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All pain, no gain

We’ve all got an American Dream. Some folks just want to be famous. Others wants to be rich. While others still are just trying to do better than those that came before them. This idea of the American Dream is built on the premise that hard work, perseverance, and a little bit of luck can allow anyone to achieve anything. But some folks want to take short cuts and can’t be satisfied with the idea that they are the reason for their less than stellar lot in life.

A perfect example of this is the members of the Sun Gym Gang. These guys weren’t professional gangbangers or anything. Just a bunch roided up bodybuilders in Miami with rocks for brains. In the mid-90s, these meatheads wanted their wallets to be as thick as their necks. In order to achieve their goals, they decided to kidnap, extort, torture, and finally kill some of their more lucrative clientele in the hopes of taking those people’s fortunes all the way to their own bank accounts. Pain & Gain tells the story of how the Sun Gym Gang came to be, why they did what they did, and how they were finally brought to justice, mostly by their own greed and stupidity.

On paper, this looks like it could be an interesting premise for a movie. A story about bumbling, wannabe gangsters who are their own worst enemy. How justice prevails in even the most unlikely of scenarios. And that redemption can be found just about anywhere. Instead, we are reminded why Michael Bay is mostly a joke in many Hollywood circles.

Pain & Gain is the perfect example of a movie that doesn’t know what it wants to be and where real life is not more entertaining than fiction. The commercials would have you think this movie might be an action-comedy. But the movie bounces around the genre gamut every 15 minutes to the point that when you walk out of the theater, you’re not sure what you saw. It goes from comedy to documentary to drama to dark comedy to action to docu-drama to crime thriller all in the course of its 2 hour and 9 minute run-time. I almost expected Mark Wahlberg to break into song and dance at some point it was so all over the place.

And the hodgepodge of genres isn’t the only painful part about this film. The character arcs for everyone on the screen is accelerated at such a pace to fit into the long course of real life events the movie wishes to emulate that you start to think that everyone portrayed in the movie has some personality disorder beyond their obvious stupidity. Mind you, these aren’t characters you want to root for anyway as these are real-life death row convicts now, but they are nowhere near interesting enough to have had a movie made about them.

As much as the star studded cast of Mark Wahlberg, Ed Harris, Dwayne “The Rock” Johnson, Tony Shalhoub, and more tried to do their best with the scripts given to them, at the end of the day it was not enough. Pain & Gain will have you holding your head in your hands as you try to figure out why you dropped $12 on such a convoluted and unentertaining waste of time. I spent literally the last hour of the movie staring more at my watch, watching my life waste away, than at the movie as I was bored to tears by this unrelenting piece of slop slapped on the big screen. This is just another reminder that unless he’s blowing something up, Michael Bay should go sit in a corner and think of the horrible things he’s done to the cinema-viewing community, Pain & Gain being the latest on that long list of crap.

SCORE: 2.5

The bear necessity

When last we left Ratonhnhaké:ton, he’d escaped from Boston after striking down Israel Putnam on his quest to rid the New World of Mad King George. Sailing on a liberated Aquila, Ratonhnhaké:ton heads for George’s headquarters in New York—and is stunned to see a pyramid rising from the heart of this great city. Knowing Washington is past the point of no return, Ratonhnhaké:ton begins forming a plan with Ben Franklin as to how to deal with King George and learns of another ally he’ll need to recruit if he has any hope of succeeding: Thomas Jefferson.

Much like the episodes before it, Assassin’s Creed III: The Tyranny of King Washington Episode 3—The Redemption (such a mouthful) follows a clear formula. Ratonhnhaké:ton explores a little bit of the familiar-but-changed world he finds himself in before ingesting the toxic tea that allows him to have a spirit journey. He then gets new powers, represented by an animal. Ratonhnhaké:ton kills someone with these powers, and we move on. And when you finish the final episode of this highly anticipated DLC, that’s all you do: You’ll move on.

That’s not to say this was a waste of time, money, or energy, although I think fans would probably have preferred to get the DLC in one 6-to-8 hour helping instead of having it broken into three 2-hour servings; on that front, this episodic DLC failed. Still, the alternate universe that The Redemption wraps up is an entertaining, well thought-out side story to the main Assassin’s Creed timeline that reaches a satisfying conclusion.

The Redemption starts off with a bang, pulling you in far more quickly than previous King Washington DLC offerings. You see, this is the only episode to feature the beloved naval warfare seen in much of Assassin’s Creed III. It was a rush to get behind the wheel of the Aquila again and take on another small fleet of warships. I even chuckled at the reference Ratonhnhaké:ton makes to his grandfather Edward, who we all now know will be the star of Assassin’s Creed IV: Black Flag.

Unfortunately, this strong start and finish can’t hide the fact that The Redemption features weaker narrative buildup and action sequences compared to the previous two episodes. The quest for Thomas Jefferson feels more like a quick errand than some epic goal to reach before confronting King George for the final time. And while the outside of the pyramid feels appropriately daunting, it’s a letdown once you actually enter the structure. The final confrontation with George at least lives up to the hype, even if it’s a little on the short side.

I also will say that the bear powers that allow you to stomp the ground and send enemies flying everywhere—with those closest to you instantly dying—are much more fun to use than the wolf and eagle powers from previous episodes. But just like those enhancements, the bear powers make many of the missions far too easy and remove any thinking required from reaching the mission objectives.

The Redemption provides a fitting conclusion to this DLC storyline, and if you’ve come this far, you’d be remiss to not finish it off. I think only the most diehard of Assassin’s Creed fans will truly walk away from these three episodes completely satisfied, however.

Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 04.23.13
6.5
A strong start and finish to the final King Washington episode help carry what’s probably the weakest action and narrative of the entire DLC miniseries. The new bear powers are also more fun to use than the wolf and eagle powers from previous episodes, though only hardcore Assassin’s Creed fans will be totally satisfied with the experience.
The Good A fitting, satisfying end to this miniseries.
The Bad The weakest narrative—up until that end sequence—of all three episodes. 
The Ugly Ratonhnhaké:ton’s brilliant blue bear eyes.
Assassin’s Creed III: The Tyranny of King Washington – Episode 3 – The Redemption is available on Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for Xbox 360.

Dying to disappoint

The first Dead Island turned a lot of heads by blending open-world and RPG elements with survival horror. It lacked the polish to make a truly significant impact, but this solid core led many to believe that the inevitable follow-up would only improve on the strong foundation laid by the first game and deliver an experience that could be enjoyed by zombie slayers everywhere.

Man, were we ever wrong.

Dead Island: Riptide opens with the four heroes from the first game—along with terrorist hacker Charon and Yerema, patient zero of the Banoi outbreak—landing on a military ship in their commandeered helicopter. The soldiers on the ship immediately take everyone into custody, as a mysterious figure named Serpo wishes to experiment on the immune for undisclosed reasons. Yerema freaks when grabbed by the soldiers because of her bad experiences with male authority figures and bites one of her assailants, thus spreading the infection onto the ship.

Following a short cutscene where our heroes awaken from a drug-induced stupor and exchange pleasantries with new playable protagonist John Morgan, we take control of the characters for the first time and discover the ship has now gone to hell. After a brief tutorial segment, the carrier crashes onto the nearby island of Palanai, and a very familiar scene is laid out before us: a tropical haven torn asunder by the zombie outbreak.

And while this paradox of hell in paradise is still an interesting concept, the punch it had with the first game will be lost on returning players, as they’ve seen this before. In fact, as you continue to play through the game, you’ll realize in many instances how very few differences there are in terms of story pacing and location from the first Dead Island to Riptide. The result is usually a less than satisfying sense of déjà vu.

Even the things that were being hyped as major additions were simply meant to fool us into thinking there was something new to be found in Riptide. The “improved gunplay” we were promised has been instituted by removing most of the required gunplay from the game and putting an even stronger emphasis on your melee weapons. Using a boat to get from point A to B is available in only one section of the game—and ended up making for a more frustrating experience, as all that water consistently causes framerate drops and horrendous screen-tearing. At the least the themes of water and flooding are consistent throughout the game—even if you can avoid it in most areas.

And the new quest types we were promised? They’re there, but they’re every bit as much of a grind as the fetch quests that dominated the first game. There are still plenty of fetch quests here, too—so many that almost you almost want to willingly dive into the waiting, diseased maw of some flailing zombie just to end it all.

The first new objective type involves the relatively straightforward task of saving a survivor who’s stuck on high ground, surrounded by zombies below. The second type is the highly touted siege quests. The survivor quests were fun the first couple of times, but when you realize there are literally dozens of survivors scattered about the world—too stupid to help themselves or realize that the zombies can’t climb—a part of you wants to leave these pitiful NPCs to their fate. By contrast, the siege quests are actually a lot of fun and require some complex thinking and strategy, but given that they only occur a handful of times through the entire game, I can’t help but wonder why Techland stressed something so relatively insignificant.

And that’s the kicker, really. If you played the first Dead Island, it’s hard not to notice how little has changed between the games. Even the glitches from the first game have returned, imparting the sense that Riptide needed at least another six months of polishing before ever reaching the hands of consumers. There are the little things, like radios that magically and inexplicably rotate 90 degrees when you turn them on, and big things, like times when the audio drops out completely, breaks whatever quest you’re on, and forces you to quit out and restart from your last checkpoint. The zombie respawn timer is also far too fast. In many instances I would see zombies I just wiped out literally start respawning not 15 seconds later. Polygon by polygon, they would fade back into existence right in front of me, and I’d have to run or deal with them all over again. It’s always nice when a developer uses an in-house engine, as it usually gives them mastery over that which they are trying to create, but it comes off that the Chrome engine still can’t give the smooth experience most gamers demand from a game nowadays, especially one with so much hype.

And the shortcomings aren’t just technical. The story this time around has even more plot holes, and does nothing to further develop any of the characters. Not to mention that Charon and Yerema—two of the most important characters from the first Dead Island—completely disappear once you leave the ship from the game’s opening cinematic/tutorial mission. Characters don’t ask about them, collectibles don’t explain their absence (if you can even look past the all the typos in the various collectibles’ scripts), and when you meet the bad guys again later in the game, it never comes up that two people you arrived with are just gone. Their existence is ignored in order to help further a plot that maddeningly undoes much of the first game’s. All this leads up to one of the most pitiful and poorly developed end bosses I’ve seen in a while, one that pales in comparison to the Ryder White fight from the end of Dead Island.

As much as I may be bashing Riptide, though, some of the good from the first game was able to make it over into this sequel, and there are a couple of nice new features as well. Being able to import your original character is a great touch; it was nice playing with Sam B and already having my skill trees largely filled out. Since the level cap has been raised to 70, you’re also able to further flesh your imported character, as well as try out new abilities, like the Charge maneuver. If Riptide is your first experience with the Dead Island franchise, however, there’s nothing to fear. You’ll automatically start at level 15 with a new character, so you can fill out your tree a decent amount and jump right into co-op without having to worry about other players having to carry you.

The co-op is also a critical returning feature, as many of the missions have been specifically tailored to take advantage of group play—specifically those where you have to carry weapons or supplies to a vehicle while other players cover your rear. The addictive nature of bashing zombies in the face with some trusted cohorts, especially with the weird assortment of weapons you can craft at benches, is as enjoyable as ever in Riptide.

Also, the new enemy types, like the Wrestler, the Butcher, and the Screamer—along with the addition of 13 boss zombies scattered throughout the world—provide some nice monster variety that was noticeably absent from the first game. If as much effort was put into the rest of the game as was put into creating the new zombie monstrosities, I suspect my review would have a dramatically different tone.

Still, as much as I hated the glitches and lack of story development, there were times I couldn’t put Riptide down for hours upon hours. The sheer fun of the co-op zombie-slaughtering gameplay was strong enough to carry the burden. The fact that the rest of the game can’t live up to this promising foundation is nothing short of heartbreaking. It’s a reboot of a game that only came out two years ago. It’s a nightmarish expansion pack with only a handful of new gameplay elements and two new bugs for every one that’s been fixed. If this is your first experience with the franchise, then you might be able to look past some of the more glaring flaws, but if you played the first Dead Island, Riptide is a difficult game to recommend.

Developer: Techland • Publisher: Deep Silver • ESRB: M – Mature • Release Date: 04.23.13
6.0
Newcomers to the franchise will likely be more forgiving of many flaws, much like many of us were with the first Dead Island, considering the fun zombie-bashing core and unique dichotomy of an apocalypse in paradise has remained intact. Veterans of the first Dead Island, on the other hand, will feel cheated, as they’ll recognize the cheap carbon copy that Riptide actually is. Combine this with glitches galore and a plot with more holes in it than the sinking ship the game starts off on, and it’s hard to recommend Riptide to all but the most naïve of zombie enthusiasts.
The Good Enjoyable zombie hacking and co-op remains intact.
The Bad Frequent screen-tearing and quest-breaking glitches; tons of plot holes.
The Ugly The fact that I’d actually hoped this would be better than the first game.
Dead Island: Riptide is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

Stop reading my mind, Ed Boon!

I am, admittedly, a creature of habit. I spend 6.8 percent of my day thinking of friends and loved ones, 9.4 percent of my day thinking about what I’m going to eat for lunch and dinner, and the remaining 83.8 percent of my day thinking about comic-book “What Ifs?” Would Bane be able to go toe-to-toe with Solomon Grundy? Could Green Arrow ever stand up to Superman? Could Shazam, Earth’s Mightiest Mortal, strike down Ares? Could Nightwing surpass his teacher and beat down Batman? Now, NetherRealm Studios has provided me with an outlet for my musings that’s so perfect, so tailor-made for geeks like me, that there’s only one possible explanation: Ed Boon is psychic.

Potential clairvoyance aside, Injustice: Gods Among Us looks to answer many of those questions that I ponder daily by taking 24 of the DC Universe’s most infamous heroes and villains and pitting them against each other in a 2.5D fighter. Building off the foundation of NetherRealm’s last outing, the 2011 Mortal Kombat reboot, Injustice offers a bevy of modes that provide more depth than most other fighters in both its single player and multiplayer menus.

Being the massive comic-book fan that I am, I was initially drawn to the single-player story mode. We open with the revelation that the Joker has committed the unthinkable—he’s detonated a nuke in Metropolis, annihilating the entire populace, including everyone that Superman knows and loves. We then follow the fallout from this horrendous incident as Superman is pushed past a line he never knew existed.

The story unfolds across nearly 50 fights and a handful of minigames—ranging from button-prompt challenges and “Test Your Might”-style button-mashing marathons—through a dozen chapters, each marked by the player taking the helm of a new hero or villain. These are linked together then by gorgeous cutscenes that set the stage for a conflict of the most epic proportions, all as Injustice’s story hits notes reminiscent of some of DC’s most thrilling comic arcs from days gone by. And it even finds an interesting way to explain how the likes of the Joker and Batman can so easily go against Superman and Green Lantern.

But the story mode barely even scratches the surface of the depth this game offers. If you’re more an old-school arcade ladder fan, then Battles mode offers you plenty of options. Not only is there a classic mode where you get a short cutscene tailored to each character after you best 10 different enemies, but there are dozens of stipulations you can select from to add to your challenge. Want to face off against the whole roster? How about doing it with a single lifebar? Or maybe you want a series of mirror matches? These are just a few of the plethora of other challenges available in Battles mode and that’ll keep this disc warm in your system for hours.

But wait! There’s even more! Continuing to build off that Mortal Kombat foundation I mentioned earlier, Injustice also includes S.T.A.R. Labs, a spandexed twist on Mortal Kombat‘s popular Challenge Tower mode that provides each individual character with 10 unique missions that offer a variety of gameplay situations that deviate from the standard fighter formula—all while still providing a fun and interesting set of challenge parameters.

And if that weren’t enough, you’ve got the local and online multiplayer, with the online offering not only your standard ranked 1-on-1 scenarios, but also King of the Hill, where you can enter a queue in a room of fighters and watch other matches take place, or Survivor, where your lifebar and character selection carries over in each match.

Now, I know what you’re saying. If you’re a fighting-game fan like me, you know that a game could have a story from the likes of Marv Wolfman or Frank Miller and have 100 modes that are as deep and well thought out as the ones I’ve described in Injustice, but if it doesn’t handle well, it’s all for naught. The gameplay itself has to be there, the combos have to flow smoothly, and the fighting can’t get dull or boring.

This happens to be where Injustice shines like the Brightest Day.

The thing that surprised me the most was the removal of the traditional rounds we see in most other fighters. Taking a page out of the comics Injustice is inspired by, most monumental bouts between superhero and villain heavyweights will just continue non-stop. In order to embody this idea, Injustice gives every fighter two lifebars, with only a small pause in the action signifying someone has lost their first life bar and a new “round” is then starting. I admit, I was skeptical of this gimmick, but after only a few fights, it became a natural part of the conflict for me. The old premise of rounds was almost completely wiped from my memory as new strategies formed to take advantage of this inventive new wrinkle.

After putting several more matches in, I didn’t see, but I felt the combos flowing like Aquaman riding the surf, as it was easier than ever to pull off some ridiculously long hit combinations, especially with quicker characters like Harley Quinn or Nightwing. As anyone who’s been pinned against an invisible arena walls until the match is over knows, though, this isn’t necessarily a good thing. To balance this, there are a couple of new ways to counter or interrupt these combos and give you a chance to deliver your own punishing pounding.

The power meter system, another Mortal Kombat element, returns to allow players to pump up their special attacks. A full meter allows for the amazing, over-the-top specials that decimate opponents when they hit, but it also acts as a currency for moves called Clashes. A Clash is when a player decides to initiate a forced confrontation with his opponent and gambles some of his special meter. Depending on how much you gamble and who initiates the Clash, you can instantly cause huge damage to your opponent or heal a large chunk of your lifebar. These Clashes, when used properly, can very easily turn a match if not careful. Several times, my opponent and I were down to less than half of our last lifebars when one of us hit a Clash, regained a third of our health, and were able to ride this late boost to victory.

The most ingenious additions to the gameplay, though, are the interactive environments. Across 15 different levels—most with multiple transitions to different sections of the world—you can interact with the background and drop surprisingly powerful attacks on your opponents that take advantage of your particular character’s natural abilities. Get backed into a corner as Bane? A quick tap of the right bumper will have him pick up a car and smash it over your opponent. Should you be playing as the Flash, though, you’ll simply jump off the car to then get behind your opponent and put them in the corner. Laser cannons, chandeliers, statues, robots, jet engines, and anything else you come across can be used to turn the tide of battle and I still haven’t found them all after literally pouring nearly 30 hours into the game.

When all is said and done, Injustice: Gods Among Us isn’t just another fighting game. It’s the ultimate in fan service and an unmistakable labor of love. This is the kind of game DC fans have been dreaming of seeing their heroes in for a long time. On top of the stellar gameplay and cornucopia of modes, there’s a treasure trove full of unlockables, amazing graphics, and superb audio, with a voice cast pulled from the annals of DC Animation’s greats—even if not all of them are in their traditional roles (i.e., Phil LaMarr as Aquaman). And the only knocks against this entire experience are minor. The load times are obnoxiously long and frequent between each battle, but even that can be forgiven when you see what you can do in the levels and how smooth every single fight is once it starts. A few character move sets have shades of Mortal Kombat leak through like Batman/Scorpion, Raven/Ermac, and Killer Frost/Sub-Zero, but everyone else seems truly and wholly original. And I wish the mirror match clones were more easily discernible as they look exactly the same as you do. I’m really nitpicking there, though. I can’t stress enough how polished this game is in nearly every facet. This is a satisfying, must-have gaming experience on every level.

Developer: NetherRealm Studios • Publisher: Warner Bros. Int. Ent. • ESRB: T – Teen • Release Date: 04.16.13
9.5
One of the best all-around fighting experiences you’re likely to find—and fans of both DC Comics and Mortal Kombat-style fighters will be blown away by this high-quality brawler of epic proportions.
The Good A story worthy of the comics, near-flawless mechanics, and enough collectibles to make this one of the deepest fighters you’ll ever see.
The Bad Obnoxiously long and frequent load times.
The Ugly Solomon Grundy takes the cake here.
Injustice: Gods Among Us is available on Xbox 360, PS3, and Wii U. Primary version reviewed was for Xbox 360.

Hey there, kids! Dr. Ray Carsillo, Associate Professor of Superherolgy here for EGM. Today, we’re going to speculate as to what villains the Dark Knight may face in his upcoming game, Batman: Arkham Origins.

Along with a slew of screenshots, plot information leaked yesterday that Black Mask has called eight of the world’s greatest assassins to Gotham and put a massive bounty on Batman’s head. We know for sure that Deathstroke is, unsurprisingly, one of these assassins from those screens. But who are the other seven? Here are my best candidates for the job:

Deadshot

First Appearance: Batman #59 (June/July 1950)

Real Name: Floyd Lawton

Bio: Originally appearing in Gotham under the guise of helping Batman, Floyd Lawton actually had a grand plan to replace the Caped Crusader and then use the vacuum of costumed do-gooders to establish his own stranglehold on the Gotham underworld. This failed, of course, and when Lawton finally broke out of prison, he decided to become an assassin-for-hire instead. Consistently proving that he never misses, Deadshot quickly becomes one of the best assassins in the world, but frequent marks in Gotham has seen him cross paths many times with Batman over the years. His constant trouble with the law has led to several stints with groups like the Suicide Squad to put his skills to more noble uses while also trying to get shorter jail sentences.

Powers: Expert marksmanship

Why He Might Appear: Having already been part of an Arkham game increases the likelihood of Deadshot appearing. He’s one of the best-known assassins in the Batman mythos, and the huge bounty would play to the character’s more basic traits. Also, if the developers wanted to touch upon his origins, with the Penguin and Black Mask also being seen in screens, there’s a good chance for strong mob undertones to the game. If Deadshot wants a slice of the underworld to himself, this Batman Bounty would prove a perfect excuse for him to come to Gotham and try to weasel his way into one of the premier organizations before starting his own.

Lady Shiva

First Appearance: Richard Dragon, Kung Fu Fighter #5 (December 1975)

Real Name: Sandra Woosan (or Wu-San, depending on the writer)

Bio: Born and raised in a shantytown protected by Ra’s al Ghul’s League of Assassins, Lady Shiva grew up around martial arts. After fleeing the village with her sister at a young age to pursue a better life in America, Shiva continued her training into adulthood before being tracked by David Cain, one Ra’s al Ghul’s best assassins. In order to free her mind from restraints she didn’t know she possessed, Cain killed Shiva’s sister. Realizing that Cain was right—that she needed to let go of everything, including her family, to reach her true potential—she entered into the League of Assassins with Cain and bore his offspring. This child would go on to become Cassandra Cain, the second Batgirl (third if you count Betty Kane, but most don’t). After Cassandra was born, Shiva abandoned the girl and continued her quest to reach her full potential, often fighting on both sides of the law to fulfill her personal wishes.

Powers: Martial arts grandmaster, expert in reading body language to predict opponents’ moves

Why She Might Appear: In a game revolving around assassins, the League of Assassins would need some sort of representative. Although I’m sure Ra’s al Ghul will also likely appear somehow, he rarely does his own dirty work and often employs people like Lady Shiva to do it for him. David Cain, Shiva’s lover, is also a possibility but less likely due to his niche status in the Batman mythos.  Therefore, Shiva’s easily the best-known candidate. Her past of both helping and attacking Batman could be an interesting side story—maybe even to set up a trap in the game—since Lady Shiva’s best-known story arc is the one where she helped train Batman back to full strength after Bane broke his back in the Knightfall story arc. On several occasions, though, she’s tried to kill several members of the Bat-Family.

Merlyn

First Appearance: Justice League of America #94 (November 1971)

Real Name: Depending on what media he appears in, Merlyn has a bevy of first names, including Tommy and Malcolm, with Merlyn always serving as his last name.

Bio: Once known as Merlyn the Magician, he was a world-class archer who fell out of the limelight after one great public archery contest against Green Arrow. Leaving the contest simply as archery rivals, Merlyn appeared many years later as a member of the League of Assassins, charged with killing Batman. Green Arrow prevented the attempt, however, and Merlyn was ousted from the League because of his failure. While at the League of Assassins, Merlyn also had a hand in Cassandra Cain’s training.

Powers: Master tactician, archer, marksman, and hand-to-hand combatant

Why He Might Appear: Even though he’s best known as a Green Arrow antithesis, Merlyn’s recent history has been heavily interwoven with Batman, especially now that he was last seen working with Talia al Ghul again. If the League of Assassins does make its presence known in the game aside from Lady Shiva, Merlyn would make an interesting villain to bring along under the League of Assassins banner. Not to mention it could lead to a Green Arrow cameo, whom DC and Warner Bros. have both been pushing heavily recently.

Prometheus

First Appearance: New Year’s Evil: Prometheus #1 (February 1998)

Real Name: Unknown

Bio: The son of two criminals who traveled the country committing numerous acts of theft and robbery, Prometheus watched from the sidelines as his parents provoked the police—until the cops had no choice but to gun them down in an alley. At that moment, he vowed to take revenge against all forces of “justice” that he might come across.

Powers: Variety of gadgets and weapons, peak human physical and mental ability

Why He Might Appear: Meant to be Batman’s perfect mirror image, Prometheus offers up an interesting battle that we see in many games, where the hero must face him or herself to advance (Dark Link, anyone?). Although Prometheus has a large sum of money due to his parents’ various stashes, he often meddles himself in mob affairs to garner more power. Again, with the mob angle clearly coming into play with Black Mask and Penguin’s respective presences, Prometheus might see this as the perfect time to confront his do-gooder equal while inserting himself into the Gotham underworld scene. Seeing as how all these assassins with underworld ties might possibly appear in the game, this could help introduce other mob bosses as well, like the Great White Shark, Carmine Falcone, Rupert Thorne, or Two-Face to go along with Penguin and Black Mask.

KGBeast

First Appearance: Batman #417 (March 1988)

Real Name: Anatoli Knyazev

Bio: Trained by a secret cell of operatives inside the KGB, the Beast was loyal to the Soviet Union and would do whatever it took to eliminate the targets he was assigned. His first encounter with Batman had KGBeast targeting 10 high-ranking officials inside the U.S. government in the hopes of crippling the “Star Wars” program. The Beast was mostly successful but failed to gun down his final target, then-President Ronald Reagan, after being thwarted by Batman. After this failure and the U.S.S.R. dissolving, KGBeast turned to a more traditional life of crime.

Powers: Prosthetic gun in place of left hand, enhanced physique due to cybernetics, explosives expert, extraordinary hand-to-hand combat skills

Why He Might Appear: The leaked info says that these are the best assassins in the world, and by the time he first met Batman, KGBeast had already successfully assassinated over 200 targets. His unique weapons—and considering the game is set in the past—could allow for KGBeast’s first appearance story to be mostly explored, especially as the game looks to have an open-world feel similar to Arkham City but twice as big. At the very least, it could be an interesting side mission to have high-ranking political figures in town—and Batman having to stop them from being killed by KGBeast.

Bane

First Appearance: Batman: Vengeance of Bane #1 (January 1993)

Real Name: Unknown

Bio: Born and raised in a prison his entire life, Bane’s natural skills allowed him to survive and later thrive under the harsh conditions. Building up his body in the prison gym and learning as much as he could, Bane quickly dominated everyone in the courtyard to become the unquestioned “king.” Seeing his potential, prison controllers felt he’d be perfect for an experimental drug called Venom. Using his new-found superstrength, Bane escaped his prison home and made a beeline for Gotham City, feeling it his destiny to break the Bat.

Powers: Master of disguise, photographic memory, expert strategist, Venom usage gives him superhuman strength

Why He Might Appear: Bane’s another character who’s already appeared in the Arkham games. If Warner Bros. Montreal decides to tap into a little bit of the Batman: The Animated Series mythos, it would be easy to make Bane an assassin-for-hire type, as well as a mastermind in his own right. This would explain what would bring him to Gotham in the first place, and since his own origins in the Arkhamverse haven’t really been explored, this could be the time to do it. Plus, he’s another big name from the Rogue’s Gallery and could really help complement Penguin and Black Mask. And let’s not forget that Bane is at an all-time high in terms of popularity due to last summer’s The Dark Knight Rises, and seeing him in a more traditional comic-book setting might be just the thing to keep his villainous momentum going.

Azrael

First Appearance: Azrael: Death’s Dark Knight (March 2009)

Real Name: Michael Washington Lane

Bio: An ex-cop, Michael Washington Lane is approached by the Order of Purity when the former Azrael went mad and killed an undercover cop. Dressed in holy relics that speak to him—and after undergoing numerous purification rituals by the Order—Lane has lost some of who he once was, but his personal sense of justice is still his primary driving force, which has led him to be both an ally and an adversary to Batman.

Powers: Artificially enhanced physiology, specially armored costume

Why He Might Appear: I chose the more recent incarnation of Azrael—not the original from the early ’90s in Jean-Paul Valley—because Lane is another figure who’s appeared in the Arkham games. It makes sense for this version to be used here, because instead of trying to teach people about two different men as the same character, you create a bit of a new backstory for him in the Arkhamverse. All in all, this would be a lot simpler—and more interesting. Azrael’s always been a character who lives in that gray area and whose methods are too extreme for Batman to use himself; his religious undertones also make him a bit of a lightning-rod character. This could also lead him to believing that Batman is some sort of devil or demon—and that by purging him from the world, he’d be doing his holy duty, instantly providing a bit more depth in terms of character motivation beyond “I want to get rich and famous.” His character’s also susceptible to being easily manipulated—and he has a history with Ra’s al Guhl as well because of this.

What do you folks think of this list? Who do you think should be on here? What non-assassin villains do you think will crop up? Are you excited for Batman: Arkham Origins? Let us know with comments below! 

An original series Star Trek prop sold this weekend at Julien’s Auctions for a whopping $231,000. Only seen once in the entire series run, this rare phaser rifle prop was actually used by William Shatner in the series’ second pilot episode “Where No Man Has Gone Before” (actually airing as the third episode of the first season).

In the episode, Captain Kirk famously used the rifle to cause a rockslide that buried Lt. Commander Gary Mitchell (portrayed by Gary Lockwood) after Mitchell developed unparalleled psionic abilities and went mad with power.

Along with this rare prop were many more classic Hollywood items up for auction including Christopher Reeve’s Superman costume from Superman IV. But the phaser rifle, quickly phased out itself for the more common phaser pistol, was the clear eye opener, selling for far above it’s expected auction value of $50,000.

They were the odds-on favorites coming in, but after hitting a speed bump in the form of Envyus on Day 2, Fariko Impact’s hopes of a trifecta of 2013 Call of Duty championships were in jeopardy. But they would not be denied.

After being relegated to the Lower Bracket Championship against OpTic Gaming, Fariko knew that the road would be tougher, but not insurmountable. And so after getting a good night’s rest and making sure to come together as a team, they began working their way to $400,000, a big trophy, some sweet gold rings, and ultimately the 2013 Call of Duty World Championship.

Led by team captain, Parasite, Impact started off neck and neck with OpTic in Hardpoint. There were seven lead changes in their opening match before Impact locked down the final Hardpoint and won 250-190. And things would be just as hard in Search and Destroy. Going to the 11th round after Impact let OpTic back into the match, a trend we saw across the whole tournament, one man was left on each team. Parasite would again get the clutch kill that would seal the game for his team.

After letting CTF get away from them some, Impact kept their cool, knowing it’s not their best game mode, only winning 20% of their CTF matches in the tournament to that point. But Hardpoint is. And they showed why on their favorite map in “Hijack”. Dominating from the get go, Impact cruised 250-137, never letting the map get away from them, and crossing the finish line 3-1 in the Lower Bracket Championship, leaving OpTic with the $120,000 3rd place prize.

After a ridiculous two and a half hour “break” between matches, it was finally time for the World Championship where Envyus would look to repeat their performance from the previous evening. By the way, easily the worst thing about this weekend was the huge delay between the Lower Bracket Championship and World Championship. The CodCasters were wondering why the energy in the building had died down so much. It’s simple. The live crowd took a nap because there was no reason to take so long there. Not to mention all the cut-ins between the games of the actual World Championship match and I’d be surprised if most of the audience watching at home online didn’t turn it off and go watch Wrestlemania. It was as if we had a power outage every five minutes in the Super Bowl.

But I digress. Since Envyus and Impact met already in the tournament, instead of playing another best of five match, they played as if their series was now a best of 11, picking up where the match from yesterday left off. So right off the bat, Impact knew they had to win four and not three games since Envyus had a natural 3-2 advantage going into the championship. And the first game would be CTF, Envyus’s strongest game type and Impact’s weakest.

But against all odds, Impact forced Stopwatch, CTF’s version of overtime, and pulled off one of the most improbable victories of the entire tournament to tie the series at three. This then brought us into Hardpoint, where Impact again dominated 244-138.

The two teams then traded victories to bring the count up to 5-4, and Impact was going to be playing Hardpoint again. But much like they had shocked Envyus with a win in CTF, Envyus pulled the wool over Impact’s eyes much like they had in their Upper Bracket Championship match and stole a close 220-200 victory.

This set up another all-deciding Search and Destroy match. Envyus again started strong here, winning 3 of the first 5 to take an early advantage. But their nerves seemed to get the best of them because this is when Impact hunkered down and rolled over Envyus in 4 of the next 5 rounds to win Search and Destroy 6-4, and to win the Call of Duty 2013 World Championship six games to five.  The comeback was complete and Impact had finished their personal Call of Duty Triple Crown.

On the second day of the Call of Duty Championship, the final 16 teams were cut down to just three as double elimination bracket rules were put into effect. Meaning the fastest route to the top spot would be to keep winning, but should your team falter, you had a second chance to make it back to the finals should you rediscover your winning groove.

The matches for the second day were now set in a best of five format with Hardpoint, Search and Destroy, and Capture the Flag remaining the first three games. Should they be necessary, however, Hardpoint and Search and Destroy would return for games four and five, respectively, if needed. And once again, instead of giving you a perfect play-by-play, here are just the biggest things to take away from Day 2’s action.

Perfection Lost

As alluded to yesterday, I’ve watched enough sports over the years to know that everyone would be gunning for Fariko Impact. Not only had they won the previous two professional Call of Duty tournaments, as a team they were undefeated in the game. Not a single match had been dropped by this group of guys. Until now.

Although they faced stiff competition against Complexity, Epsilon, and OpTic Gaming in the winner’s bracket, Impact was able to sneak out some close, yet still impressive victories on the way to the Upper Bracket Championship Match. A victory there would ensure nothing worse than a second place finish. But fate would not be on their side as Envyus, who had not really impressed, but not yet faltered up to that point either, would follow their captain’s lead and constantly change strategies to keep Impact on their toes. And it worked.

The first Hardpoint match was the second closest of the event thus far, and both involved Envyus. Although Envyus beat Killerfish to win Group 4 on Day 1, they lost the Hardpoint game to Killerfish, 220-217. Utilizing a nearly identical strategy to what was used against them, Envyus pulled off a similar narrow victory with a 244-239 win that immediately got a buzz going around the Palladium Theater.

Impact would not have it, however, and would easily handle Envyus in the Search and Destroy match. Envyus would then earn another narrow victory in Capture the Flag to take a 2-1 lead. Impact would not make the same mistakes twice, though, and the second Hardpoint was close again, but this time favored Impact 229-192 and would tie the match at two games apiece.

And this is when things got really interesting. In this final Search and Destroy game, Envyus came out strong and jumped out to an early lead. Impact would catch up though and tie it at 4 rounds apiece. Both teams would trade rounds then to set up an epic tiebreaking round where Envyus’ genius would shine through.

For many of the Search and Destroy rounds Envyus had played the games tentatively, often splitting up to move through multiple map corridors. But in the final round, Envyus bum rushed Impact as a single cohesive unit. I’m not sure if it was planned or came to Rambo, the captain for Envyus, late in the match, but Impact, who had stuck with their tried and true method used in previous rounds, were scattered, trying to rely on their own individual skills whereas Envyus had become something greater than the sum of their parts and polished off Impact in near-record time in that final round.

The crowd then erupted for the mighty Impact had fallen. At least to the Lower Bracket anyway, due to the double elimination rules. But no longer was Impact invincible after we witnessed a match that may be one of the greatest in competitive Call of Duty history.

Stiff Competition

Whereas you could not escape the clean sweep on Day 1, Day 2 mostly had anything but. Aside for a few early sweeps against lesser teams like Pain Gaming, nearly every match went back and forth and we had several instances where, much like the Envyus vs Impact match, we saw a 2-2 game, 5-5 round tie. Everyone in attendance was on edge as we saw it happen time and again, including between Complexity and OpTic to decide who would finish in fourth place, and who would move onto the Lower Bracket Championship Match against Impact and have an outside chance still at the overall title.

We also saw a couple teams flirt with those matches once too often as Killerfish would advance in the Lower Bracket Championship and bring Quantic back down to Earth with a 6-5, 5th game win, but then see the clock strike midnight as they would then fall the very same way in their next match against vVv, missing the money matches by literally a single round of Search and Destroy.

Europe Represents

Speaking of Killerfish, they were just one of the European teams to show up and provide a very good show, and give the typically more dominant American teams a run for their money. Inferno (Italy) and Epsilon (Ireland) would both wow me, and garner quite an underdog following, as they made runs into the money matches and put up strong fights against some of the more elite competition like OpTic. All of the European teams would eventually fall, but they were often in the most exciting matches and surely made their home countries proud. And for Inferno and Epsilon, well, I’m sure we’ll figure out the conversion rate for their winnings before sending them back across the pond.

Money Talks

With so many teams having fallen today, a lot of the money winners were decided before we even get to the major championships. Below is an official breakdown of the million dollars up for grabs and who has won what so far:

  • 8th place: $25,000 – Inferno eSports
  • 7th place: $35,000 – vVv Gaming
  • 6th place: $50,000 – Epsilon
  • 5th place: $70,000 – FEAR
  • 4th place: $100,000 – Complexity
  • 3rd place: $120,000 – ???
  • 2nd place: $200,000 – ???
  • 1st place: $400,000 – ???

Predictions

So yesterday I made some prediction about the first eight matches we would see and went 6-2, including 1-1 in my upset picks. Not bad. Here’s a better breakdown of where I went right and where I went wrong:

  • Complexitiy vs Killerfish – I saw the problems Killerfish gave Envyus on Day 1 and thought they could’ve done the same to Complexity. They did, but just like their match with Envyus, it was close but ended with a losing result. RESULT: WRONG 
  • Soar vs Quantic – Everyone saw that Quantic had taken advantage of a weakened Unite team to claim their group and Soar put them back in their place, with help from Killerfish who then knocked them out of the Lower Bracket. RESULT: RIGHT
  • Fariko Impact vs Epsilon – Epsilon made a nice run in the Lower Bracket to get some cash, but they were never on Impact’s level. RESULT: RIGHT
  • OpTic Gaming vs Pain Gaming – Another clear mismatch as OpTic crushed Pain before they were, unsurprisingly, expelled from the tournament altogether as the first team eliminated from the Lower Bracket. RESULT: RIGHT
  • Donut Shop vs Enigma – Donut Shop came out on fire and crushed Enigma, but I think a lot of folks were secretly hoping both teams would’ve gone farther than they did, each coming up one round shy of the money matches. RESULT: RIGHT
  • Envyus vs The Stand – I had no idea Envyus was as strong as they ended up being, but I knew enough to trust them against The Stand who barely even showed up on Day 2. RESULT: RIGHT
  • Fariko All-Stars vs FEAR – I fell in love with the All-Stars after the fit they gave OpTic on Day 1 in a losing effort. I thought they’d be able to handle FEAR, but they succumbed as the first of FEAR’s victims, as FEAR was well on its way to a 5th place finish. RESULT: WRONG 
  • vVv Gaming vs Inferno eSports – A sign of things to come as both these teams would face off again to determine 7th/8th place with vVv winning both times, but I think many would agree vVv underperformed, while Inferno might’ve over performed, in this particular tournament overall. RESULT: RIGHT

So the stage is set for the final day. OpTic Gaming gets a rematch against Impact after Impact sent them down to the Lower Bracket to begin with, and the winner will take on Envyus for all the marbles. I still have a good feeling about the OpTic guys, even if they hit a rough patch yesterday against Impact, because after that loss they played ticked off and crushed everyone in their way. If they come with that fire from the get go, Impact ,and then Envyus, will have their hands full.

If you want to watch the results of these ensuing, epic battles, then watch the action live by heading over to http://www.twitch.tv/ or http://elite.callofduty.com/esports starting at 12 PM PT (3 PM ET).

In just the first day of action at the 1st Annual Call of Duty Championship, we saw 32 of the best teams in the world whittled down to 16. This first day was set up in a Round Robin/Group format similar to the FIFA World Cup. Each match-up was decided when a team won the best of three games. The first two games played were Hardpoint followed by Search and Destroy. Should the teams split these two games, Capture the Flag would decide who would win the match.

Even though I was on the floor watching all the matches (or as many as I could at one time), instead of giving you a play-by-play of everything that happened, here are some of the storylines/highlights that we saw emerge from Day 1 as well as who to keep an eye on during Day 2 as we move into the bracket stage of the tournament!

The Odds-On Favorite Dominates

After coming off a pair of Call of Duty tournament wins at EGL9 and MLG – Dallas, Fariko Impact came in as the heavy favorites to cap off the hat trick with a 1st Annual Call of Duty Championship Trophy. Placed into the first group on the center stage of the tournament, Impact rolled to a clean sweep over their group mates in Team Pain from Spain, Immunity from Austrailia, and the up and coming Team Phoenix who qualified through Call of Duty: Black Ops II’s League Play.

Fariko Gaming as a whole couldn’t pull off the sweep like their golden team Impact did, though, as Fariko Dragons fell away in the evening matches. Fariko All-Stars were able to join their fellow Fariko mates at least, but as the second team from their respective group.

Don’t Sleep on These Under the Radar Teams

OpTic Gaming was the group who took the big prize at Call of Duty XP back in 2011 and they’re hoping the smog-filled skies of LA are friendly to them once again. But because of Impact’s incredible roll of late, they were placed inconspicuously in Group 5. And it wasn’t until they wiped the floor with Fariko All-Stars to decide the Group 5 winner that people realized the OpTic team had brought their “A” game to this tournament. Familiar to the bright lights, the big stage, and the fat purse, OpTic is letting Impact hog the limelight…but for how long?

vVv Gaming also came out of their respective group clearly head and shoulders above their competition and could be another team that takes advantage of all eyes being on Impact. It’s not easy having a target on your back and how Impact handles the ever-increasing pressure will be put to the test  once again should they run up against OpTic or vVv later in the tournament, especially since both of them look to advance quickly with favorable Round of 16 match-ups.

North America Asserts Itself, But Doesn’t Pitch a Global Shutout

As seen in most Call of Duty tournaments, the North American teams came in as heavy favorites and for good reason. Many teams from other countries including xTaz from South Africa, a pair of teams from South Korea, Millennium from France, Immunity from Australia, and SSOF from Brazil all fell to the wayside as they ran up against seemingly sharper North American competition.

But a trio of teams from overseas caught my eye. Enigma from Sweden, Killerfish from Germany, and Inferno eSports from Italy were all able to sneak into the Round of 16 as the second teams in their respective groups. Killerfish in particular gave heavily favored, and eventual Group 4 winner, Envyus a fight that went to the Capture the Flag round. Inferno and Enigma have huge uphill battles against vVv Gaming and Donut Shop respectively in the next round, but I would not be surprised if Killerfish came out with a strategy that would shock Complexity out of the winner’s bracket. I got a feeling Cinderella likes Oktoberfest.

Surprise, Surprise

There was a fair share of surprises that came out of the first day of competition. Several of these came from the European circuit as described above, but another big surprise was Quantic. Although given a fair chance to advance as probably the second team from their group, they instead started hot against Unite and never looked back as they dominated.

And speaking of Unite, they were the one surprise on the negative side. Expected to have a strong showing after giving Impact a run for their money at MLG – Dallas, Unite dominated South African team xTaz right out of the gate. Jaws hit the floor, however, when Unite got burned by Inferno and were ultimately bounced from the tournament.

Not that excuses mean much in eSports, but in Unite’s defense, they had an odd situation on their hands as three of the four team members were not allowed to participate due to the rules of the tournament dictating participants must be 18 years old or older. This led Unite’s captain to calling up some buddies from Europe in the hopes of putting together a hodgepodge team that might shock some people. But the lack of experience playing together ultimately looks to have contributed to Unite’s downfall after their fast start.

Posers vs. Players

Although the tournament was set up for best of three games in each match-up, it was rare that the deciding Capture the Flag games came into effect. More often than not, the teams that were going to win established themselves early and dominated throughout. This means that, for the most part, the truly best of the best have advanced to the Round of 16.  With matches now going to best of five for Day 2, though, I’d be surprised if we saw too many more clean sweeps, especially as we don’t know the game types yet.

Can a Controversial Second Chance Be Taken Advantage of?

The first day of the tournament came off without a hitch. Mostly. The big moment that had players, managers, and press alike scratching their heads was when Group 1 had a three-way tie for second place. Fariko Impact had easily won all three of their matches, but the other three teams had all beaten each other in turn and were left with matching 1-2 records. And because everyone’s head-to-head was the same, and they all won the same amount of games, the tie-breaking rules had been exhausted. No one knew what to do.

What was most unsettling was that several attendees, including yours truly, informed several high-ranking officials at the tournament of what was setting up to transpire at least 15 minutes before it actually happened. Group 1 was on center-stage after all and if you had even been remotely paying attention to those matches, you could see what was unfolding after Phoenix got off to a slow start they couldn’t recover from in the group’s final match against Immunity. It took another 20 minutes after the match had ended before a solution, and not a very good one, had been realized.

Now, logic would dictate that if games were even, the next basis you would look at, much like professional sports where similar situations could arise, would be to look at points forced. People had been tracking scores all day and it couldn’t have been hard to look at the footage or look at players’ previous match results had they not been handy.

First, you’d look at Hardpoint. Then Search and Destroy if still necessary. Then CTF. And then, if somehow, someway, there were still ties, you’d look at Kill/death ratio. It’s very easy when you have all these stats to institute tiebreakers to prevent what actually ended up happening that even the tournament’s own Codcasters called a “debacle”.

Instead of looking at points forced, where Team Phoenix would’ve been the winners, a mini-Round Robin tournament was set up amongst the three teams with a coin flip deciding who played who first. The first team to two wins would advance. Unless of course everyone beat each other once again and then the organizers’ heads would likely explode.

Fortunately, that didn’t happen and Pain Gaming edged out Phoenix in the final match after both Phoenix and Pain trumped Immunity. And, as haphazard a process it may have been to get there, they were some of the best matches I saw all day.

But this was definitely one moment where things did not go as smoothly as planned as match schedules then needed to be shifted and managers for the later teams seemed frustrated because their teams were moved from the center stage to secondary stages. I’m sure part of this frustration stemmed from the thought of the sponsors of said teams loving the idea of Phoenix, Immunity, and Pain all getting extra center stage matches over their teams.

When all is said and done, unfortunately, I think it will all be for naught because Pain Gaming now has the dubious task of trying to upset OpTic Gaming. So, even though they were pulled back from the brink of elimination, I can’t see them progressing past the Round of 16.

Predictions

So we have eight epic match-ups in the Round of 16. Here are my quick picks for the start of Day 2:

  • Killerfish’s Cinderella run isn’t over and they upset Complexity.
  • Soar brings Quantic back down to earth with an upset of their own.
  • Fariko Impact continues to roll as they crush Epsilon.
  • OpTic Gaming sends Pain packing even after their second chance.
  • Donut Shop shows there are no questions there as they crush Enigma.
  • Envyus sits down The Stand.
  • The Fariko All-Stars are brave enough to edge out Fear.
  • vVv Gaming extinguishes Inferno eSports.

So that’s it for Day 1’s analysis and Day 2’s predictions. Day 2 will feature best of five matches now between teams, with double elimination rules coming into effect. This means that teams that lose their first matches will slip into a loser’s bracket and we will advance from there. With the cream looking to rise to the top, we should expect even more contested contests here on Day 2.

If you want to check out the current bracket, check out http://elite.callofduty.com/esports and to watch the action live, be sure to head over to http://www.twitch.tv/ starting at 9 AM PT (12 PM ET) for the start of today’s matches.

Pussycats Galore

I’ll admit, I’ve always been a little slow to hop on the Behemoth bandwagon. I didn’t play Alien Hominid until it hit XBLA in 2007, and I didn’t get into Castle Crashers until 2011. Although I was late to the party, I loved both of those games, so when I heard that BattleBlock Theater, The Behemoth’s long-awaited next title, had finally been given a release date, I made sure I was ready and waiting for it to drop.

BattleBlock Theater begins as you and a bunch of your best friends—including your bestest friend in the whole wide world, Hatty Hattington—pile into a boat and sail off to parts unknown looking for adventure. After you sail and have some carefree fun for several days, a massive storm hits and sends your ship spiraling off course and into a long-forgotten island. When you come around, your character—customizable in regards to color and head shape—realizes that Hatty’s gone missing.

As you begin to explore the island, you discover a dilapidated theater and enter, hoping to find Hatty. But as soon as you set foot inside, you realize this is no ordinary theater. In fact, it’s been taken over by hundreds of massive cats with an affinity for fine technological devices and wreaking mayhem and murder upon unsuspecting travelers that stumble across their nefarious dungeon of doom. For reasons unknown, Hatty has become the man in charge, now sporting a possessed top hat instead of the friendly smile that once adorned his face. Hmm. I’m going to go out on a limb and guess it has something to do with the possessed hat.

You and your friends must travel through eight worlds full of buzzsaws, laser beams, spears, spikes, and kitties who have a knack for making things blow up, all in the hopes of bringing Hatty back to his senses and escaping from this macabre deathtrap. As you traverse each of the game’s nearly 100 levels, you’re required to collect three jewels to unlock the exit, but you can also nab surplus gems to spend on character unlocks, as well as yarn to bribe the death-kittens into giving you better, more powerful weapons.

Those of you who are familiar with The Behemoth’s work will immediately recognize their trademark cartoon art style and quirky sense of humor. Many of BattleBlock’s laughs come courtesy of the game’s narrator, who spews canned, campy one-liners that help give each level the feel of a never-ending game-show parody.

When you dig past the hundreds of collectible heads for your characters, the bells and whistles of the presentation, and the strong pedigree the game has to live up to, you’ve got a deliciously punishing, fun platformer. In fact, I was often reminded of Super Meat Boy—both with regard to difficulty and the tightness with which you can control your character. And that challenge only gets worse on Insane mode, which features remixed versions of levels packed with even more traps vying to send you to an untimely death.

Unlike some of those more diabolical platformers, though, BattleBlock Theater shines brightest when playing with a friend. I really ought to dedicate this review to my girlfriend, whose willingness to lie down on a bed of spikes to offer me a makeshift platform helped make this review possible. I think this game is the only situation where it’s socially acceptable to look a loved one in the eye and say, “Go kill yourself.” While I still had a lot of fun playing alone, it was solving the more co-op oriented puzzles together that kept smiles plastered on our faces for the nearly eight-hour campaign.

A couple of downsides to playing cooperatively do pop up, however—namely the camera and spawning system. If one player gets too far ahead, the camera pulls way back, making it difficult for either player to see what’s happening onscreen. And when one character dies, where they respawn seems to be completely random. Sometimes they’ll appear right next to their teammate; other times they’ll be rocketed back several checkpoints, forcing them to deal with that lovely camera issue again. Aside from these minor gripes, though, there’s nary a fault to be found.

But the story is only the beginning of BattleBlock’s inescapable charm. There’s also a level editor, where you can craft your own gauntlets to test your friends’ skills and indulge your inner kitty. Want to set up a stroll in the park? How about a punishing series of pitfalls accompanied by lasers dealing death from above? The choice is yours.

Then there’s the biggest surprise of BattleBlock Theater: its versus options. With nearly a dozen game modes spread between 2-on-2 competitions and 4-on-4 contests that pit human players against a team of bots, BattleBlock offers enough variety to keep things fresh for many long hours after you’ve finished up the story. From King of the Hill to Capture the Flag, BattleBlock’s take on some classic versus modes, along with a few original to the game, had me and the other EGM editors rolling on the floor laughing. (Props to Intern Chris for taking home the most MVP awards, even if Associate Editor Josh Harmon and I routinely wiped the floor with him and News Editor Eric L. Patterson.) Things can definitely get a bit chaotic—in fact, they almost always do—but you’ll likely be having too much fun to care.

All in all, this is The Behemoth’s best game to date, and fans should take solace in knowing the incredibly long wait between titles was well worth it. And if you’re a newcomer who feels like it’s finally time to jump on the Behemoth bandwagon, I can’t think of a better game to start with.

Developer: The Behemoth • Publisher: Microsoft Game Studios • ESRB: T – Teen • Release Date: 04.03.13
9.0
Between taking in the hysterical story, trying your hand at level creation, or just blowing up some buddies in versus mode, most every gamer will find something to love about BattleBlock Theater. Whether played alone or with friends, The Behemoth’s latest is an absolute blast that’s well worth the price of admission.
The Good Between its story and versus modes and its level editor, this is one of the deepest downloadable games out there.
The Bad The camera and spawning system in story co-op.
The Ugly You ever seen an entire island run by cats? Trust me. You don’t want to.
BattleBlock Theater is an Xbox 360 (XBLA) exclusive.
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