-friendly, you discover your character’s hidden strengths ingly, it’s actually kinda like 24, in the way that
game boots until
with a nicely organized quest journal (a big and painful weaknesses. Battles are tediously nothing is ever fully resolved before another
the Bethesda
plus, since having a dozen current quests isn’t difficult; forget the hack-slash-potion formula. problem pops up), and, most importantly, you’re
screen to safely
unusual) and an enormously helpful map that Enemies are smart and fight dirty, and loot is treated with respect throughout. Nothing’s dumb-
clear your cache.
points you in the right direction and sports great frugally (even...realistically?) distributed. Also, the ed down, and information is simply presented for
That should get
new fast-travel options. controller just doesn’t have enough buttons for all you to interpret. I love that. I can understand the
you cruising the
This is a seriously questcentric game, yet you the needed options. Over time, I became increas- issues that Jen is expressing, but I’m really not
hills and dales
won’t find a more open game world anywhere ingly frustrated navigating menus and inventory, seeing the whole “punishment” thing. You have to
of Cyrodiil at top
(sorry, GTA). Oblivion consistently rewards explo- especially in combat. Add on a bunch of glitches, play it like you really mean it, sure—but isn’t that
speed again.
ration, whether you’re traversing the sprawling loading problems, and an unbelievably long kinda the point?

Roll Your Own


Oblivion’s skill-based character development system really rewards you for playing
the way you want to play—you only level up when you increase your primary skills
sufficiently. And since the game world autolevels your enemies to more or less match
your current level in the game, you can’t “out-level” them by power-gaming to a
dominant level. As a result, your success hinges on the perks your skill upgrades
earn you. If you’re custom-crafting a character class, make sure you pick skills you
know you’ll use a lot, then choose a race and birth sign that enhances them.

9.5 9.0 9.0


Publisher: 2K Games
THE VERDICTS

Developer: Bethesda
Good: Huge, rich world full of options and things to explore
(OUT OF 10)

Players: 1
Bad: Huge world and myriad objectives might overwhelm ESRB: Teen
Strangely Difficult: Getting your character to not look hideous
ROBERT C. JENNIFER JOHN www.elderscrolls.com

106 • ELECTRONIC GAMING MONTHLY • www.1UP.com


Wait, How Do You Do That?
Admit it. You’ve been playing 40 hours, but you still don’t
know how to [fill in the blank]. We checked out forums and
message boards to find some commonly asked questions,
then set about finding the answers.

How do I recharge magical items?


Magical items can be repaired by any skilled craftsperson, but
their special magical powers can only be recharged in one
of two ways: You can pay someone to recharge them at any
mages guild, or you can use soul gems, which, when acti-
vated, will recharge an item of your choice. You can also find
powerful gems, called varla stones, in the Ayleid ruins, that
will recharge all your magical items. Get huntin’!

What if I don’t like my character?


One thing to keep in mind is that you can build any skills
you want just by working on them. While it will take longer for,
say, a specialized warrior to learn the arcane art of conjura-
tion, it can actually be done. But a shortcut for people who
want to try out a character class before investing dozens of
hours into it is to save a game right before you leave the
game’s introductory dungeon. That way you can restart from
that point and modify all your basic statistics.

I suck at picking locks. Is there any hope?


As your skill increases, the
tumblers will start to move more
slowly. But you can also get bet-
ter by studying the rhythm of the
tumblers. When they move up Material Rewards
more slowly, it means they’re PC gamers can quit gloating—Oblivion
going to stay elevated longer on Xbox 360 offers patches and
(and be easier to pick). For faster ones, try bouncing expansions via Xbox Live. We have
the tumbler repeatedly to get a hang of its rhythm. Finally, it on good authority that a serious
one quest (for which you must recover the Eye of Nocturnal) patch will be available (probably by
rewards you with an unbreakable lockpick. the time you’re reading this) that fixes
many of the little bugs and glitches
What’s with all the tongs and calipers lying around? Do in the initial release of the game. We
they have some secret use? also found out about new expansion
Um, no. “It’s sort of become an internal joke here,” says content that’s coming soon. Each of
Executive Producer Todd Howard. “One of the designers had an the following locations offers training,
idea that you could take all the calipers and take them to a guy items, and lodging.
and he would make you a sword: ‘Ex Caliper.’ But we didn’t end
up doing that. Maybe in some downloadable content someday.”

MINI-AFTERTHOUGHTS Dunbarrow Haven


ny videogame this immersive Some quests we lock out (the Daedric what people’s expectations are. [We’re Cool feature: Your own personal gang of

A is bound to stir up a few


rumblings of discontent. We
quests) until you’re higher level, because
we didn’t want to level the rewards...
making] sure, going forward, [that] we
price these things the same and try to get
thieves

sat down with Oblivion’s Executive a couple of quests scale harder. If you them lower on Xbox. Based on talking to
Producer Todd Howard and asked do the battle of Kvatch at high level and people about what we did, we think doing
him to address some of your burning you’re a stealth character, that’s going bigger and better things at 150 points is a
questions. to be harder—because of the nature of good number.
stealth and the number of enemies we’re
EGM: So, the scaling difficul- throwing at you—than if you were at a EGM: We’ve seen some play-
ty—some people love it, some lower level. ers complaining that magic Dragonfire Castle
people hate it. Did you real- users are overpowered— Cool feature: A taxidermist who makes
ize you were creating such a EGM: What about having high- because they can instantly stuffed trophies for you
controversial feature? er prices on Xbox 360 than cast spells, even while run-
Todd Howard: When you’re creating PC for downloadable content? ning. Some say the game is
a wide-open game like this, you really TH: We fixed that. The next plug-in is “unrealistic” because a “real”
have to find some way of having the going to be 150 [Microsoft] magician would
difficulty adjust for if the player is really, points and $1.89 on PC. We have to, like, sit
really powerful, or [if] they just start the got a lot of feedback on the down and meditate
game and this is the quest they ran into. horse-armor thing. It sold to cast a spell.
Otherwise, you’re constantly running amazingly [well], but since What do you think?
into things that are too hard and you we’re the first ones doing it, TH: I can verify that it’s Deepscorn Hollow
Cool feature: A venomous garden that grows
don’t like them, or [they’re] too easy and we’re definitely concerned with completely realistic.
only items with negative effects
you’re bored. setting the standard for it and [Laughs] P

ELECTRONIC GAMING MONTHLY • www.1UP.com • 107


©2006 TAG Fragrance Co. www.ConsiderYourself Warned.com

WARNING
TM
INTRODUCING NEW POCKET-SIZE TAG BODY SHOTS.
LOAD IT, LOCK IT, AND ROCK IT AT YOUR OWN RISK.
review crew
xbox 360

■ In single player,
you can “hot swap”
and take control of
any teammate to
change your class
and weapons on
the fly.

■ Xbox 360
FOR YOUR

BATTLEFIELD 2: MODERN COMBAT LUGGAGE

An army of plenty
Good: It’s like playing with army toys. Lots of army toys
Bad: Single player is a different (and not-as-good) game
Voice-Chat Problems: EA says it’s fixing them

SHOE: Love is a Battlefield game. Lots doesn’t capture the toy-box magic and Internet outages—online battles
of shooters give you guns and vehi- of Battlefield at all and plays like are the main event here.
cles, but Modern Combat gives you a stripped-down shooter). Forget
the mother lode of a virtual toy box to Pat Benatar, I guess I only like this 1UP.COM—GARNETT: I hope we’re
play with. When you log in to an online Battlefield—for its online play. near the end of the “dolled-up cur-
match, you jump right into a battle rent-gen games masquerading as
where tanks, helicopters, gunboats, CRISPIN: I’ve seen some crazy s*** next gen” transition period, at least for
jeeps, turrets, and more litter the play- on this battlefield. Like the time one the 360. Not that Battlefield 2 doesn’t
ing field. Go ahead, hop into any of of my special forces buddies slapped look visibly better than last fall’s PS2/
them: You’re licensed to drive and fly C4 on his Humvee and smithereened XB release, but neither does it stand
them all. If you can talk to your friends a squad of enemies. Or the enemy up well next to games built from the FOR YOUR
(our voice chat stopped working for chopper pilot who airdropped all of ground up for the new hardware. And POCKET
hours at a time), you can tell them to his passengers right onto our control even with the single-player game’s
get in with you so they can man the point. Sir, yes, sir—the unconven- improved hot-swap ability that now
guns while you steer. Or just hoof it on tional warfare here was crafted for works without necessitating line of
foot—the five different soldier classes fun, not realism (you wear a reusable sight (which the previous version
you can choose from keep the bipedal parachute, go all Dukes of Hazzard required), the retuned A.I. has upset
action varied and exciting. over washed-out bridges, etc.). It the balance, making the solo action
It’s all there—everything you need makes for lots of “Whoa! Didja see more frustrating than elating. That’s a
to make one kick-ass first-person that?” moments. shame, because it should offer a nice
shooter. Everything except: 1) strong And while you can have fun run- break from the massive online battles
level design (you can get stuck a ning and gunning, you’ll get the most the series is known for. Like the others
lot), 2) a variety of modes (only two... if you unleash strategery with a regu- said, those are as good as ever and
haven’t these guys played Halo ?), lar band of brothers. Oh, and save the feel right at home on the 360, where
and 3) a good single-player game (it so-so single player for basic training Live connectivity is second nature.

FOR YOUR
ARRESTING OFFICER

7.5 8.5 7.0


Publisher: EA Games
THE VERDICTS

Developer: EA UK/Dice/Digital Illusions


(OUT OF 10)

Players: 1 (2-24 online)


ESRB: Teen

SHOE CRISPIN GARNETT www.battlefield.ea.com


review crew:
multiplatform

■ PS2/XB Good: The commander sounds like Optimus Prime

WINBACK 2:
Bad: It’s not a Transformers game
Often Sounds Like: It has a porno soundtrack
MATT: Pose, crouch, creep-creep-creep, Trooper (see next page)
peek, fire, bang-bang-you-win, flip a switch, surprised me with how well done it is;

PROJECT POSEIDON
More like Project Pedestrian
open a door, repeat. There, you just played
Winback 2. See how we help you save time?
Sequel to the Nintendo 64’s Winback,
Winback 2 cuts the wrong kind of mustard
Winback, unfortunately, did the opposite.
The game’s attempt at variation—its “two
sides to a mission” system—falls flat. Both
routes are linear; if you do see the other
with dull looks and a cheap version of Metal character, they’re essentially doing the same
■ Die in boss battles Gear Solid’s third-person sneak-n-shoot. thing every time. The developers also tried
and you can start Tactical-action team? Check. Guns, terrorists, to give you lots of control over targeting,
where you left off; and a lean-around-corners ability? Yawn. though pinpointing specific areas is awk-
sounds nifty, but Play the same stage from two simultaneous ward in actual use. And jumping and diving
it’s not particularly perspectives.... Ooh, something cool! feel akin to a very Mikhail Baryshnikov–style
sporting. Except it’s not so cool in execution. of dramatic flailing. To top it off, you get to
Winback 2 ’s “route system” ushers you enjoy all of this with graphics that would be
through corridor-based levels from two per- pretty—if this were a PS1 game. It isn’t.
spectives, so you’ll hit a few objectives with
one agent, reset the clock, then run through OFFICIAL PS MAG—THIERRY: I gotta dis-
parallel parts with another, triggering “assist” agree with these two on one point: I actually
spots that link the narratives. The interaction like the two-route mechanic. Yeah, it’s script-
has no spontaneity, though—it just ticks off a ed, but it’s cool how doing things in route
script. And most missions thrust you through A affects events in route B, such as how
a disc-load-up door (that is, it pauses to load disabling the power to the doors in a timely
before throwing you into a room of eager fashion on one side results in fewer enemies
enemies), so “tactical” involves finding cover. attacking you on the other. And I like how I
Multiplayer’s worse, consisting of just could shoot some baddies twice in the chest
cramped levels and four nigh-identical and then toss a grenade their way, then see
deathmatch modes. No online support and that same double-shot/grenade combo from

4.0 3.5 4.0


Publisher: Koei
“everyone’s the same” characters mean no a different angle when I tackle route B. But
THE VERDICTS

Developer: Cavia
(OUT OF 10)

Players: 1-4 reason to bother at all. the rest is pretty much trash, with terrible
ESRB: Teen jumps (and crappier jumping puzzles), scarce
KATHLEEN: Of the two unknown, out-of- ammo, and graphics that look like this was
MATT KATHLEEN THIERRY www.koei.com nowhere games I played this month, Rogue made right after 1999’s Winback.

■ PS2/XB Good: Same great gameplay as OutRun 2

OUTRUN 2006:
Bad: Not enough new features
Smoothest Version: Xbox

GREG S: I’m one of those people who most arcade games—the


thinks the world still has room for the console version’s gameplay just

COAST TO COAST OutRun style of arcade racer despite the


popularity and general awesomeness
of the Burnout series. But I also wish
doesn’t hold up as long as one would
hope despite developer Sumo Digital’s
best efforts to implement a variety of
A short trip OutRun 2006 were more than just a minor modes to keep things interesting...unless
update to OutRun 2—an excuse to sell you’re feeling mildly nostalgic.
basically the same game, but this time Otherwise, it all just amounts to a whole
to PlayStation 2 owners (OutRun 2 was lot of generally enjoyable drifting with
Xbox-only). some occasional technical wizardry in the
But hey, this is great news for PS2 environments to impress you as you whiz
owners, so I don’t really hold it against through them sideways. The addition of
the game. The bigger issue is the lack of online play does an OK job of extending
variety and stuff to do. A few new game the experience, if only for the few minutes
modes and the return of the girlfriend it takes to start up and then exit the mode.
challenges—objective-based courses in
which your gal asks you to drift in certain 1UP.COM—ANDREW: Despite the new
spots, dodge cars, etc.—give OutRun 2006 dressings, Coast 2 Coast is still OutRun
a bit of extra life, but at the end of the day, 2, an old-school arcade racer with a
it’s easy to see pretty much everything the ridiculous drifting system that straddles
game has to offer in a few sittings. the line between “relaxing” and “way
OutRun 2006 is a lot of fun, and if the too easy.” Tapping the brake once and
game gets a decent online community steering into and out of turns feels very
going, it’ll have legs. But it should comple- natural, and casual race fans will appre-
ment that copy of Burnout Revenge in ciate that, but those who have already
your library, not replace it. Oh, and if you mastered OutRun 2 will no doubt be able
already own OutRun 2 on the Xbox, don’t to sleep their way through most of the
bother with this update. hardest routes and challenges.

7.0 5.0 7.0


Publisher: Sega
Thankfully, the new SP courses are
THE VERDICTS

Developer: Sumo Digital


(OUT OF 10)

Players: 1 (2-6 online) OFFICIAL PS MAG—GIANCARLO: OutRun much more interesting than the original
ESRB: Everyone 2006 originated as an arcade game, and designs, mostly because of the quasi-
it should’ve remained an arcade game. real-life locations—racing through the
GREG S. GIANCARLO ANDREW www.sega.com While it’s perfect in short bursts—like Milky Way stage is a visual treat.

110 • ELECTRONIC GAMING MONTHLY • www.1UP.com


■ We couldn’t test
PS2 Rogue online;
Eidos tells us it runs
a little less smoothly
than the Xbox version.

■ PS2/XB

ROGUE TROOPER
Blue Man night at the gun club
Good: Solid gunplay, entertaining co-op modes
Bad: Bland levels, typical run-and-gun feel
Shocker: Xbox version plays a little smoother, looks better

G. FORD: Rogue Trooper came injured-soldier levels—is also done don’t love the characters (or the low-
stamped with huge double-whammy well and left me wanting more. calorie story), but Rogue looks great,
potential: Not only is it a licensed But while this war offers high-caliber plays great, and shows that there’s still
game, but it has a license none of us thrills, the monochromatic levels blend room for surprise hits from little studios
was familiar with (it’s based on a strip together, and you’ll have no problem in this big, big business.
from popular United Kingdom comic outwitting the enemy A.I. Also, other
2000 AD ). This fact made the result- supposed features feel more like empty KATHLEEN: Though its gameplay is
ing solid third-person action-shooter filler, such as the rarely used stealth totally derivative—and its “Blue Man
sweetly satisfying in a happy trigger kills and lame bazooka sequences. Group goes G.I. Joe” main man looks
finger way. Gameplaywise, it’s familiar Still, Rogue’s a solid surprise. ridiculous—Rogue Trooper ’s variety of
shoot-shoot-bang-bang fare with an wisecracking guns, explosions, guns
interesting hook: When your geneti- ROBERT A: I had to play through that cause explosions, fast-paced mis-
cally engineered hero’s blue-hued Rogue Trooper twice just to make sure sions, and (bless its heart) skippable
comrades head to that Smurfville in underdog-love wasn’t clouding my cut-scenes won over my jaded heart.
the sky in scripted fashion, you grab judgment. Well, that and I wasn’t done The online co-op missions ended up
the soul-containing biochip of each, exploring all the myriad ways to kill the being such fun that I was irritated they
which you then attach to your gun, enemy “norts,” from luring them across were so undersized—I could’ve used
helmet, and backpack so they can a patch of mines with a holographic a couple more of them. And while the
give you posthumous support. (Your projection of myself to perfecting the rest of the game won’t deliver much
helmet cracks a lock while you tackle art of a well-lobbed grenade. The game you haven’t seen before, it’s innovative
an ambush, for example, or your gun achieves a Halo-like open-endedness just by the fact that it does every-
acts as a sentry turret as you go on a in combat, though the bad guys aren’t thing it sets out to do so well. Rogue
flanking attack.) nearly as smart. But Rogue’s excellent Trooper, I thank you for the important
Online co-op play—which consists pacing makes it all enjoyable, constant- lesson you’ve taught me about judg-
of just three straightforward mission- ly changing gears—from sneaking to ing a game by its cover art: That’s now
based levels and two defend-the- sniping to all-out Rambo firefights. I accurate only 99 percent of the time.

6.5 8.0 7.5


Publisher: Eidos
THE VERDICTS

Developer: Rebellion
(OUT OF 10)

Players: 1-2
(2-4 online or system link)
ESRB: Teen
G. FORD ROBERT A. KATHLEEN www.eidos.com
review crew:
multiplatform

Notorious H.I.T.
Blood Money ’s biggest
addition to the aging
Hitman formula is
its notoriety system,
which pegs you for unnecessary noise and
violence. If your notoriety value gets too high,
you have to either bribe it down or deal with
the increased awareness from security person-
nel and civilians. Directly related to this: The
newspaper write-ups after each level will have
more detailed sketches of you based on wit-
ness descriptions.

■ PS2/XB

HITMAN: BLOOD MONEY


You know MacGyver's jealous
G. FORD: Even a stroll through an idyllic neighbor- change from previous games’ eerily empty venues. porn mogul’s Aspen Christmas party (complete with
hood can’t deter hired gun Agent 47 from the grind. But at Blood Money’s heart, each uniquely inge- drunken Santa and hot-tub debauchery) felt like
Myriad ins to his target’s house exist, but rather nious level (which run out of steam only near the such a real place. This is a great toy.
than sneaking through the basement (booor-ing) end) could be from any Hitman game—it’s familiar
or dressing as the party clown (the tears sure fun. Oh, the save system—in-level saves get wiped OFFICIAL PS MAG—THIERRY: I was afraid that
won’t be his), the bald one dons the pool boy’s when you leave the game—blows. the Hitman franchise was going the way of the
garb and hangs out by the grill. A stunning young sports title, offering only incremental improve-
lass soon traipses his way and demands his assis- ROBERT A: About half an hour into this—my first— ments between games. But I’m pleased with Blood
What’s the Diff? tance—ahem—inside. Moments later, he procures Hitman, I found myself thinking, “I’m not a real hit Money’s new features, such as the notoriety system,
The XB and PS2 her microfilm-containing necklace before knocking man. I don’t know how to sneak into a compound getting money to spend on both weapons and bribes
versions are
off her husband and escaping. full of trigger-happy security guards and kill their to lower said notoriety, and the use of highly popu-
nearly identical,
And that’s the Hitman series’ MO—third-person boss without making a sound!” Blood Money shows lated venues for missions. The first two are pretty
but you will
notice a step up stealth-action, with a fun, “which doohickey can I you where to hold the handlebars and how to pedal, big changes, in my opinion, and the last makes for
with the 360 ver- use to lethal ends this time” twist. Like previous and then it shoves you down a steep hill. I’m not some awesome levels, including the Mardi Gras
sion. From the go-rounds, Blood Money—in which a rival agency sure there’s a better way to learn. A game this open mission. And how could you not love a game that
time we spent is bent on snuffing out 47—is an exercise in repe- has to be picked at and played with like a Rubik’s lets you off a guy by hiding a remote-controlled
with a near-final tition. Sure, that scenario I describe above sounds Cube. It took me a few hours to understand the bomb inside a wedding cake?
preview build, delish, but it’s the result of a dozen botched gruesome manhunting possibilities. Unfortunately, Too bad such a fine assassin sim is bogged down
the game plays ops. Methodically knocking off targets satisfies, I also started to understand how to cheat. Being a by such a crappy save system. Why did the devel-
the same but though, especially when it involves one of many path-of-least-resistance kinda guy, oper ditch a perfectly workable save system for
looks much new intentional “accidents”—think exploding hot when the going got tough, one that deletes midlevel saves when you exit the
sharper (think plates and rigged-to-flatten chandeliers. I traded clever stealth game? What if I get a phone call from the president
more a Tomb A couple things worth noting: You no lon- for cheap machine- and need to quit? Being forced to restart a mission
Raider: Legend ger can take the gun-happy route without gun massacres. I is pretty annoying. While the A.I. could use some
360 upgrade
penalty (see sidebar), which I applaud. You loved the levels’ improvement (one guard spots you, and they all sud-
rather than a
can also upgrade weapons, and the lev- ambience, denly know where you are), it’s the save system that
Gun upgrade).
els now teem with civilian activity, a nice though—the totally knocks a point off for me. P

7.5 8.0 8.0


Publisher: Eidos
THE VERDICTS

Developer: lo interactive
(OUT OF 10)

Good: Great level design, the “accidental” deaths Players: 1


Bad: Still lots of trial and error, awful save system ESRB: Mature
Good Reading: The newspaper roundups after each mission
G. FORD ROBERT A. THIERRY www.eidos.com

112 • ELECTRONIC GAMING MONTHLY • www.1UP.com


review crew
playstation 2

■ PlayStation 2

ACE COMBAT ZERO:


THE BELKAN WAR
Routine flight
Good: Stunning graphics, a few novel missions
Bad: Not enough checkpoints, blah levels and story
Funky Glitch: Switching off the music mutes cinemas, too

CRISPIN: Crack the sound barrier dening retries of the lengthier levels minutes splitscreen multiplayer don’t
and watch vapor bloom from your when you crash and/or burn. help the war effort much either.
fuselage. Throttle up to afterburner Zero does mix in special, savvier
and see the patchwork farmland rival opponents, a much smarter OFFICIAL PS MAG—JOE: The Ace
zip by at blurring speeds. Officially wingmate, and a new flight-evalua- Combat series has had some really
licensed planes are lovingly detailed tion system that affects radio chatter. spectacular moments in the past.
down to their rivets and virtual But this series seriously needs to By deftly mixing realism and sci-fi,
cockpits. Yep, this is as good as evolve past niftier visuals if it’s going the designers usually managed to
flight games are going to look on to take off on the next systems. keep things interesting: Witness
the PlayStation 2. So it’s too bad the Electrosphere’s space battle or
mission variety and plot and fire- DEMIAN: If this is what it’s like to Shattered Skies’ infiltration of a mis-
and-forgettable dogfights don’t soar pilot multimillion-dollar jets at Mach sile installation. Unfortunately, Zero is
to the same heights as the visuals. whatever, put me down for a defer- a big exception. The game packs in
In fact, Ace Combat Zero feels like ment. Zero inspires the invention of the cheesy live-action cinemas and
such a no-frills follow-up that at new swearword combinations thanks overwrought story, but what hap-
times I often felt like I was stuck on to its no-checkpoint philosophy (I pened to the interesting gameplay
last year’s flight. The plot—which can’t count how many missions I had that made the series such a classic?
stars a cast of live actors doing to restart after 30 minutes of futility) The vast majority of Zero’s missions
community theater in front of CG and plain crappy targeting. Strangely, are pedestrian chase-and-fire affairs,
backgrounds—has achieved Metal Zero sometimes forgets that your with almost no imaginative twists.
Gear Solid–style pretentiousness. Too missiles can actually lock on to The always-excellent controls and
many missions send you on so-so targets, and I often had to switch wide assortment of different planes
bombing and dogfighting sorties (the weapons back and forth before it are fairly entertaining, but Zero’s a
last game had more variety). And a would remember. huge step down from either of the
lack of checkpoints guarantees mad- An insipid story and fun-for-five- last two games.

■ Two-player dogfights
involve lots of left turns,
with occasional right turns.

5.5 4.5 6.0


Publisher: Namco Bandai
THE VERDICTS

Developer: Namco Bandai


(OUT OF 10)

Players: 1-2
ESRB: Teen

CRISPIN DEMIAN JOE www.namco.com


review crew:
playstation 2

■ PlayStation 2 Good: Fantastic physics and pretty graphics

TOURIST TROPHY
Bad: Unforgiving controls and lonely races...no online
Four Wheels: Better than two?
GREG S: As a simulator, Tourist Trophy is that and two brake buttons
about as good as you’ll get on two wheels. (front and rear), a crouch button, and
Terror on two wheels The unforgiving handling—not to mention the analog stick, I could be hitting up to five
supreme throttle and brake control—of inputs at once—and still wishing I had an
the crotch rockets within feels perfect and analog trigger for the gas.
forces you to learn each and every curve Tourist Trophy is an incredibly techni-
of each and every course. But for most, the cal racing sim and a well-executed vanity
frighteningly realistic physics are almost project that will appeal to a very small
too much to take. Even with the different group of people. It feels a whole lot like
riding styles available, it’s difficult to find Gran Turismo, from the menus to the
the one that will ease you into riding if you license tests, but it’s even less forgiving on
don’t already know what you’re doing. the track. I can see how some players will
And as a straight racing game, Tourist really appreciate that, but if you’re looking
Trophy is boring. With only four bikes for an actively fun racer, this isn’t it.
maximum on any of the massive courses
available, events can get really lonely. 1UP.COM—MILKMAN: Gamers who like
Especially if you’re used to full-fielded titles Gran Turismo 4 but aren’t motorcycle
like Namco’s MotoGP series. enthusiasts might not enjoy Tourist Trophy
The other major problem for me is that all that much, despite a significant cross-
the whole thing feels like a rushed Gran over of tracks, visual finesse, and modes
Turismo 4 spin-off...which it pretty much (license tests, anyone?). The game’s likely
is. The recycled tracks, the limited upgrade lack of appeal can be attributed to the
options on each bike, the silly one-on-one steep learning curve, primarily with the
races needed to unlock most of the inven- handling and controls, which, while nimble
■ Lonely roads: Them
tory—none of it is satisfying. enough, demand gamers carve out perfect
tracks are empty.
Hardcore bike aficionados will be in racing lines. For more determined gamers,
heaven thanks to the variety and physics. To however, Tourist Trophy features a deep list

6.5 7.0 8.0


Publisher: Sony CEA
everyone else out there: buyer beware. of customizable bike settings (although you
THE VERDICTS

Developer: Polyphony Digital


(OUT OF 10)

Players: 1-2 cannot upgrade parts), rider positioning, and


ESRB: Everyone DEMIAN: I’ve never ridden a motorcycle, a sexy 100-count selection of the world’s
but from playing Tourist Trophy...it must be finest motorcycles. Tougher than MotoGP
GREG S. DEMIAN MILKMAN www.us.playstation.com hard as hell. I like manual gears, so with but worth the effort involved.

■ PlayStation 2 Good: A fast-paced story


Bad: Too much backtracking and fetch questing

ATELIER IRIS 2:
Atelier: A studio, especially for an artist

GREG S: Apparently, my cohorts found the more like fan-made projects


first Atelier Iris “charming” and “retro.” I than modern, big-budget RPGs. But hey,

THE AZOTH OF DESTINY never played it, so I can’t comment on that.


But I’d use different words to describe the
sequel—words like “dated” and “cluttered.”
not everything has to be Final Fantasy, right?
A certain niche of gamers will surely warm
up to this unassuming quest, but anyone
A dash of cute, a pinch of boring It’s easy to like Azoth at first, despite accustomed to the genre’s finest offerings
the very old-school visuals and fuzzy back- will balk at its wimpy difficulty and light-
grounds. The very anime-style voice acting weight narrative. A solid battle system (subtly
and light dialogue mix well with a plot that improved over the previous installment’s)
takes itself seriously enough and moves at provides an engaging hook, but a poor design
a fantastic pace. choice—you spend a sizable chunk of the
But there are two things I never could get game playing a chick tasked only with creat-
around while slogging through the game. ing items—negates much of the enjoyment.
While leveling up your characters is never
a grind in Azoth, infuriating fetch questing JENN F: Greg is so right on about the
and backtracking can be. The artificially gameplay being artificially lengthened. What
lengthened gameplay has you running all should be a tight, concise game instead
over areas you’ve already visited looking for extends to sprawling proportions—even the
stupid things that really never seem worth 2D graphics are stretched to jaggyville—
an hour-long quest. Things like cotton to fix making Azoth feel a little...I dunno, wimpy?
a ship’s sail. Ugh. And the random encoun- Murky? Unfulfilling?
ters are too boring and lack any real chal- The time bar in the battle screens does
lenge. They have a lot of potential, thanks to offer some strategic depth. And though it
the Grandia-esque active battle system. But seems unfair that stay-at-home alchemist
honestly, they mostly come down to jabbing Viese plays second fiddle to Felt’s heroics,
the X button over and over again until the I loved switching over to her whenever I
fight is through. wanted, messing with recipes and inventing
Azoth isn’t an incredibly bad game, but new items (Shane’s totally missing out).

5.5 6.0 7.0


Publisher: NIS America
it’s just not worth playing when there are so I tailored my experience just enough,
THE VERDICTS

Developer: Gust
(OUT OF 10)

Players: 1 many better options out there. however—spending more time with game-
ESRB: Everyone 10+ play aspects I liked, exploring and experi-
SHANE: Packed with antiquated graphics and menting at my own pace—that I ended up
GREG S. SHANE JENN F. www.nisamerica.com corny dialogue, the Atelier Iris games seem having some real fun.

114 • ELECTRONIC GAMING MONTHLY • www.1UP.com


review crew:
xbox

■ Zoë wonders if there’s


a time machine powerful
enough to bring her back
to an era when adventure
games were still cool.

■ Xbox

DREAMFALL:
THE LONGEST JOURNEY
Everybody's kung-fu fighting...badly
Good: Unconventional story
Bad: Jaggy graphics, hideously bad combat
More Depressing: PC predecessor was a big-time award-winner

MATT: God, I miss adventure games. puzzles. Match a doohickey and the but shouldn’t there be a place for that?
On the other hand, I miss Betamax, plot advances, unfolding predictably My main complaint is that the puzzles
reel-based home movies, and sepia- enough until the combat. Combat? aren’t always well designed, so you’re
colored shag carpet—that doesn’t Combat. Possibly the worst iteration often left scratching your head.
mean you should. Unfortunately, The of third-person slap-kick-block ever,
Longest Journey sequel Dreamfall Dreamfall’s scattered action sequenc- 1UP.COM—GARNETT: Dreamfall ’s
has my problem: numskull nostalgia, es practically wreck an already niche developers got so caught up in telling
to the point of wrecking an otherwise experience. In other words, it’s pre- their tale that they forgot to make
uncommonly well-written story. scribed, with reservations, for patient a game to go with it. You’re not so
As the game sputters into action The Longest Journey zealots only. much playing this story as it’s pulling
(lots o’ load screens here, folks), you you through on a leash.
play Zoë Castillo in Casablanca in 2219. JENNIFER: I think this unconventional The 3D world is dramatic enough,
You’re in a coma, but we don’t know game deserves more credit for its but most of the game involves walk-
why. (Flashback time!) It seems that great story and voice acting. That ing your character from one place
two weeks earlier, you were having the plot can make me want to suffer to another and watching the next
visions of a girl, a black house, and a through abstruse puzzles and hideous scene—a slow, trudging trek. When
wintry landscape. (Uh-oh.) When one of combat simply to find out what hap- you do face some obstacle or puzzle
your friends disappears, you hit the trail pens next may not win the game an to solve, the solution is always near
talking to people and solving puzzles. award, but it does lift it above those at hand and easy to sort out. And
Dreamfall cobbles small, scantly cookie-cutter titles with crappy com- woefully clunky hand-to-hand combat
detailed 3D areas together and gives bat, meh environments, and terrible and rudimentary sneaking sections
you third-person control of Zoë (and stories. (And I found the environments, don’t break up the grind any better.
eventually, of two other characters while not always graphically impres- Dreamfall may have left its point-and-
whose stories intersect) to explore, sive, at least interesting and exotic.) click roots behind, but it comes up
gather mundane objects, and solve Yeah, the game’s easy and slow paced, empty trying to replace them.

4.0 6.5 4.0


Publisher: Funcom
THE VERDICTS

Developer: Aspyr
(OUT OF 10)

Players: 1
ESRB: Mature

MATT JENNIFER GARNETT www.dreamfall.com


review crew:
psp

■ PSP Good: Just like Advance Wars, but online

FIELD COMMANDER
Bad: The Advance Wars copying is relentlessly blatant
Awesome: Downloadable, player-made missions
ROBERT C: Remember how much you loved AW expertise, but if you like
Advance Wars? All those different units, the handheld strategy games enough to
A battle in your pants (pocket) solid rock-paper-scissors play balancing, read this review and you haven’t played it,
the crucial bonuses granted by command- pinch yourself—you may not exist.)
ing officers, the desperate land rush to I like the game’s more versatile infantry
finance your growing legions, and (above units: Spec-ops soldiers lay mines and
all) the critical strategizing it took to beat take out armor from afar, while snipers
each map? Now you can play it again—only can go all stealthy. Aside from a few other
in 3D and without as much personality (and quirks, the learning curve is more like a
a little less strategizing)—on your PSP. mild ripple. I do wish the A.I. were smarter,
Field Commander isn’t bad. It just lacks but other than minor complaints like that,
Advance Wars’ energy and verve, leaving you’re looking at Advance Wars with online
you with a game in traditional military drag play. It may not be innovative, but it’s still
■ Online: Aside from head-to- with solid but uncompelling gameplay. As addictive as hell.
head battles, Transmission mode in AW, missions rarely go beyond “capture
lets you play up to five games or kill all your enemies.” But the A.I. rarely JENN F: Addictive as hell is right. No mat-
simultaneously over time. Log challenges you—only two missions were ter how deliberate a battle’s pace is, Field
in, play your turn, log out. Nice. so tough that I had to restart. Multiplayer Commander never has a dull second, thanks
is more satisfying...or it would’ve been, if to the constant strategy lurking beneath
Demian had shown a shred of mercy. each turn-based move. Even online play,
My biggest challenge was making out tinged with lag, never loses its momentum.
the units—too many of them look alike. I also like how you can save game progress
I shouldn’t have to manually scan every anytime during missions—even in multiplay-
enemy to know what I’m up against; I er—so that long rounds can staccato into
should be able to just see it. It’s worth shorter, more portable-friendly sessions.
mentioning corrupted saves late in the Just as impressive—and a little surpris-
game forced me to replay some missions. ing, given the genre—is the presentation;

7.0 7.5 9.0


Publisher: Sony Online
its graphics really flex their metaphorical
THE VERDICTS

Developer: Sony Online


(OUT OF 10)

Players: 1-2 (2 via local or DEMIAN: Field Commander’s turn-based muscles when the bird’s-eye view suddenly
online Wi-Fi) battles are such a rip-off of Advance Wars’, swoops down into the battlefield, bringing
ESRB: Teen
it’s easier to describe how the two games the exchange to life. Did I mention this
ROBERT C. DEMIAN JENN F. www.us.playstation.com differ. (Normally, I wouldn’t just assume your game is great? There, I said it.

■ PSP Good: It’s a gorgeous game

MONSTER
Bad: Defeating big beasts on your own is tough
Unforgivable: No online play

BRYAN: Daxter, Syphon Filter, Field who imported an art book of

HUNTER FREEDOM
Commander—seems the PSP’s finally the PS2 version—couldn’t really get into
building a respectable library of games. Freedom. Yeah, it controls fine and looks
And Monster Hunter Freedom adds to it. fantastic, but it suffers the same “been
For the most part, Capcom’s PS2 action- there, done that” feeling as other PS2-
Hunt anywhere, anytime roleplayer makes a seamless transition to-PSP ports, in this case with the added
to the smaller screen. It’s stockpiled with handicap of no online play. A few new fea-
things to do, as quests range from simple tures and local wireless play (how often
(gathering wild mushrooms) to demanding can you really use that?) are no substitute
(slaying a creature of Jurassic proportions). for the camaraderie of joining up online to
Kills aren’t only about needlessly spilling take down a big dragon or checking out
blood, either; I took scraps from carcasses your rivals’ custom-built gear.
and created sweet weapons and armor.
MH vets (well, with the exception of Mark) 1UP.COM—MILKMAN: With the exception
will enjoy the new additions here, including of a couple of interesting tweaks (most
two-player treasure hunts and the Felyne notably, a new farming safe zone where
Kitchen—why slave over a hot stove when thrifty green-thumbed gamers can save
you can hire these crazy cats to cook you money by growing food, mining resources,
some stat-boosting grub? And visually, the and fishing), Monster Hunter Freedom
game is a spitting image of its big brother. is a near-perfect port of the original PS2
Yet, while Freedom retains the original’s Monster Hunter. That’s pretty impressive,
good looks, the same can’t be said for if only for the seamless transition of the
its online mode. Sorry, but I have a hard crispy visuals. And while the “innovative”
enough time naming three friends, let alone control scheme from the PS2 version (use
getting three in the same room for local Wi- the right analog stick to attack) doesn’t sur-
Fi hunts. The lack of Internet play becomes vive the port, the game is actually improved
an even greater headache when pursuing because of this. Pressing the X button to
a towering beast—unless your character is attack is an infinitely more satisfying form

7.0 6.0 8.0


Publisher: Capcom
insanely strong, going one-on-one with the of combat, which helps, since Freedom is
THE VERDICTS

Developer: Capcom
(OUT OF 10)

Players: 1 (2-4 via local Wi-Fi) likes of a dragon is a lost cause. a notably more singular affair thanks to the
ESRB: Teen lack of online support (as the other guys
MARK: It doesn’t say much for this PSP have already groused about). Now, how
BRYAN MARK MILKMAN www.capcom.com Monster Hunter that even I—someone about Monster Hunter Deux?

118 • ELECTRONIC GAMING MONTHLY • www.1UP.com


review crew
gamecube

■ Not pictured:
screams of agony.

■ GameCube

ODAMA
A weird world of pain
Good: The satisfying crunch of destruction
Bad: Harder than the bar exam...in a foreign language
Humiliating: Playing Odama in public: “Press forward!”

ROBERT A: We can just imagine Yoot crushes friend and foe alike. revere (I’m looking in Robert’s direc-
Saito, Odama’s creator, lounging on a It’s all about multitasking, juggling tion). You do get a sweet sense of
beanbag chair years ago and smok- the strategic (the troops) and the accomplishment when luck favors
ing heroic quantities of marijuana, immediate (the ball). I loved it...when you and you can clear a board or
listening to Close to the Edge by the I wasn’t clawing my eyes out. Odama topple a boss, but rarely does the
band Yes, and daydreaming about is old-school hard, compounded by fun reach full tilt.
pinball. What other story explains the plenty of rough edges. It’s a too-brief,
inspiration for a game that combines too-messy, too-charming monument G. FORD: Robert might be onto
a stone ball the size of a house with to the power of personality in games. something with that whole beanbag
an army of expendable soldiers in idea. Surely, the king of publishing
demolition-friendly feudal Japan? CRISPIN: As it turns out, pinball and gimmicky games (think Brain Age,
It’s your job, as commander of this real-time strategy aren’t two great Nintendogs) wouldn’t approve this
rabble, to corral them as they guide tastes that taste great together. messed-up mash-up, which has
your sacred bell from one side of the The ball in this genre mash-em-up a dreamy inspiration that’s totally
battlefield to the other, thus into the moves with all the zippiness of a offset by an oh so painful execution.
gate that leads to the next stage. You cantaloupe drop-kicked in lunar Good luck guiding the sluggish ball
control them with simple commands gravity. Meanwhile, I yelled a lot up the thin paths of the brutal moun-
issued into the included microphone. worse than just the accepted voice tain level. And it’d be nice if your
You keep the enemy at bay with the commands into the microphone as soldiers followed orders with any
stone pinball, which you thwack into my pikmin-size soldiers lost ground consistency, high morale rating or
enemy buildings and bosses and again and again. Top it all off with not, a hang-up that kills any strategy.
send careening over power-ups—the blah graphics and confusing levels I did enjoy the humor, specifically
most important of which turns every (have fun figuring out the multisided the bowled-over units’ comments
flattened enemy to your cause. But mountain) and you get an oddball (“Does this mean no bonus?”), just
you’ll need to combine dead aim game that only a cult dedicated to not enough to recommend this
with field-tilting skills; your ball wackiness for wackiness’ sake will clever, but frustrating, mess.

7.5 5.5 4.5


Publisher: Nintendo
THE VERDICTS

Developer: Vivarium
(OUT OF 10)

Players: 1
ESRB: Everybody 10+

ROBERT A. CRISPIN G. FORD www.nintendo.com


review crew:
ds

■ DS

BRAIN AGE: TRAIN YOUR


BRAIN IN MINUTES A DAY!
Drain bamage
JENNIFER: This brain-training game took Japan by I’m out of daily exercises, the on-demand sudoku is Brain Age’s Spartan visuals and perky soundtrack
Brain Drain
storm, and it’s easy to see why: Doing well makes great; it easily offers the best interface I’ve seen for don’t impress, but given the unique nature of the
Something
you feel really smart, and it somehow makes arith- that genre. All Brain Age lacks is depth—because “game,” traditional trappings feel utterly incon-
doesn’t add up
metic fun. The timed exercises—which involve a you can’t play continuously for long periods of sequential. And while I wanted more multiplayer
in multiplayer.
variety of scientifically proven mind-stimulating time, it failed to captivate me the way an addictive options, the core single-player experience offers
Yes, 16 people
activities, such as simple math, counting syllables puzzle game or even a serious crossword would. such compelling replayability that I can’t complain.
can play off of a
in a sentence, and visual memory puzzles—chal- But this is an innovation whose time has come.
single cart wire-
lenge you to perform tasks quickly and accurately. 1UP.COM—JEREMY: You got your math in my
lessly—slightly
After you complete a few rounds, the game calcu- SHANE: I could easily exhaust all 130 of this videogame! I’m sure sudoku is better for my amusing in
lates your brain age (20 is the best score, based review’s allotted words in an attempt to explain gray matter than watching E!’s latest Hollywood itself. But the
on the age at which your brain activity supposedly what’s so great about Brain Age, but all I need to exposé, but I’m still not sure that I really buy into game only offers
starts diminishing). As you train more, you’ll unlock do is hand you my DS and let you try it for your- this whole “Brain Age makes you smarter” hype. a single exercise
new exercises, and the game keeps track of your self. Trust me—you’ll be instantly hooked. Whether Benefits or not, Brain Age passes the most impor- (the arithmetic
progress through a series of graphs. you’re blazing through simple arithmetic problems, tant test: It’s fun. Granted, it’s not fun by typical one), and you
I love how Brain Age is a different sort of game. reading literary classics out loud, or drawing a pic- videogame standards, but that’s par for the course can’t see how
You hold the DS sideways like a book, and writing ture of a koala bear from memory, Brain Age never with the DS. Brain Age’s simple presentation others ranked.
in the answers on the touch screen is übersatisfy- fails to surprise, entertain, and challenge your places the emphasis entirely on short sprints of It’s much too
ing for the Jeopardy! geek in me. I also appreciate mind. Young kids might view the whole concept as mental acuity, and it’s gratifying to know my mind brief and just
the variety of minigames—whether sketching a being dangerously close to homework, but twenty- operates at “rocket” speeds. I just wish the game leaves you
fire engine or counting hours elapsed on a clock, something oldsters (and beyond) will wonder how offered a wider array of activities...simple arithme- wanting more.
I always look forward to my favorites. Plus, when they ever got by without this stimulating exercise. tic has only so much staying power. P

It’s a Draw...
Counting and reading tests are obvious gauges of
mental capacity, but Brain Age presents you with a
couple more unexpected exercises. One of our favorites
involves drawing objects from memory. You’ll be asked
to sketch a random object, such as, say, the Mona Lisa.
Then the game shows you the original and compares
it with yours, emphasizing the prominent features your
sketch should have. Don’t feel bad if you’re not that
JENNIFER SHANE JEREMY REAL THING
artistic—look at what we came up with....

8.5 9.0 7.5


Publisher: Nintendo
THE VERDICTS

Developer: Nintendo
Good: Another truly innovative title for the DS
(OUT OF 10)

Players: 1-16 (via local Wi-Fi)


Bad: “Minutes a day” is really all you get ESRB: Everyone
For All You Cheap Poindexters Out There: It’s only $20
JENNIFER SHANE JEREMY www.nintendo.com

120 • ELECTRONIC GAMING MONTHLY • www.1UP.com


■ DS Good: Clever stylus gameplay concepts, fun multiplayer

LOST MAGIC
Bad: Frustrating A.I. problems, uneven difficulty
Character Designs: By anime legend Yoshiharu Sato (Studio Ghibli)
SHANE: Lost Magic may look like an JENN F: What? I scroll away for one sec-
unassuming action-RPG, but beneath its ond to get a quick look-see at my minions,
Real-time strategy gets sketchy old-timey 2D trappings lurks something and I scroll back only to learn some mon-
far more daring: a role-playing/real-time ster has been punching my hero in the
strategy hybrid. You still get the basic face repeatedly. Uncool. While its hybrid of
tenets of Japanese RPG-dom—doe-eyed game mechanics is truly nifty, Lost Magic
anime characters, a hackneyed story line, quickly becomes a fast-paced terror of
and scads of equipment and spells to multitasking and micromanagement.
collect—but Magic’s nontraditional touch- Granted, there’s an enemy-tracking GPS
screen gameplay offers plenty of surpris- on the top screen that I ought to be watch-
es...not all of them pleasant, mind you. ing, but it’s tough when the touch screen
First off, your hero’s frontline offense is flurried with tiny icons where I assumed
forces you to draw increasingly complex actual graphics would be. Worse, char-
magical runes with your stylus. This poten- acters can clump up during battle, which
tially nightmarish tactic actually works, makes tapping the intended icon nigh
thanks to a forgiving recognition system impossible. If it weren’t for the killer music
and simple interface. Unfortunately, touch- and Studio Ghibli stills, I would have imme-
screen control doesn’t work so well for diately thrown my DS across the room.
the other aspects of battle. Maneuvering
your hero and troops by pointing, grouping, 1UP.COM—JEREMY: The DS seems like a
and clicking feels clumsy; an obnoxious natural fit for real-time strategy games, but
manual camera forces you to baby-sit the a touch screen alone does not a great RTS
action; and poor A.I. pathfinding means make. Case in point: Lost Magic. The battles
that everyone will get stuck on corners and tend to be small in size, and your captured
edges—it’s all incredibly frustrating. Factor monster allies are pretty limited in their
in a total lack of exploration, and the game abilities. Victory is often a matter of trial and
boils down to an exhaustive parade of error to determine the designers’ prescribed
tense, annoying battles. sequence of events. And while using the
Online multiplayer matches fare a little stylus to draw magic runes is enjoyable, it
better, as the thrill of assaulting your tends to get in the way of directing combat.
friends with monster rushes and souped- Lost Magic is fun when it’s not frustrating,
up spells momentarily overshadows the and as far as portable RTSes go, it’s about
lingering control and A.I. issues. the best you’ll find. Still, WarCraft this ain’t.

■ Commanding your
monster army with a
stylus gets distress-
ingly chaotic.

5.0 4.0 6.0


Publisher: Ubisoft
THE VERDICTS

Developer: Taito
(OUT OF 10)

Players: 1 (2 via local or


online Wi-Fi)
ESRB: Everyone
SHANE JENN F. JEREMY www.ubi.com

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by Rick O’Connor

121 • ELECTRONIC GAMING MONTHLY • www.1UP.com


review crew:
wrap—up

REVIEWS WRAP-UP
The games that were too little...or too late

FAR CRY INSTINCTS:


PREDATOR
Xbox 360 • Ubisoft • ESRB: M
Cheaters! No, not the online players in this first-person shooter (at least, not to our knowledge). We’re
talking about Ubisoft, for rereleasing the two Xbox 1 Far Cry games instead of giving us a new one
made from the ground up for the Xbox 360. So while we’re getting two games for one and some prettier
and shinier jungle bushes, we’re stuck with the same old levels and incredibly retarded A.I., straight
from a last-generation shooter. If you’re new to Far Cry, however—hey, don’t listen to our whining.
You’ll probably like the large, seemingly wide-open levels and mutant powers (which you’ll develop
partway through) just fine. And you’ll find plenty of online competition, too, which is always nice.

PORTS AND SPORTS

From Russia With Love NBA Ballers: Rebound MLB SlugFest 2006
PSP • EA • ESRB: T — In the PSP • Midway • ESRB: E PS2/XB • Midway • ESRB:
mood for a subpar third-person Ballers has you going from E10+ — SlugFest stays the
run-n-gun corridor shooter rags to riches in one-on-one course with its familiar arcade-
with slipshod controls that tournaments against streetball style game (complete with MLB
you can play on the go? From and NBA players. Although the players and teams). A charac-
Russia With Love’s single-play- character creation is robust and ter-creation mode marks the
Final Fantasy XI: Treasures of Aht Urhgan
PS2 • Square Enix • ESRB: T — This is easily the best
er campaign reduces to you to the extras you can buy add to only big addition, so if you’ve
expansion for Square’s massively multiplayer online
finding small blue checkpoints the replay value, the repetitive always wanted a big-headed
role-playing series yet, adding new jobs for the first time
to trigger events, and the mul- gameplay, long load times, and rendition of yourself in your
in years, new areas, and a wealth of new features—like
tiplayer is anemic at best. limited juke moves will have homer-happy games, have at it.
chocobo breeding/racing—and new assault and besieged
you bored in a couple of hours.
battles that make you feel like you’re in the middle of a
Bottom line: The From Russia Bottom line: SlugFest is still
massive Lord of the Rings battle, but with friends.
DVD and game both feature Bottom line: Like most ports a crowd-pleasing, unlockable-
Sean Connery’s voice—the for- on the PSP, Ballers is best filled hardball alternative. And,
Bottom line: Aht Urhgan puts as much fun back in FFXI as
mer is the better investment. played on a console. hey—it’s only 20 bucks.
the last expansion, Chains of Promathia, sucked out.

122 • ELECTRONIC GAMING MONTHLY • www.1UP.com


The Silent Hill Experience
PSP • Konami • ESRB: N/A — If you’re a serious Silent Hill fan (i.e., the type who might dabble in Silent Hill
cosplay, fan fiction, fan art, or live-action roleplaying) you might feel validated spending $20 on this collection
of comics, music, interviews, and trailers from the four Silent Hill games.

Bottom line: Really, though, this stuff should have been included on the upcoming PSP game, Silent Hill:
0rigins, as unlockable bonus material.

Steambot Chronicles Monster Rancher EVO


PS2 • Atlus • ESRB: T — It’s great to see someone PS2 • Tecmo • ESRB: E10+ — This series’ long-
bringing Irem’s charming little action-roleplayer to running gimmick of creating monsters from your
these shores. Steambot Chronicles (originally titled CD/DVD collection remains faithfully intact, but the
Bumpy Trot ) sends you out into the world with noth- surrounding game has mysteriously morphed into a
ing but your trotmobile—an evolution of the auto- kiddified RPG dense with obnoxious minigames and
mobile featuring customizable arms and legs—to do spiky-haired anime characters.
battle with all sorts of mechanized menaces.
Bottom line: Tykes might have the patience for the
Bottom line: The gameplay is unique, the vehicles dippy plot and repetitive gameplay, but the rest of
can be tailored to your liking, and the story is good. us should opt out.

Gradius Collection OutRun 2006: Coast 2 Coast


PSP • Konami • ESRB: E — This collection per- PSP • Sega • ESRB: E — OutRun 2006 on the PSP
fectly translates four titles of the classic shooter looks and feels almost identical to its PS2 cousin,
series to the PSP, as well as the never-released-here featuring all the same game modes, courses, and
Gradius Gaiden. Although most of the differences challenges, and even an excellent online component
between each version are minor (some of the games (both online and local). The only thing holding down
are nearly identical), it’s an overall solid package. this port is that it doesn’t always run smoothly.

Bottom line: Five games plus a movie gallery with Bottom line: Burnout Legends is a much more solid
soundtracks equals a great deal for PSP owners. game, but OutRun is a good secondary racer. P
review archive

REVIEWS ARCHIVE ■ Kingdom Hearts II : not


Because our memory is detachable... just for babies...really.
SCORES
GAME SYSTEM VERDICT (out of 10) AWARD
24: The Game PS2 ■ Faithful to the hit show but lacking the same freshness and wicked gunplay 7.5 5.5 7.0
ALL IN THE FAMILY Age of Empires: The Age of Kings DS ■ This deep, historically savvy turn-based strategy game is fun—and good for your brain 9.0 7.5 8.5 Silver
Nintendo’s come a long way since its Arena Football PS2/XB ■ Ridiculous defensive rules make Arena more forgettable than the actual league 6.0 5.5 5.5
days of hand-making playing cards Beatmania PS2 ■ Carpal-tunnel-causing rhythm game requires as much practice as being a real DJ 7.5 4.5 5.5
and running love hotels. Just which Black PS2/XB ■ Ka-BOOM! A first-person shooter full of sound and fury, signifying nothing 6.5 6.0 8.0
of its videogame icons has scored Blazing Angels: Squadrons of WWII XB360 ■ A pick-up-and-fly WWII flight-combat title full of planes, but its missions get tedious 7.0 6.5 6.5
the highest, though? We tallied up the Capcom Classics Collection Remixed PSP ■ Bright graphics and classy, classic games fill this portable powerhouse 8.5 8.5 9.0 Silver
core games of each series. We were Chibi Robo GC ■ Borky camera and slow text screens keep this adorable house robot from being great 6.5 7.5 6.0
even kind enough to exclude rereleas- CMT Presents Karaoke Rev. Country PS2 ■ The best (and only) all-country-music karaoke game we’ve ever seen! 7.5 6.5 7.0
es, party games, and CD-i abomina- Commandos Strike Force PS2/XB ■ A WWII shooter with plenty of good ideas, just not the best deployment of them 5.5 5.0 5.0
tions (average scores out of 10). Condemned: Criminal Origins XB360 ■ Clunky controls hobble this macabre survival-horror title’s deeply eerie gameplay 7.0 6.0 8.5
Daxter PSP ■ This bright, beautiful action-platformer feels cramped by the PSP’s limitations 7.0 7.5 7.5
Dead or Alive 4 XB360 ■ Boobs and button mashing are the core components of this pretty fighter 7.0 6.5 6.5
Drill Dozer GBA ■ Sweet. Classic 2D platforming returns in a great little portable form 8.5 8.0 8.5 Silver
Driver: Parallel Lines PS2/XB ■ A bad story doesn’t slow this driving game, due to the great physics and atmosphere 8.5 7.5 7.0
Dynasty Warriors 5: Empires XB360 ■ Button-mashing, ancient Chinese hack-n-slash that feels like a rerun of a rerun 5.5 5.0 4.0
Exit PSP ■ Long-form puzzles and lovely, arty graphics accent this pokey-paced, but fun, game 8.5 7.0 7.0
Fight Night Round 3 XB360 ■ Perfectly pretty pugilists pummel and punch with precision and panache 9.0 8.0 8.0 Silver
Final Fight: Streetwise PS2/XB ■ Decent brawler with nice minigames stumbles on repetition and a bad save system 6.5 7.0 7.0
Full Auto XB360 ■ Like Burnout with guns and a do-over button—so nice, we woulda liked more of it 8.0 8.5 8.0 Silver
The Legend of Zelda
series (eight games) 9.4 Full Spectrum Warrior: Ten Hammers
Ghost Recon Advanced Warfighter
PS2/XB
XB360
■ A squad-based shooter with broken rules of engagement 5.0 5.0 5.0
■ Amazing, war-is-hella-fun shooter with great multiplayer. Next gen is finally here! 10 9.0 9.5 Gold
The Godfather: The Game PS2/XB ■ Grand Theft Auto: Gangster. Atmospheric, faithful to the film, but a bit cheesy 8.0 8.5 7.5 Silver
Grandia III PS2 ■ A beautiful role-playing game with a choice battle system and a stereotypical story 8.0 8.5 8.0 Silver
Kingdom Hearts II PS2 ■ Everything an RPG sequel should be, starring all your Square and Disney favorites 10 9.0 9.5 Gold
L.A. Rush PS2/XB ■ This racing game offers a ton of cool cars that crash in random, frustrating ways 6.5 6.5 5.5
Major League Baseball 2K6 PS2/XB/GC ■ Reworked the swinging and hitting but forgot to help fielding and baserunning 7.0 6.5 7.5
Marc Ecko’s Getting Up PS2/XB ■ This partly broken, gritty, graf-art action game isn’t half as cool as it thinks it is 4.5 4.0 6.5
Me & My Katamari PSP ■ The PSP’s controls hobble the Prince’s ball-rolling, garbage-grabbing magic 7.0 5.5 7.0
Mega Man Maverick Hunter X PSP ■ A treat for Mega Man fans, it will seem outdated and difficult to anyone else 7.0 7.5 7.0
Metal Gear Ac!d 2 PSP ■ A short, streamlined, card-based tactical roleplayer that stars Mr. Snake 8.0 9.0 8.5 Silver
Metroid series
(five games) 9.0 Metal Gear Solid 3: Subsistence
Metroid Prime Hunters
PS2
DS
■ A great story and worthwhile additional content raise the bar for rereleases
■ Samus looks great on the DS, but she can be awkward to control in first person
10 10 9.5
7.5 8.0 7.5
Gold

MLB 06: The Show PS2 ■ Innovation isn’t defined as finally adding a decade-old feature to your baseball game 6.5 6.0 4.0
MS Saga: A New Dawn PS2 ■ Gundam RPG with superbosses and lots of customization but lots of fetch quests 6.0 8.0 5.0
NBA Ballers: Phenom PS2/XB ■ Shows good off-court ambition, but the gameplay shoots too many air balls 6.0 6.5 7.5
Onimusha: Dawn of Dreams PS2 ■ We agree this samurai game is beautiful but aren’t sure about its RPG aspects 4.5 7.5 6.5
The Outfit XB360 ■ Linear single player, but this WWII shooter’s dash of strategy is fun in multiplayer 7.0 6.0 7.0
Pokémon Trozei! DS ■ A Poké-themed puzzler that inflicts equal parts dullness and puzzle 6.5 7.0 6.5
Pokémon XD: Gale of Darkness GC ■ The series makes some strides on the Cube with this passable RPG for Pokémaniacs 7.0 6.0 7.0
PQ: Practical Intelligence Quotient PSP ■ A rather ho-hum puzzler that does manage to score a few “Aha!” moments 5.5 6.5 7.5
■ A crappy vehicular-assault game with a dumb premise and broken controls

8.9
Pursuit Force PSP 3.5 4.0 6.5
Super Mario series
(six games) Resident Evil: Deadly Silence DS ■ Outdated graphics and gameplay stunt this portable, multiplayer Resident Evil 6.5 7.0 7.5
The Rub Rabbits! DS ■ A touchable minigame title that doesn’t provide enough fun to be lovable 6.0 5.0 6.0
Rumble Roses XX XB360 ■ Wrestling with sluts has never been more next-gen or more pandering to perverts 7.0 6.5 3.5
Shadow Hearts: From the New World PS2 ■ A little-too-short-but-quirky RPG with an excellent timing-based battle system 8.0 7.5 7.0
Sonic Riders PS2/XB/GC ■ Sonic’s hoverkart racer isn’t fun or fast enough to catch up to Mario’s standard 5.0 5.5 5.0
Spider-Man 2 DS ■ If your spider sense is on the fritz, let us warn you to avoid this ho-hum adventure 6.0 5.5 3.0
Splinter Cell Essentials PSP ■ The controls might be difficult for some—Sam Fisher just doesn’t feel right on PSP 2.0 7.0 6.0
Street Fighter Alpha 3 Max PSP ■ The same Street Fighter you loved—without enough new features to make it shine 6.0 8.5 7.5
State of Emergency 2 PS2 ■ Third-person action sequel no one asked for delivers new ways of being average 6.0 5.0 6.0
Suikoden V PS2 ■ Slow to start and a bit dated, yet a compelling RPG with collect-em-all fun 6.5 6.5 6.5
■ A maze game that blends infuriating ball-rolling and adorable ape themes
8.1
Super Monkey Ball: Touch & Roll DS 6.5 5.5 6.5
Donkey Kong series
(five games) Super Princess Peach DS ■ A shiny new Mario-style adventure that needs to take the difficulty up a notch 7.5 7.0 8.0
Syphon Filter: Dark Mirror PSP ■ Lots of guns and interesting gameplay aren’t as much fun with awkward controls 7.0 7.0 6.0
Tales of Legendia PS2 ■ An RPG that’s too ugly and unbalanced to make the actiony battles worthwhile 5.5 5.0 7.5
Tales of Phantasia GBA ■ This dusty, classic RPG ported from the Super NES hasn’t aged very gracefully 6.0 7.5 7.5
Tao’s Adventure: Curse of the Demon Seal DS ■ An ambitious RPG that is stunted with a totally broken interface and battle system 4.0 5.0 4.0
Tetris DS DS ■ Classic puzzler brought to the DS, but with only one new mode for the touch screen 7.5 7.0 9.0
ToCA Race Driver 3 PS2/XB ■ This flawed and unbalanced racer is partially redeemed by its amazing variety 6.5 6.0 7.0
Tomb Raider: Legend PS2/XB ■ The titular raider is back, swinging and clinging in this solid tomb-robbing game 8.5 8.5 8.0 Silver
Top Spin 2 XB360 ■ Deep career mode, graphics update, and new shots make this a grand slam 8.0 7.5 8.5 Silver
True Swing Golf DS ■ A pick-up-and-play golf game that makes excellent use of the DS’ touch screen 8.0 7.0 7.0
■ A hackneyed, hack-n-slash dungeon crawl with a semifun multiplayer mode
7.7
Pokémon series Untold Legends: The Warrior’s Code PSP 6.5 5.0 5.0
(seven games) Warpath XB ■ Bargain-priced action-shooter’s online action is smooth but limited and clichéd 4.0 5.5 5.0
World Soccer: Winning Eleven 9 PS2/XB ■ The WE series finally catches up with the rest of the gaming world and goes online 7.5 8.0 8.5 Silver
*Games in red are previous Game of the Month winners.

124 • ELECTRONIC GAMING MONTHLY • www.1UP.com


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game over the olympics of suck

SEANBABY’S

ULTIMATE BAD GAME


The game systems face off in a tournament of shame
The tournament rules are
simple—a videogame GENESIS
system picks a team
of three champions:
Worst License: Batman Forever
Worst Concept: Toys
GENESIS
This matchup almost
its worst licensed Worst Game: Rise of the Robots
didn’t happen. Shaq
game, its illest-con- Manager: Shaq-Fu
tested positive on
ceived game, and its The Genesis has an amazing team. At worst license is a
over 70 performance-
worst game, period. Batman game based on a movie about the word “gay.” And
enhancing drugs
Each of these teams will for worst idea, the tie-in to the Robin Williams film Toys.
before the videogame
be managed by a fourth game: one that It’s being led by history’s worst fighting game and man-
sports committee
sucks but in an awesome way. After aged by the worst one about Shaquille O’Neal stumbling
figured out he just
representatives are chosen, the rules are into a kung-fu prophecy.
had horse DNA. But
even simpler: Two teams enter the Ring of
by the time it was
Crap and anything goes. Using any inepti-
tude at their disposal, they suck until only GAMECUBE all sorted out, his
three teammates had GENESIS
the suckiest is left sucking. Worst License: Charlie’s Angels easily destroyed the In an unbelievable
I understand the exclusion of N-Gage W.C.: Universal Studios Theme Parks Adv. GameCube without the show of arrogance,
and Gizmondo in a bad-game-system Worst Game: Batman: Dark Tomorrow help of his retarded three of the Genesis
tournament looks like an oversight. They Manager: WWE Crush Hour fighting game. competitors sat this
were deliberately left out—for the same The manager is the standout here. It’s a game about wrestlers out and let Batman
reason that humans and squirrels are battling in decorated cars. While this is already enough insan- Forever take on the
forced to water-ski in separate divisions. ity to set records, it’s the load time between the announcer’s NES alone. This made
Or that Phil Collins isn’t allowed to enter words that makes it a legend: “RIKISHI!...whrrr...snatches up... it an interesting fight,
his mouth in men’s crotch-cleaning con- whrrr...THE TWISTY ROCKETS!!!” You’ll talk like it for days. yet Batman Forever still
tests. Their natural advantages are too
had the edge in every
dominant. If we ever hold an unlimited-
aspect of failure. The
class-failure competition, N-Gage will be
extended an invitation, along with Hong PLAYSTATION 2 bad Nintendo games

Kong’s TVToy: Sego Sonar the Hedge- Worst License: Bad Boys Miami Takedown NES went away beaten,
but with a new skip in
Hodge Monster. Until then, the eight Worst Concept: McFarlane’s Evil Prophecy I once offered the out-
their step. “Someone’s
quarterfinalists will face off as follows: Worst Game: GoDai: Elemental Force raged creator of Total
worse than us!”
Genesis versus GameCube, PS2 versus Manager: Fugitive Hunter: War on Terror Recall, Mike Arkin,
cheered Deadly Towers.
NES, Xbox versus GBC, and PS1 versus Fugitive Hunter manages a solid team of bad games. Miami the chance to fight
GBA. May the worst system win. Takedown took Jerry Bruckheimer’s love letter to buddy- me. He refused. His
—Seanbaby cop movies and ethnic stereotypes and removed the intel- game, however, had
lectualism. And McFarlane’s Evil Prophecy marked the way- the eye of the tiger. It
too-manyth time they let Todd McFarlane design a game led the way in a close
and he came back with a drawing of some spiders. victory over the PS2
team. The deciding
factor was when all
NES the games realized
Worst License: Total Recall that Fugitive Hunter’s
Worst Concept: M.C. Kids terrorist-karateing
Worst Game: Deadly Towers awesomeness might
Manager: Wally Bear and the NO! Gang be unironic. So it was
The NES is another strong favorite. Total Recall and Deadly disqualified.
Towers have always been top contenders for worst game
of all time, and M.C. Kids is a game about McDonald’s.
Managing these all-stars is Wally Bear, a skateboarding
teddy bear that has done more to make drug awareness
uncool than anyone living or dead.

126 • ELECTRONIC GAMING MONTHLY • www.1UP.com


THE SYSTEMS

SEGA GENESIS NINTENDO SONY NINTENDO MICROSOFT NINTENDO SONY NINTENDO


GAMECUBE PLAYSTATION 2 ENTERTAINMENT XBOX GAME BOY PLAYSTATION 1 GAME BOY
SYSTEM COLOR ADVANCE

TEAM CHAMPIONSHIPS Who wants to see some


digitally mosaicked breast-
implant scans?!
XBOX
XBOX Worst License: Aquaman: Battle for Atlantis
Xbox dominated Worst Concept: The Guy Game
from the beginning. Worst Game: Drake of the 99 Dragons
Aquaman spent five Manager: Darkened Skye
minutes trying to Aquaman’s Xbox game is the crown jewel in a career built
explain to some fish around failure. Managing Team Xbox is Darkened Skye, a
that he needed a role-playing adventure where Skittles make up the magical
seaweed net, and no plot. The one to watch, though, is The Guy Game, an adult
one on the GBC team trivia quiz where extremely censored breasts taunt any
CHAMPION attempts to masturbate to them.

SEGA
could match that level
of failure. *NSYNC
kept it competitive, but
GAME BOY COLOR
GENESIS! XBOX once Drake of the 99
Dragons started flail- Worst License: ECW Hardcore Revolution
Xbox advances straight ing his guns around W.C.: Extreme Sports with Berenstain Bears
to the finals, since like a girl playing fash- Worst Game: Titus the Fox
With a bye in the semifinals, every- GBA was unable to Manager: *NSYNC: Get to the Show
ion model, it was clear
one thought that a fresh Team Xbox continue due to injury. GBC had no hope. The Game Boy Color did its best, but being the worst Game
could finally take down the show- Its hard-fought victory Boy Color game is like being the toughest International
boating Team Genesis. And in the over the PlayStation 1 Male model. However, they’re managed by a game about
beginning, it seemed like Aquaman was too punishing. My managing the band *NSYNC, so we know it knows how to
could take them. That’s until Robin Disney Kitchen from get something to really, really suck. But can its experience
Williams pulled out a peanut the PS1 team stumbled hope to overcome Xbox powerhouses like The Guy Game
launcher in the Genesis adapta- from the locker room and Aquaman?
tion of Toys. Congratulations, Sega to shout into the
Genesis. Robin Williams, Batman, microphone, “Some
and Cyborg’s Rise of the Robots may escape, but no PLAYSTATION
buns helped make you the worst one leaves My Disney GBA Worst License: Dukes of Hazzard
videogame system of all time. Kitchen unscarred!” GBA versus PS1 was Worst Concept: My Disney Kitchen
a war. PS1’s Dukes Worst Game: Bubsy 3D
of Hazzard, Disney Manager: Hooters Road Trip
Kitchen, and Hooters Bubsy 3D is a champion of mascot desperation. Please let
Road Trip were all him appeal to you, preteens. However, the star of the PS1
eliminated early, but team is My Disney Kitchen. It simulates having Mickey
nothing would make Mouse as your neighbor who’ll creep his uninvited head
Bubsy 3D go down. through your window as you cook and chirp, “What are you
That mascot came making, neighbor? I’ll bake your souuullll!”
to suck. While Mortal
Kombat sacrificed
itself as a distraction, GAME BOY ADVANCE
Fear Factor covered Worst License: That’s So Raven 2
Bubsy in the last of its Worst Concept: Fear Factor: Unleashed
goat-brain juice. Then, Worst Game: Mortal Kombat Advance
with its last burst of Manager: Karnaaj Rally
ham, Raven ate it.
We gave Mortal Kombat Advance a zero. Karnaaj Rally
had such a stupid box I refused to review the game. Fear
Factor: Unleashed is a translation of TV attention whores
drinking insect pee, and it worked even worse than you’d
expect. And oh, snap! That’s So Raven 2 is so, so Raven.
GBA put together a hell of a team.

ELECTRONIC GAMING MONTHLY • www.1UP.com • 127


game over

GRUDGE MATCH
Get in the ring

POWER UP! (Solution on page 133)

vs.
RUMBLE ROSES GUNS N’ ROSES
If you think two chicks can really claw it up in a wrestling ring, you haven’t
seen Slash and Axl fight for the rights to “Mr. Brownstone.” Let’s see whether
ripping off songs or pawing at thongs draws a bigger crowd....

THE CONTENDERS
Chicks in leather
Dudes in leather
Advantage: Rumble Roses
ENTERTAINMENT VALUE

Appetite for Destruction


It’s just a tick above does kick ass....
G.L.O.W. Advantage:
Guns N’ Roses

DEALING WITH DISSENSION


ACROSS DOWN
1. Yoshi’s origin 1. MLB stat Find another partner on Xbox Live Leave to form Izzy Stradlin
3. Japanese equivalent of our Electronic 2. A little over 40 percent of gamers Advantage: Rumble Roses and the Ju Ju Hounds
Entertainment Expo (abbrv.) are one
7. Sony’s Mark of _ 3. Poisoned beverage in Suikoden EMBARRASSING MOMENTS
8. Like Resident Evil piano music 4. Dr. Mario obstacle
10. Stretch Panic sentient neckwear 5. Guitar Hero ax accessory Pure Humiliation Match
12. Mario’s hurdles in Donkey Kong 6. GTA: VC Little Havana eatery makes ’er your bitch
The Spaghetti Incident?
14. GTA stretched ride 7. MLB’s Royal city, for short Advantage:
16. Soul Calibur nunchaku guy 9. _ Boxing (PS1) Rumble Roses
17. Marvel Nemesis’ Johnny _ 10. Great place to buy power-ups
19. Short name of the game in 8 11. Mario’s flower power THE CROWD
ACROSS 13. 1-up
21. Gran Turismo Dodge Cruiser 15. X- or Army Those who don’t mind paying to
Those who like to have
23. Pregame introduction? 18. Samus Aran’s Ball see huge egos colliding onstage
control over their soft-core porn
27. Shooters -Storm and -Crisis 20. Splinter Cell objective? Advantage: Guns N’ Roses
29. Blaster Master (NES) level 5 boss 22. NES titular boxer
30. Animal Crossing angling catchable 24. European TV-display format USE OF SPANDEX
32. Halo 2 Covenant pistol, rifle (plural) 25. SF Alpha 3’s X-, A-, or V-
34. Jade Empire secret area, “Lord _’s 26. Right trigger, in PGR Reiko
Furnace” 28. U.K. organization that banned Advantage: Axl Rose
35. Main man of Evil Dead games Activision’s CG Call of Duty ads Rumble Roses
36. _ Mans of Test Drive fame 31. Mario racing format
37. Final NES Mega Man 33. Crimson _ (Xbox) WINNER DETERMINED BY
38. 16-bit Fighter featuring Bad Mr. 37. Wacky, knife-handed Soul Calibur
Frosty stabber Submission (that’s hot)
40. Resident Evil 2 unlockable character 38. Nintendo’s current console, Ruthless
Advantage:
42. Final Fantasy X star for short rock-star lawyers
Rumble Roses
45. Tsugunai magic vessels 39. Ming, of NBA fame
47. Nintendo DS’ The _ Rabbits! 40. Halo 2 map
48. Dark Cloud power-up that refills
thirst meter
41. Fugitive Hunter U.S.-state locale
43. PS2-remote frequency
WINNER: RUMBLE ROSES
Now, let’s stop all this senseless fighting and have a GNR reunion tour with
49. Blazing Lazers (TG-16) power-up 44. Dig-_
hot chicks making out on the side stage.
capsule 46. Jumping Flash! 2 island, “Little _”

128 • ELECTRONIC GAMING MONTHLY • www.1UP.com


game over

SEGA’S
MASTERFUL MOMENT
Sega’s mostly forgotten 8-bitter hits the big 2-0
I
f you’re one of 90 percent of American kids who grew up
in the late ’80s loving videogames, you were the proud
owner of a Nintendo Entertainment System. But what about
the 10 percent who didn’t play with power? Though they never knew
the pleasures of Super Mario, a fortunate few discovered the Master
System, an NES alternative from an up-and-coming Sega. This other
8-bit wonder has just turned 20—a momentous occasion for Sega
nuts and fans of grids alike. —Jeremy Parish

THE MACHINE
The Sega Master System’s poor show-
ing in stores certainly wasn’t due to
technical inferiority; Sega’s hardware
put the NES to shame. Its Z80 proces-
sor was twice as fast as the one in
Nintendo’s machine, plus it had four
times the memory and could display
more than three times as many colors
at any given moment.
Admittedly, SMS had some design
quirks. The controller borrowed liber-
ally from Nintendo’s design, but its
D-pad was a square rather than a
cross, making the controls a little
mushy. Weirder yet, the SMS controller
had only two buttons—meaning that
in order to pause you had to press a
button on the console (or rather, the
“Master Base,” as Sega called it).
On the other hand, it did have a
wicked awesome hidden game built
right in to the hardware! OK, it was
a boring maze game starring a snail,
but it was a cool enough Easter egg to
make more than a few NES fans green
with envy.

130 • ELECTRONIC GAMING MONTHLY • www.1UP.com


GAMES TO REMEMBER MYCARDS OLD SCHOOL
Despite its powerful hardware, SMS ultimately placed a distant second behind NES. “Mycard” might sound a little like
Nintendo’s secret? Exclusive third-party games. Sega fans weren’t left empty-handed, a heart condition, but in fact it was 10 years ago in EGM
though. Those with Metroid envy had Zillion, and Golvellius did the Zelda thing, but the name of one of the SMS’s more
with a faster pace and side-scrolling action sequences. And Phantasy Star was a distinctive features: It supported two
different media formats. Budget-
On the Cover:
visually breathtaking RPG that blew Dragon Warrior and Final Fantasy out of the water.
Fans had some great third-party software, too (though often licensed and programmed minded gamers could buy MyCards
Platformers’
by Sega to work around Nintendo’s exclusive contracts). Double Dragon was far more instead of cartridges—credit card- Parade!
faithful to the arcade hit than the NES version, and Sega’s version of R-Type was just sized games that fit into the system’s Iconic and pho-
amazing. Perhaps most impressive were the late-era conversions of Genesis hits like second slot. MyCards were cheap, but togenic next-gen
Sonic the Hedgehog that truly showcased the power of Sega’s 8-bit machine. they also offered less data capacity action-platforming
than carts and generally played host superstars Sonic,
to some of the weakest games on the Mario, and Crash Bandicoot graced
system. Five minutes with Teddy Boy the cover 10 years ago.
or Trans-Bot served as a harsh lesson
in why it doesn’t always pay to be a
cheapskate.
The second slot did serve a more
interesting secondary function: It
■ (Left to right) Golvellius,
Sonic the Hedgehog,Zillion
powered the system’s sophisticated
SegaScope 3D glasses. Far from your
usual flimsy blue-and-red cellophane
punch-outs, Sega’s 3D specs contained
shutters that opened and closed over
each eye in synch with the onscreen Game of the Month:
graphics. Sure, they looked ridiculous, Ultimate MK3 (Saturn)
but it was hard to care when the Back in simpler times, we went
payoff was a totally mind-blowing nuts over this souped-up version
game of Space Harrier 3D. of MK3. Not only did this version
let Shang Tsung morph into Robot
Smoke, but it also gives infamous
mall-cop Stryker a machine gun.

Mario in the
Third Dimension
For our exclusive preview of
Mario’s first 3D adventure, Super
Mario 64 (N64), our staff poet went
with this puntastic headline: “There
may have been a koopala versions
out there before, but none of them
can touch Mario 64.”

A Preview of
Upcoming Games
We took a first look at tons of
games that month, including
arcade-fighter port Marvel Super
Heroes (PS1/Saturn) and an Aeon
Inc

Flux game based on the MTV


Photograph by R.Dodson/SFMISFITS

animated show, not the crappy


movie, which of course we didn’t
know about then. Speaking of
crappy movies we didn’t know
about back then, in our preview of
the Waterworld game, we made
this bold prediction: “Big graph-
ics and large enemies throughout
Waterworld make for scenes that
you will want to play through again
and again.”

ALL IN THE FAMILY


The Master System was a failure everywhere in the world (except, oddly, Brazil), but it laid the ground-
work for the amazing Genesis. It wasn’t actually Sega’s first foray into hardware, though. That honor
belongs to the SG-1000 Mark I, a Japan-only console that experienced a short and unhappy life at the
hands of Nintendo’s Famicom. In fact, the Master System was called the Mark III in Japan and offered
backward compatibility with Mark I (and its rare upgrade, the Mark II). Which is good to know in case
you ever find yourself stranded on a desert island with nothing but Mark I games. P

ELECTRONIC GAMING MONTHLY • www.1UP.com • 131


Exclusive videogame shows
From weekly news updates to in-depth roundtables, interviews and features on the
hottest titles, GameVideos.com will be the home of the very best videogame
programming.

Trailers of upcoming games


You’ll find gameplay videos and trailers for all the latest and upcoming games at
GameVideos.com to stream or download in hi-res.

Video cheats and walkthroughs


Never be stuck again. Video cheats and walkthroughs show you exactly how to play
the games to win.

...and other stuff!


Including retro game ads, the funniest game-related videos on the Web, user-
submitted movies, ‘extreme’ gameplay movies and more.
game over

NEXT MONTH: JULY • ISSUE #205


ON SALE JUNE 20

PREVIEWS
■ Metal Gear Solid 4 (PS3)
■ Metroid Prime 3 (Revolution)
■ Resistance: The Fall of Man (PS3)
■ Resident Evil 5 (PS3/XB360)
■ Mass Effect (XB360)

WORLD EXCLUSIVE:
CALL OF DUTY 3
ust when you thought you didn’t have the guts—or the interest, really—for yet another WWII tour of duty, the

J guys behind the Xbox 360’s best-selling Call of Duty 2 return with a game that’ll make you want to reenlist. With
Call of Duty 3, they’re bringing out the big guns—and EGM has the exclusive first look at it in action. We’ll have
screens of the Xbox 360 and PlayStation 3 versions, plus an arsenal of info on the new features and surprises.
We’re also deploying to the Electronic Entertainment Expo (or E3), the largest videogame trade show in the world, to
give you something you’ll find in no other magazine: opinionated impressions of all the games rather than just the boring, REVIEWS
■ Final Fantasy XI: Treasures
always-optimistic previews you read everywhere else. Find out what we really think of the Revolution’s remote- of Aht Urhgan (XB360)
controller as we take on Mario, Super Smash Bros., and other launch games. We’re going hands-on with PS3, tak- ■ New Super Mario Bros. (DS)
ing Gran Turismo 5 for a drive, and seeing if Gears of War can really be the 360’s Halo for 2006. Plus, we’ll see what ■ Rockstar Games presents
Microsoft, Sony, and Nintendo really think about the competition. Expect fighting words—this is a war after all. Table Tennis (XB360)
■ The Da Vinci Code (multi)

(All planned editorial content is subject to change.)

ADVERTISER INDEX ANSWERS TO


Activision
www.activision.com . . . . . . . . . . . . . . . . . 56-57
Intel Corp.
www.intel.com . . . . . . . . . . . . . . . . . 22-23, 129
Sega Of America
www.sega.com. . . . . . . . . . . . . . . . . . . . . . . 4-5
POWER UP! on page 128
Atlus Software Marvel Entertainment Sony Online Entertainment
www.atlus.com. . . . . . . . . . . . . . . . . . . . . . . . 39 www.marvel.com . . . . . . . . . . . . . . . . . . . . . . 77 www.sonyonline.com . . . . . . . . . . . . . . . . . . . 31
Bridgestone/Firestone North American Tire Microsoft Square Enix U.S.A., Inc.. . . . . . . . . 6-7, 111, 113,
www.thefuzionzone.com . . . . . . . . . . . . . 66-67 www.microsoft.com . . . . . . . . . . . . . . . . . 16-17 www.square-enix-usa.com . . . . . 115, 116-117
Capcom USA Inc. Midway Games, Inc. The Gillette Company
www.capcom.com . . . . . . . . . . . . . . . . . . . . 136 www.midway.com . . . . . . . . . . . . . . . . . . . . . 27 www.gillette.com . . . . . . . . . . . . . . 45, 108-109
Collins College MILK PROCESSORS THQ Inc.
www.collinscollege.edu . . . . . . . . . . . . . . . 121 www.gotmilk.com . . . . . . . . . . . . . . . . . . . . . 15 www.thq.com . . . . . . . . . . . . . . . . . . . . . . . . . 37
Eidos Interactive, Inc Mobizzo University of Advancing Technology
www.eidos.com . . . . . . . . . . . . . . . . 2-3, 13, 47 www.mobizzo.com . . . . . . . . . . . . . . . 34a-d, 35 www.uat.edu . . . . . . . . . . . . . . . . . . . . . . . . 123
Electronic Arts Namco Hometek US Navy Recruiting Command
www.ea.com. . . . . . . . . . . . . . . . . . . . . . . . . 8-9 www.namco.com . . . . . . . . . . . . . . . . . . . . . . 29 www.navy.com . . . . . . . . . . . . . . . . . . 50a-b, 51
Full Sail Real World Education New Line Cinema . . . . . . . . . . . . . . . . . . . . . . . . View Sonic
www.fullsail.com . . . . . . . . . . . . . . . . . . . . . 119 www.runningscaredthemovie.com. . . . . . . . . 25 www.viewsonic.com . . . . . . . . . . . . . . . . . . 135
Gameloft NewEgg.com
www.gameloft.com . . . . . . . . . . . . . . . . . . . . 65 www.newegg.com . . . . . . . . . . . . . . . . . . . . . 53
iBuyPower Office for National Drug Control Policy
http://www.ibuypower.com . . . . . . . . . . . 54-55 www.whatsyourantidrug.com . . . . . . . . . . . . 63

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ELECTRONIC GAMING MONTHLY • www.1UP.com • 133


game over
HSU AND CHAN’S OFFICIAL WEBSITE — WWW.APE-LAW.COM/EVILMONKEY
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[12911-02-C-03/06] “Warcraft® III: Reign of Chaos™,”
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