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Assassin's Creed  photo
Or until everybody is already murdered
With the Assassin's Creed series getting new instalments annually, there are, perhaps, those who will grow tired of franchise -- if they haven't already. Since Assassin's Creed II, there's been a new title in the main series ...

Review: Cognition: An Erica Reed Thriller - Episode 2

Mar 26 // Fraser Brown
Cognition: An Erica Reed Thriller - The Wise Monkey (iOS, PC [Reviewed])Developer: Phoenix Online StudiosPublisher: Phoenix Online StudiosReleased: January 30, 2013MSRP: $9.99 ($29.99 for all episodes) Still reeling from her showdown in Boston's Old Meeting House, Erica is not given a moment of respite. Minutes after The Wise Monkey begins, her colleague and romantic interest, Sully, is brutalized and kidnapped right in front of her eyes, the latest victim of The Wise Monkey serial killer. While the many unanswered questions over her brother's murder and the events of the day before still fill Erica's mind, her main concern in The Wise Monkey is the rescue of Sully, and she has a new boss -- an intolerable man in an appalling pastel blue suit -- breathing down her neck. There's no timer counting down to Sully's demise, but the personal nature of the investigation, as well as the fact that it appears as if nobody else is doing anything about it gives agency to the adventure. It's quite a bit shorter than the previous episode, but it's also more focused. During much of The Hangman, Erica was dealing with the dramatic shift in her abilities, and there was a large amount of exposition -- this time it's all about taking down a serial killer. Erica's new boss, McAdams, is a bit of a shit, but he makes it clear that rescuing Sully should be a top priority for everyone. So, it's a tad strange that Erica has no back-up or aid whatsoever. In fact, the two times she needs help from the FBI, she has to break the rules, potentially losing her job, when she is pretty much ignored. Even her mentor and sometimes partner, John, is of absolutely no help. In fact, the fat, donut-gobbling fellow spends the entirety of the game sitting at his desk. It's an odd shift from the previous game, where Erica spends quite a bit of time working out the case with her colleagues, each time getting a new puzzle to solve in return for their assistance. Barely any of the characters established in The Hangman get more than one short bit of dialogue, actually. Erica's IT buddy doesn't even feature at all, his desk sitting empty with a sign saying "AFK." I found most of the characters to be two-dimensional at best, so I had hoped to see them fleshed out a bit more this time. I guess making them completely unimportant barring Rose, Erica's psychic mentor, and Cordellia, her comrade in misery -- and even they get only the smallest of roles -- is one way to solve that problem. The upside is that this forces Erica to be something of a lone hero, a role she handles with aplomb. Her dialogue and Raleigh Holmes's performance makes up for the lack of other interesting characters quite a bit, and Erica spends much of the game in a believably frustrated state. She clearly doesn't have time for bullshit, and when she's not getting angry at suspects, she's making sarcastic remarks about some of the idiots she has to deal with. A particularly memorable scene sees Erica interviewing the ex-roommate of a suspect, who unfortunately happens to be an irritating new-age forgetful ditz and tarot fan. A lot of the scene is played for laughs, and it may have felt tonally out of place in a thriller if it wasn't for Erica's obviously thinning patience, having to put up with this idiot when she has a friend to rescue.   One of The Wise Monkey's most obvious improvements are the puzzles, which I found hit or miss in the first episode. Erica's cognition abilities are far more prominent, and they make for the most intriguing head-scratchers. On top of the abilities she uses in The Hangman -- all of which return -- she gains a new power where she is able to see the past via interacting with multiple inventory objects. It's put to good use over the course of the game, and gives greater meaning to some of the items she picks up. Outside of the cognition puzzles, everything else is logical, though not without some degree of challenge. I confess I was stumped for a wee while a couple of times, and not due to unnecessary obfuscation. My only real complaint in regards to this aspect is the not-insubstantial amount of backtracking, with several puzzles running across multiple scenes, and some areas being used with quite a bit of frequency, leading to them outstaying their welcome. The case itself is a grisly investigation, with the victims' corpses being horribly desecrated, and one with far more compelling twists and turns than its predecessor's. Its climax will undoubtedly leave some unsatisfied, however, although I suspect it will be a matter of taste, as Cognition episodes seem to revel in cliffhangers and creating more questions.  Though The Wise Monkey is not all it could have been, it's a strong second episode. Much of it, however, felt almost like filler. The murder of Erica's brother and The Hangman case remain effectively untouched throughout most of this installment, and it does worry me that it has now set up even more mysteries while answering absolutely nothing. I don't doubt that it will all tie together somehow, but Cognition throws so few bones to the player that even the enjoyment of speculation is fruitless. 
Cognition episode 2 photo
A gruesome second outing
The coffee in Boston's FBI offices must be a really special kind of black sludge, capable of turning ordinary investigators into relentless machines. Or maybe Special Agent Erica Reed has just transcended the need for rest or...

Runescape 3 announced photo
Runescape 3 announced

Runescape 3 pops into existence this summer

And you won't even need a new account
Mar 23
// Fraser Brown
My first foray into the world of Runescape was a less than successful one. I was a wee bit lost, chopping wood and not really knowing what to do with it, when I asked a friendly looking chap for a bit of advice. He promptly ...

Preview: Anomaly 2

Mar 20 // Sterling Aiayla Lyons
The preview build that I got to look at featured the first handful of levels in the game, including three tutorial levels, the first three missions, and a prologue level. The absolute first thing that popped out at me was the production level that Anomaly 2 has over its predecessor. The menu feels slicker, the pre-mission dialogue is fully voiced, and even the in-game cutscenes are choreographed with a lot more flair. The prologue level opens up shortly after a helicopter crash, following the small surviving team as they try to recover data to a weapon that can help humanity reclaim Earth from the alien invaders that have conquered it after the events of the previous game. The level opens with a monologue setting the scene of the world's state. There also feels like there's more dialogue between units when the squad leader, controlled by the player, manages to link up with the other survivors of the crash. This opening level also introduced me to the big new mechanic that Anomaly 2 has. The units can now transform into a mech form on command, offering a greater emphasis on strategy and real-time reaction. The prologue introduces the first new unit, the Assault Hound, which has a Gatling Gun that fires faster the longer it keeps attacking. When the squad encounters aliens held up on both sides of a narrow canyon, this unit turns into a flamethrower-wielding Hell Hound. While the concept of a rate of fire that increases over time is retained, this form is more capable of attacking on both sides of itself at the expense of range. The three tutorial missions reintroduce the two staple gameplay mechanics from the previous game. At any time, the player can hit a button, or scroll back on a mouse scroll wheel, to zoom out to a tactical view to alter the planned route through a level. This functions pretty much identically to how it did before, right down to the interface. The other returning mechanic is the ability to arrange the layout of your squad, which once again functions almost identically. There are small changes, primarily with the squad interface, to allow you to transform units from the menu as well as selling, buying, and upgrading them. Upgrading a unit will enhance both forms of it, so there's no need to worry about paying twice per unit for a single level of upgrade. The presentation of the tutorials are really phenomenal as well. They take place in a virtual reality simulator in a truck of a moving convoy, as they head on a mission to infiltrate New York City and rescue a trapped scientist. Because of the hostile nature of the world, there are a lot of scenes during the tutorial where the simulator almost gets destroyed when the convoy is assaulted. The "graphics" glitch out, with sound and communication stuttering during these moments, and it helps add weight to the sequence. After the third tutorial, you're given free reign outside of the simulator as you push towards the building the scientist is trapped in. A hint of this can be seen in the prologue mission, but the alien dominance is really shown in the level design. Though the recognizable buildings of a city like New York are shown, they're all run down, and dilapidated, covered in the snows of what looks like a perpetual winter. All across the levels are alien structures, much resembling metallic roots, or tendrils, sticking out of the ground, and pulsating as if collecting energy or something else. The world feels more than just war-torn. It really feels beaten, and the units of your squad absolutely feel like they're the last ones fighting in the world. Of course, presentation is one thing, gameplay is another, and the gameplay here feels just as solid as in the previous games. Strategically planning a good route, managing skilled use of commander abilities, and squad arrangement are all still very important to victory as well as earning a good score. Since there are more real-time elements available, players can indulge in a faster-paced game if they feel like it. If not, any of the real-time elements can also be accessed through some way that also pauses the game, and allows time to think about the strategy. The levels also feel more dynamic than I remember from the first Anomaly. New aliens burst forth from the ground in the middle of missions and at times, force a last moment re-planning of my route through a level, or other times, require me to transform my units suddenly. I'm sure that most of this is scripted for when your units pass certain points in the level, but the effect is still cool. It's hard to say how "deep" this aspect will be in the full game, however. From the mission selection map, it looks like the game may encompass a global scale. At the very least, it seems as if the game will span across the continental United States, and possibly some areas to the south. Hopefully, this remains true, and the single-player manages to have a nice chunk of content and a lot of levels to go through. If all else fails, the multiple difficulty levels will add replay value, especially with the scoring system. Anomaly 2 is slated for release sometime later this year, and it's a game I recommend you keep an eye out for.
Anamoly 2 preview photo
Anomalize harder!
Anomaly: Warzone Earth had one of those experimental ideas -- controlling the troops that rush past towers rather than the defensive structures themselves -- that turned out to be really cool in practice. I don't know for cer...

PaRappa the Rapper photo
PaRappa the Rapper

Voice of PaRappa the Rapper petitions for a sequel

Mar 08
// Tony Ponce
PaRappa the Rapper needs the world, and the world needs PaRappa the Rapper. A piddling two games is not enough for the floppy-eared dog, and no one feels that more strongly than the man behind the dog: Dred Foxx. Foxx recentl...
Zombie Tycoon 2 photo
Zombie Tycoon 2

Prepare for zombie war in Zombie Tycoon 2

Will the student finally become the master?
Mar 06
// Raz Rauf
Back in 2009, the small Canada-based Frima Studio developed a quirky little title named Zombie Tycoon where you assumed the role of mad scientist Brainhov and undertook his quest to rule the world with formula Z-fueled zombi...
The Blackwell Epiphany photo
The Blackwell Epiphany

The Blackwell Epiphany is set to answer questions

And will be the darkest game in the series
Feb 22
// Fraser Brown
The Blackwell series of adventure games have been going on since 2006, with Dave Gilbert and Wadjet Eye Games developing five spectral detective romps featuring writer Rosa Blackwell and her ghostly buddy, Joe. Well, four wit...
Metal Gear spin-offs photo
Metal Gear spin-offs

More Metal Gear spin-offs may be on the way

Straight from Kojima's mouth
Feb 22
// Chris Carter
Are you ready for more games based in the Metal Gear universe? VG247 recently spoke to franchise father Hideo Kojima, who confirmed that more Metal Gear spin-offs may be coming. In regards to the prospect of more spin-offs, K...

Batman: Arkham 3 is due for release in 2013 [Update]

Arkhaaaaaaaaw MAH GAWD!
Feb 12
// Jim Sterling
[Update: According to the rumor mill, Rocksteady won't be involved in this one. According to my Twitter feed of random people saying random things, the less-spectacular Spark Unlimited may take the helm. Hmmmm.] Warner Bros. ...
Curious domains spotted photo
Curious domains spotted

New Legacy of Kain and Wolfenstein domains registered

Vae Victus! Mein Leben!
Feb 11
// Jason Cabral
Thanks to the secret ninja teams of CSC Corporate Domains, we now know that Square Enix has registered a domain linking to a possible new entry in the Legacy of Kain series. The domain in question,, makes di...
Dreamfall Chapters photo
Dreamfall Chapters

Dreamfall Chapters appears on Kickstarter

It's already half-way to its goal
Feb 09
// Fraser Brown
Dreamfall Chapters was revealed by Ragnar Tørnquist late last year, to the delight of everyone that had been driven mad by Dreamfall: The Longest Journey's unsatisfying cliffhanger ending after it was released sev...
Dead Space 4 photo
Dead Space 4

Dead Space 3 hints at what's in store for series' future

Brother moons are awake
Feb 06
// Kyle MacGregor
Dead Space 3 has barely been out 24 hours, but that hasn't stopped Visceral Games from getting started on developing their next game. Designer Warren Price took to Twitter earlier today and announced that the studio is a...

Crytek not interested in Darksiders 3

Vigil buyout won't mean a continuation of Vigil's series
Feb 05
// Jim Sterling
Crytek has explained that, while it has indeed acquired Vigil Games' staff, it's not particularly interested in Vigil Games' ... games. Basically, don't go expecting Darksiders 3, because Crytek's simply not interested. The t...

Zero Escape writer talks early third game details

Don't click on the source links lest SPOILERS
Dec 02
// Tony Ponce
["K and Rabbit Zero" by Fuju] [Update: Seriously guys? Complaining that news of the hero from the first game returning for the third game is a spoiler? I don't think you know what a spoiler is.] If you've played through Zero ...

Hotline Miami DLC to now be standalone sequel

Plans to patch original game still going forward
Nov 26
// Conrad Zimmerman
Jonatan Söderström, half of the programming team behind the critically-acclaimed Hotline Miami, has confirmed that the game will be receiving a full sequel, as opposed to downloadable content. The news first broke o...

Review: Professor Layton and the Miracle Mask

Nov 16 // Matthew Razak
Professor Layton and the Miracle Mask (3DS)Developer: Level-5Publisher: NintendoRelease: October 28, 2012MSRP: $39.99 For those keeping up with the adventures of Professor Layton, his apprentice Luke, and his assistant Emmy, this fifth installment in the series takes place before the first three games, but after The Last Specter. Continuing with its predecessor's goal of filling in the back story of Professor Layton and Luke, Miracle Mask actually takes place during two time periods. Unlike the faux time travel of Unwound Future, the game actually cuts back and forth between the present day and Professor Layton's past, when the wise, puzzle-solving educator was just a teenager. Like all Layton games, the story involves the Professor being contacted by an old friend to help solve a mystery. This time he is contacted by his childhood best friend's ex-girlfriend to come to the carnival town of Monte d'Or where a strange man wearing the titular Miracle Mask is terrorizing the town. Layton must dig into his past in order to solve the current mystery as he and his best friend Randall were the ones who discovered the mask originally. In this way, each chapter of the story jumps back and forth between the times, filling you in on the back story while while the mystery unfolds. It's actually a great storytelling trick that keeps the plot fresh even if most of Hershel Layton's teenage years are simply expository, puzzle-filled fun. The Layton mysteries aren't really mysteries anyway, but more fantastical excuses to present as many puzzles as possible before revealing a pretty ludicrous ending to the entire affair (*cough* underground recreation of London *cough*). [embed]238204:45796[/embed] Of course anyone coming to Layton for a grounded mystery is sniffing at the wrong top hat. It's the grandiose charm and quirkiness that makes Layton work so well and it's found in spades once again in Miracle Mask. Somehow, Level-5 manages to keep Layton and his cohorts feeling fresh despite this being the fifth game in the series. Professor Layton's gentlemanly demeanor is still as charming as ever and digging into his childhood -- a time when he didn't like puzzles (!) -- is actually quite a treat. The town of Monte d'Or is also dazzling fun to explore, and explodes with more life than any of Layton's previous locales.  Part of that life is because Mont d'Or is the flashiest city that Layton has been in, but the majrority of it is thanks to the game's new 3D look. Miracle Mask is a complete redesign of the Professor Layton gameplay for 3D that magically still feels exactly like the previous games. Gone are the admittedly gorgeous 2D frozen images and they're replaced by fully 3D, cell-shaded character models. Every character from Layton to background NPCs are now full-motion, 3D characters. At first, the change may be jarring as you indignantly think that it ruined the art or something like that, but once you're in the game, there is no denying that the new look breathes new life into Layton's world. Characters now move when they talk and the world now feels far more alive than in previous games where the backgrounds were fantastic, but often felt like ghost towns. Another worry was that the push for 3D would ruin the artwork and creativity present in the Layton series, but it's only made them better. Level-5 really took full advantage of the 3DS's capabilities when it came to the "level" design. Without losing Layton's trademark look, they've built each scene into a spectacular 3D background. Each new section of the Monte d'Or you head into is exciting simply because it looks so good. The same can't be said for the locales in Layton's past, which are a bit more mundane, but that's only in comparison Monte d'Or. Of course, because of the new 3D design, the gameplay had to change a bit. Most of what makes a Professor Layton game a Professor Layton game is still in tact: the main story is told in cutaways to (now 3D) animation; discussions are still handled in text boxes with characters appearing on opposing sides of the screen (though they're now moving as they speak); and you still move from one still area to another, clicking on people and objects to unlock stories or find hint coins. However, since the top screen is now the screen that holds the image you're searching around in, you are no longer directly touching it. Instead your stylus controls a magnifying glass that pops in and out of the different depths of the scene as it runs over items. It's actually pretty cool to simply see the cursor bounce around the screen's depth, and even a jaded film critic like me, who is about to stab every film that comes out in 3D, had a moment of, "Damn, that's pretty neat." You can, of course, easily slide the 3DS out of 3D mode, but I found that really detracted from the game's look. Now that multiple paragraphs have been wasted discussing the visuals in a game about puzzles, we should probably talk about the puzzles. The problem is they're really just great puzzles and that sums it up. The puzzles in Miracle Mask were a bit more difficult (or maybe I'm just getting dumber) than in prior games, but there's nothing especially profound to say about them. All the puzzles are up to the same quality and charm of the previous four titles. There's some pretty clever new ones in there, but it's more of what you've seen before, and that isn't a bad thing at all. I would have liked for the developers to have integrated the 3D into the puzzles a bit more. Some of the puzzles have top-screen action that adds embellishment, but none really utilize the depth for any practical reason. There is an action game where Layton rides a horse that is an obvious attempt to really emphasize the 3D, but it's lackluster at best. There's also another section in the game that breaks with Layton tradition pretty roughly by turning into a top-down dungeon exploration game, like a very simplified Legend of Zelda. It's actually a fun and decently lengthy twist where each room in the dungeon is a puzzle based on moving boulders and avoiding automated enemies. It's a great diversion from the standard Layton action, but never really gets the chance to take off in any meaningful way. The room puzzles never get particularly challenging, which is odd because the traditional-style puzzles found in that section are. As with previous Layton games, there is a plethora of extra content (though not as robust an offering as the last game's RPG, London Life). There's a clever shop puzzle game where you have to align items by color and type so that customers will buy them, a guide-the-robot game in which you must help a robot reach a certain point, and a more in-depth game where you have to teach a rabbit tricks and then have him perform them in a play. The latter of the three gets old quick -- the rabbit is not as much fun to train as one would hope despite the fact that he is adorable. Once again the puzzles don't stop at the end of the game as new puzzles become available weekly. Like all of the other Professor Layton games, it simply comes down to whether or not you enjoy solving puzzles. Fans will enjoy the added life, charm, and depth (yes, I said it) that the 3D redesign brings to the series, but this isn't going to win over any non-Layton lovers. The beauty of it is that no one really wants the series to change. In a gaming world where everyone demands that the next game bring something new and different, it's a little refreshing that a gentleman in a top hat can deliver consistent, quality gaming that pleases despite the fact that it's just what we played before... but now in 3D.
Prof. Layton photo
New look, same Professor
When Disney started re-releasing all their classic animated films in 3D because they like money and their classic films are really worth watching again in the theater, I wrote this review of the 3D release of Beauty and the B...


Bravely Default gets a PC sequel with an even worse name

What the hell is a 'brage'?
Oct 25
// Dale North
You thought the name Bravely Default: Flying Fairy was goofy? Check out the name of the newly revealed sequel: Bravely Default: Praying Brage. What the hell is a brage? Praying Brage is a PC sequel to the 3DS game. Siliconer...

EA re-releases FIFA 12 as FIFA 13 on Wii

Selling you the same game twice
Sep 28
// Jim Sterling
Electronic Arts has been caught red-handed selling a barely updated re-release as a full sequel. While it's often hard to tell the difference with sports games, it's really bad this time, since the Wii version of FIFA 13 real...

Gravity Rush wins Game of the Year award, sequel teased

More like 'Game of the Year Rush', am I right?
Sep 21
// Josh Tolentino
I'm of the view that Gravity Rush is, and remains, one of the best games on the PS Vita, and worth a play, regardless of what you think of it in the end. Jim might not have cared for it, but it seems whoever was in charg...

Darksiders II sells 247,000 in North America at launch

Humble start for Vigil Games' superb sequel
Sep 09
// Jim Sterling
Darksiders II managed to sell 247,000 copies in North America during its launch week, despite being pretty decently marketed and damn fantastic. Analyst Michael Pachter has estimated global sales at around a million.  Th...

Beneath A Steel Sky 2 announced as Kickstarter goal

If Revolution Software makes a million, we get the sequel
Sep 07
// Jim Sterling
Revolution Software has received all the funding it needs to make Broken Sword: The Serpent's Curse. However, the team has introduced a range of extra stretch goals, including an entirely separate game. If the studio makes $1...

What we want in Mirror's Edge 2

Sep 05 // Jim Sterling
More guns and combat Mirror's Edge was interesting in that acrobatics, quick thinking, and knowledge of the terrain were more important than tackling the enemies head-on. Faith was a runner, not a fighter, and that's something a few people appreciated. However, it wasn't visceral enough, thus it would behoove EA and DICE to think about what really makes Mirror's Edge what it is -- guns. It's all very well having wall-running and long-jumping, but we already did that in the first game. If Mirror's Edge 2 is to keep fans invested, it needs to do something fresh, something visceral, something that would invigorate the series and give gamers something they're not used to. I propose that we reduce the environmental navigation stuff by about 84% and replace it with huge flat environments populated by cover that Faith could duck behind, popping heads through the iron sights of an M4 carbine. It would be a visceral experience that would add a lot of visceral combat to the game. Less color Don't get me wrong -- Mirror's Edge was and still is a beautiful game. At the time of release, it had at least 10 more graphics than its leading competitors, and it is still able to graphic better than some of the top games we have in the market right now. However, one problem I had was that it wasn't believable. Bright white buildings? Blue skies? That's just not realistic, and it took me out of the experience a lot. Mirror's Edge 2 could do with some browns and at least 49 more shades of grey in order to make a vibrant, lifelike game that I could actually feel immersed in. This isn't Mickey Mouse's House of Mouse, this is real life, where the sky and the grass could be mistaken for cold concrete. I can't take a game seriously if it has more than three colors in it, because it makes me think of Ren & Stimpy. Online multiplayer mode Look, I love Mirror's Edge as much as the next guy, but seriously? Single-player only? What, are we playing games on Xbox 360 or fuckin' Atari here? A single-player game released in this day and age will die horribly in a market populated by competitive online experiences such as Skyrim Wars, L.A. Combat, and Heavy Rain of Bullets From Guns. All I want is for Mirror's Edge 2 to succeed, and the only way it'll do that is if it has a multiplayer mode. All games are automatically made more fun by the inclusion of competitive multiplayer, because once you've captured a flag in Halo, you must capture all the flags in all of the games forever. When I beat Mirror's Edge's solo campaign (and by "beat" I mean "stopped playing after 40 minutes"), I was ready to capture some flags. Imagine my abject horror at discovering that there were no flags to be captured! FUCK! I had to make my own flags by skewering raffle tickets with cocktail sticks before tossing them into the backyard and crawling in the wet grass, scrabbling to pick them back up, naked and crying as I tried to capture them and fill the gaping anus in my soul. I can't believe DICE did that to me. Don't make the same mistake twice. Co-op Like all true gamers, I can't concentrate on narrative campaigns without another player running around, screaming into a microphone, and impatiently demanding I skip cutscenes so they can keep doing that runny-jumpy thing everybody seems to love doing online. I still have no idea what the first Mirror's Edge was about because I didn't share the experience with a random 13-year-old over Xbox Live. If EA has any respect for storytelling in games, it'll make sure to implement cooperative play so that I can finally pay attention without my mind wandering off and thinking about something else like eggs or witches. Day-one DLC It's like BioWare said -- true hardcore gamers demand downloadable content almost immediately. After spending $60 on a videogame, I'm outright furious if I find out some sleazy publisher has stopped me giving it even more money. I just paid 60 bucks for the damn thing! I'm entitled to spend at least 30 more if I want to, damn it! If Mirror's Edge 2 wants my cash, it better have a range of different-colored gloves, shoes, and pants for me to purchase before I even get the shrink wrap off the box. I'd also love to buy a range of cheats and other items that used to be available for free in past generations. Also, if DICE could withhold some campaign content to sell to me later, I'd seriously appreciate the chance to get rid of all this cash in my bank account. I'm afraid of credit card fraud, and spending it all right now would make me sleep easier at night. It'd also be fantastic if the sectioned-off content could be integrated behind a pay wall within the game itself, because it's immersive to be told by an NPC that it wants 800 Microsoft Points in exchange for opening a door. Happens to me in real life all the time, so why not in games too? Some proprietary social networking thing If there's one thing that enhances my experience of any videogame, it's some weird proprietary Facebook knock-off that's forced into the game and won't run without it. I'd love to be made to open a Web browser in order to boot my game off of a page so that I can receive friend requests and messages from people who will never use it. We could call it EdgeNet, the FaithWeb, or something else cool and catchy. Basically, I want something that looks like Facebook because Facebook is popular, and that means if Mirror's Edge 2 has something that looks like Facebook, it will be popular as well. This is called marketing and the fiscal economy, okay? Oh, and put Twitter in it. Gotta get my Tweet on, guys. An online pass I don't know about you, but I sleep easier at night knowing that the games I play aren't being enjoyed by fucking thieves, like the villainous bandits who purchase games at GameStop at a cheaper price rather than spending $60 at launch like a noble and heroic consumer. This isn't Mad Max, and a few of us still have some damn standards left. When I open a new game, the first thing I like to be greeted with is a code that I have to input in order to receive no tangible benefit. This lets me know that the publisher takes it consumer loyalty seriously, forcing us to prove ourselves to our favorite corporations in exchange for the thing we paid for. It's a matter of principle, you know? I like a company with conviction and honor, and being made to enter 25-digit codes into a virtual keypad is the best way to reassure me that you're on the level. If anything, I think the current online pass model isn't good enough. We should have three passes per game -- one for the single-player, one for the co-op, and one for the competitive multiplayer. If Mirror's Edge 2 made me input three codes to access all of its content, I'd really know I bought a quality product. Let's make it happen, guys! A free fuck up the arse by an EA executive with every purchase Seriously, EA suits, visit the home of every person who buys Mirror's Edge 2 and just cram the entirety of your rigid dick -- and crinkled balls -- right up the fucking arse of the first person to answer the door. Feel free to laugh while you do it, and even do a bit of piss if you want. Give something back to your customers. We've earned it, after all!
The sequel the fans deserve!
Electronic Arts has repeatedly assured fans that Mirror's Edge as a series will not die, that one day we'll get the sequel of our dreams. Nevertheless, folks remain skeptical that we'll ever see Mirror's Edge 2. The original ...


Angry Birds getting a real sequel in Bad Piggies

Them pigs be so bad!
Sep 04
// Jim Sterling
Rovio has announced an actual sequel -- not a spin-off -- to its ludicrously popular Angry Birds series. Bad Piggies reverses the roles and puts players on the side of the green pigs that have served as cannon fodder across ...

Double Fine's double awesome Happy Action Theater

Aug 20
// Victoria Medina
Giant Bomb got to preview Double Fine's Happy Action Theater sequel recently and this is it, in all of its goofy glory. The entire interview is rather long, so if you just want to see a little of each mini-game shown yo...

Sequel to WiiWare's Fluidity coming to eShop

Aug 13
// Tony Ponce
My goodness! That Nintendo release list is filled with all sorts of goodies! Not only will I be able to channel my inner fashionista with Style Savvy: Trendsetters, I'll be able enjoy some good ol' liquid physics platforming ...

FAAAABULOOOOUS!!! Style Savvy is getting a seeequeeel!!!

Aug 13
// Tony Ponce
As you were browsing through Nintendo's lineup of upcoming 3DS games, what title immediately jumped out at you? Style Savvy: Trendsetters, you are absolutely correct! It's the follow-up to Style Savvy, the DS boutique manage...

Army of Two: The Devil's Cartel announced for 2013

Aug 02
// Jim Sterling
[Update: Destructoid has been told Carlos Ferro is voicing Alpha. THAT IS A THING WE KNOW!] The Army of Two series hasn't exactly set the world on fire, but Electronic Arts clearly must be making some bank off it. Army of Two...

If you buy Darksiders II, there may be a Darksiders III

Jul 27
// Chris Carter
Haydn Dalton, Lead Programmer at Vigil Games is ready and raring to go for Darksiders III. The only problem is, Darksiders II hasn't launched yet, and he needs a hefty amount of sales to greenlight his next project. He specif...

Jimquisition: A game by any other name

Jul 16
// Jim Sterling
What effect does a game's name have on the quality of the actual software? According to some gamers, everything! The idea that a game is bad because its name places it into an existing series is rather rife in the community,...

Mirror's Edge sequel only a matter of time, says EA

Jul 13
// Allistair Pinsof
When we aren't being jerked around by Ubisoft, talking about a Beyond Good & Evil sequel, we are getting push-and-pulled by EA over the Mirror's Edge sequel that we all want so bad. Well, good news then! EA Labels Preside...

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