Archive for the ‘Magazines’ Category


Dragon – November 2005

November 29, 2005

Continuing the trend of background on Demons and Devils of the D&D world, Zuggtmoy graces the cover of November’s Dragon magazine. The Demon Queen of Fungus and plant monsters is joined by illithids, the Lords of Dust, and the Shadar-Kai.

“Monsters of the Mind” expands on the underground civilizations of the Mind Flayers, offering up a bestiary of some of the depraved critters that the Ilithids have crafted. Covering a wide range of CRs, everything from a tentacled dragon to a swarm of brain-sucking leeches is detailed. The only time I can see this article really being all that useful is if you’re planning a Mind Flayer-centric campaign and want something more than brainwashed slaves to throw at your players. Interesting imagery, though.

Another article from the Demonomicon of Iggwilv details the cover demoness, Zuggtmoy. The Foul Queen of Fungi ramps the creepy factor up several notches, with information on her cultists, their practices, and some of the creatures she has at her beck and call. I don’t know why, but they’ve certainly been liking the subtly disturbing for the last several months in Dragon. They’d better not stop, is what I’m saying. In any case, good stuff here. I really like this series of articles, as it gets under the skin of the world in a way I find very appealing. The cultist details add a sense of continuity to what might otherwise be the random actions of faceless thralls. For example, one sacrifice to Zuggy involves a procedure the cultists call “Zuggtmoy’s Cradle”. A victim is tied up with rope of their own hair and buried in a bog with a breathing tube. Fungal spores and gruel are fed to the buried sacrifice, who screams for days before the spores consume them from within. Tasty details.

More demonology with a Keith Baker penned article on The Lords of Dust, the rakshasa rajahs of the Eberron setting. Like many of the big bads in the world of Eberron, The Lords of Dust are a secret cabal with a specific focus. In this case, less powerful rakshasas are working for the return of the all-powerful Overlords. These deathless demons were shut away by an army of dragons and couatls, and so in Lovecraftian style they slumber hidden away in the depths of Kyhber. While the setting as a whole is geared to show low level adventurers a good time (kings are only like level 10 or so, for example), this article attempts to alleviate the complaints of those who say there are no high level threats looming in Eberron. Even the lieutenant rakshasas are still quite high level, making the Overlords epic-level threats. Once the adventuring party has refought the last war and won, what is there left to do? Oh, that’s right, demon kitties!

The Shadar-Kai were one of the races thunk up for the 3.0 Fiend Folio, and ended up being something of a fan favorite evidently. This Shadow-bound race of fey certainly has a lot of interesting stuff to it. They’re constantly being pulled back to Shadow, and use pain and concentration to keep their evil selves locked onto the Material plane. While normally I’m not a fan of ‘race’ Ecology articles, this one was enlightening and expanded admirably on the Fiend Folio entry. Wormfood this month is a forgettable bit of business on buying magic in the free city. While it’s easily transferrable to any large city, it’s not all that interesting. Bazaar of the Bizarre is similarly underwhelming. Magic Face Paints. Yes, face paints. They’re basically potions, and only work for 24 hours after they’re applied. Eh. I never fail to find something wonderful in the Class Acts section of the magazine, and this month is no different. Substitution levels for Hafling Wizards. They basically get to pick a spell not necessarily on the Wizard spell list at 3rd, 5th, and 12th levels. Interesting.

Overall I felt this was a weaker magazine than some of the most recent issues. While I liked the cast of villains they put forward in this issue, overall the magazine for D&D players felt very much more like a DM’s guide. Can’t win em’ all, I guess.


Game Developer – October and November 2005

November 7, 2005

Resident Evil, Puzzle Pirates, and the Top 20 Publishers loom on the cover of Game Developer’s October issue. It’s been staring me in the face for quite a while, all throughout my diseased tenth month.

SpeedTree is the software on display in Skunkworks. The SpeedTree components allow for quick generation of vegetation, specifically forests. There’s not only a CAD program, but an API, Max and Maya plug-ins, and a model library. A piece of software I’m actually not only familiar with but have had the chance to play around with (bless you GDC), it was interesting to see a full-on review. It’s an intuitive setup and a product that’s shown up in several interesting games lately. If you’d like to see what I’m babbling about, they have an amazing demo called Trees of Pangea at their site. Well worth the download.

The Top 20 Publishers is a series of short rundowns on the most powerful organizations in the business. Though the #1 isn’t a big surprise (its initials spell Exploding Aardvarks), where other folks placed in the order was. Nintendo above Sony in slots 4 and 5? Take-Two only #10? Interesting choices. I agree with the assertions made (despite some good sales and great games, Sony’s revenues have slipped this year), but Codemasters being on the list honestly surprised me. Lucasarts is number 20, a generous decision, I think.

Daniel James looks damned good in a waistcoat. That’s one of the interesting tidbits of information I gleaned from “A Pirates Life”, a Q&A with the Three Rings designer and developer. I’ve followed Puzzle Pirates since days of yore (Beta), and their recent successes make my heart leap with happy times. More interesting to me was some of the talk of their newest game, Bang! Howdy. It’s a short time cycle title, a drop in and play online situation. They also talk indie game life in an ocean of large and hungry fish. More variations on the talk they gave at GDC, and all interesting.

Yay! Postmortem! “The Graphical Style of Resident Evil 4” is a look at the distinct visual and design decisions made by Capcom in making the best horror title of the year. The analysis pointed towards workflow efficiency as one of the major elements that allowed them the success they achieved. Improved technology and a willingness to re-examine gameplay elements supported the skeleton of the beautiful corpse here. Bad things: The combat emphasis made handling art assets difficult, as did the use of a deep field of view and the use of multiple cameras in certain sequences. Really, though, their wrong elements seemed more like challenges than the actual mistakes we see in other postmortems. Which makes sense, because the quality of RE4 overall is mind-meltingly high. My biggest regret from the early part of the year was the fact that I let the game slip past me without reviewing it. Ensaddening.

Meanwhile, the November issue of Game Developer has a Combine soldier from Half-Life 2 menacing me from the cover. Squee! UW-Madison inhabitant James Paul Gee talks serious games to coincide with the Serious Games Summit this month. Good stuff, as Gee discusses the ways in which all sorts of game types and environs can be put to serious use. He finds Yu-Gi-Oh and Pokemon interesting because of their use of somewhat advanced language, fulfilling a teaching element while rotting their minds with CCG madness. He also calls the government on their hypocrisy, denouncing violent games with one hand and developing America’s Army and Full Spectrum Warrior with the other. My favorite sentence from the interview: “I think the deep problem [with the public view of games] is that the powerful part of the public is the baby boomers. They’re in control of things, they’re the right age, and they just don’t understand games at all.” So true. Thanks again for being unique, Mom.

“Hovering on a Handheld” was a surprisingly accessible discussion of Wipeout Pure’s physics development. The PSP title plays fast and loose with traditional physics engines in the interests of fun gameplay and a brisk framerate. Essentially (the programmers who bother to read me start wincing) the ships are the only thing that are properly kept track of with anything resembling real physics. Even then, the collision detection is only done on a frame-by-frame basis. Handling is accomplished via two anti-gravity cones, one at the front and one at the back of the ship. It was awesome to read an article penned by a developer willing to sacrifice physics realism for a higher fun factor.

The cover article. “Scaling the Cabal” is an overview of the design process Valve used to create Half-Life 2. The original title was created by a process they dubbed “the Cabal”. The Cabal approach is a shared resource design system that incorporates some elements of eXtreme programming. The original game was crafted by a single group working at a brisk pace. The scale of Half-Life 2 required that a multi-cabal system be set up. The title took six years to make, and was crafted by several small groups working together to accomplish the entirety of the game. Each group was four or five people, with half being level designers, half programmers, and with one systems engineer. The designers acted as customers for the programmers and vice versa. The engineer was there to extend the functionality of Source for whatever ideas the cabal came up with. Artists, writers, and sound engineers were used as shared resources, organized into their own cabals. In the end there were six design teams creating content for the title, with six different ideas of what the game should be. They ended up having to create a cabal cabal to form the picture of the game into a cohesive whole.

Their practices were equally as interesting as their process. Keyframing prose was a practice they used whereby they strung story elements out in a fairly vague fashion. While they knew that Freeman would get from A to B in this section of the game, they kept what exactly happened there ambiguous until gameplay decisions were finalized, and then the story was written around the game. In production, level layout was accomplished using nothing but orange textures. In this way, designers and artists wouldn’t become attached to the way things were coming together during the design process. Testing, then, could concentrate purely on gameplay. They used a layer of human-readable abstraction in their scripting to allow for transparency of assets used, as well as allowing changes to be made to data and design without massive rebuilds.

Their biggest problem, it seemed, was consistency. With so many cooks working at the broth, the Cabal cabal had to sit down and hash out what exactly it was that they were creating. A representative from each cabal came together and gameplay elements began to be evened out. Interesting stuff done by one group in one section was twisted and examined to see if it would fit equally well into another section. Team-wide playtests ensured everyone knew what everyone else was doing, and led to some interesting cross-pollination of ideas. Once things began to even out, the designers did iteration after iteration on design, changing elements until just a few weeks before the launch date. (Must be nice to know that everyone will have to deal with your download client). The article was fascinating, easily one of the most interesting I think I’ve ever read in Game Developer. Though it sounds chaotic and sort of backwards, the cabal process must have been very rewarding to participate in, and it was really nice to be able to get a feel for it.


Dungeon – November 2005

November 4, 2005

Dungeon’s November issue is a series of confrontations. While confronting situations and creatures is a staple of D&D, November’s issue seems to be a deliberate attempt to ensure that player characters deal with the heart of a matter.

“Shut-In” is a disturbing murder mystery for low level characters. A brutal series of murders in a rich part of a large city draws in the PCs as investigators under hire from the city guard. The Slicer, the murderer at large, was caught but managed to escape and take up his bloody work again. Catching the villain is of top priority, and making sure he lands back behind bars will net the participating characters a lot of goodwill with the wealthy of the city. The ending has a nice twist to it, and while it’s not an adventure I’d probably run it seems like a well written (very different) adventure for a low level group.

“The Champion’s Belt” is a tremendous addition to the Age of Worms adventure path. In it, the PCs become gladiators in a grand championship and investigate one of the participants in the plot to bring about the villain’s goals. Every fight in the gladiatorial combat is detailed, and they’re unique challenges that you’d be unlikely to face outside of a colosseum. The confrontation at the end of the chapter is simply amazing, a campaign defining event that your players would be talking about for years afterwards. While some of the early adventures in the path left me wanting, the series has begun to really take off in terms of quality.

“The Fireplace Level” is the capper to the three-part Vampires of Waterdeep adventure set. The first (vampire werewolf using) adventure was a chase sequence, and the second was an old skool dungeon crawl in Undermountain. The finale is another dungeon crawl in the Undermountain complex, but there’s nothing old skool about this one. The small complex actually exists both on the material and ethereal plane, with a complex combination of uniquely places creatures and templated standard critters. The climactic final encounter with the villain of the series takes place here, and the Vampire Lord of Waterdeep is an accomplished combatant with a number of unique abilities.

Useful articles on Winging it as a DM, some quick fantasy tavners, and details on non-horse travel arrangements in a fantasy setting round out the issue. The Winging It article is especially good, detailing ways to deal with unexpected moves on the part of the party. “Someone kicks in the door” is the best plot device ever, by the way.


Edge – October 2005

November 1, 2005

Most gaming magazines have titles that make them seem like textbooks for the inept. There’s not a lot of mystery about what you’re going to find in the pages of “PC Gaming” or “Official Xbox Magazine”. Then there’s Edge. The title has a mystique about it. What does Edge cover? Is it an extreme sports mag? A knife aficionado rag? No, in order to understand what Edge deals with you have to look to its subtitle: Videogame Culture.

Indeed, while other publications may claim to cover culture along with games, they lie. They are all liars when compared to Edge. God-damned liars. Edge covers not only the here-and-now of current releases, but the what-will-come, the what-used-to-be, and what should have been.

October’s issue kicks off with coverage of games meetings in Japan and Edinburgh. The Japanese response to the PS3 and 360 is a great mirror for the new consoles in the rest of the world. The seriousness with which Japanese gamers take their hobby means those of us not on that side of the world can get a well-considered opinion by checking in with media from events there. The Edinburgh event, on the other hand, was an attempt to meld gaming industry folks with more traditional media thinkers. That article is quite revealing, because it doesn’t even attempt to coddle the event handlers. There were mistakes, and there should be improvement in the future. Really interesting stuff, and the coverage reminds me a lot of the Games and Learning event I missed out on here in town.

Their short “Hype” articles, previews for upcoming games, are equally unforgiving. “Liberty City Stories might be the most important game released this year [for the PSP] – it could also be the most important game released in the PSP’s entire lifetime – but it’s a curiously unexciting prospect.” The cover story is obviously more forgiving, talking with the id folks about the release of Quake 4, going into a great deal of detail about id’s development process and the creative forces mustered to bring the Quake experience to the Doom engine.

The article that forced me to fork over my hard earned money for an Edge subscription was the one that followed the cover article. Entitled “Building the Perfect Game”, it distills down elements from widely heralded titles across the industry. Combining the open ended gameplay of GTA with the graphics and physics of Half-Life 2, and welding on the hand-to-hand combat of Ninja Gaiden, the article took my mind to happy places that I’d love to see someday. Then, they said the words that made me sigh and reach for my credit card. “So, all of The Perfect Game’s many elements are spelled out across these pages, but what about themes and specifics? In what sort of environment will these play out? For atmosphere think, perhaps, Data East’s SNES classic Shadowrun.”

Following the article that broke my back was a great piece on Cyan Studios and the last chapter in the Myst series. Edge’s thoughtful interview was extremely illuminating, and ironic, considering the open/closed/open status of the studio this past month. Reading this article, and this magazine, gave me a new perspective when I saw X-Play’s review last week; the depth that I’m looking for in perusing these periodicals. “Micro Machines” goes into the world of the miniature classic games-in-a-joystick toys that get sold in mall kiosks and electronics stores across the US. Interesting, especially if you’re looking for an easy way to challenge someone to Joust.

Edge’s reviews are strongly written and for the most part well marked. They’re even presented in a way that makes my writerly heart happy – review scores are simple numbers in a different coloured font at the end of the review, set apart from the text. Words are king in Edge, the way it should be. Regular feature “Time Extend” looks back at Manhunt, ascribing artistic style and merit to the title … marking the only article in this issue I don’t agree with. A making of column talks Bubble Bobble, and one of the back of the mag one-sheet editorials talks about the Naboo riots in Star Wars Galaxies.

I’m completely and totally enamored with Edge. Whether it’s the British sensibility, the high production value, or the top-drawer writing, I’ve fallen head over heels for the top of the industry from across the pond.


Dragon – October 2005

September 29, 2005

The Halloween issue of Dragon is chok-a-block with dead thing, squirmy things, and things that would best be left dead. Unfortunately, the dead walk especially vigorously in October.

“Not for the Living” is unique not only for the creep level of the topic, but for the concept. The piece discusses hauntings of the traditional move and novel variety, and achieves them in game terms by providing templates to apply to physical locations and objects. Starting from a Haunting’s magnitude, you can determine how a rip in the fabric of reality would affect the game world. There are several options presented, each covering a different form of classical haunting. My personal favorite is the Eidolon, a multi-part haunting that attempts to capture the horror of a tale like The Ring. Applying templates to something other than a creature is an interesting idea, and works really well here.

“Birth of the Dead” is a background piece discussing the origins of the undead. If you’ve ever looked at the MM description of the Nightwalker and wondered how exactly such a creature comes about, you no longer need to be curious. The article offers up formation stories for many of the most commonly seen undead types, from Death Knights to Shadows, from Allips to Mohrgs. It’s a great background piece, and if you’re planning an adventure involving a powerful undead critter it would be excellent story fodder.

The short story this month made my eyes glaze over, so I skipped ahead to the creepiest article in the magazine: “The Ecology of the Spawn of Kyuss”. Tying in once again to the Age of Worms Adventure path, this piece details the origins of the worm-ridden undead that play an important role in that campaign. The entire article is nauseating, especially the “Necrology of the Worm” subsection. If you’ve ever wanted to know how an undead leech can transform you into a hungering horror, you’ll know after reading this piece. It’s even better than most of the Ecology works, because it manages to instill a sense of dread at ever facing the creature into the reader. Creepy stuff.

Wormfood this month covers some places in the “big city” in the Age of Worms campaign. The generic name of Free City is given to the genre-less campaign hub, but the places they detail are actually pretty interesting. There’s a theatre, a gambling house, an arena, and a bathhouse. Each are great meeting spots to get to know some of the denizens of the city or find some information about plot-specific topics. They also include rules for a simple dice game. The attention to detail the game shows is probably one of my favorite things about the current Dungeon/Dragon editorial staff, evidenced throughout both of the Adventure Paths and dripping from most of the better adventures in Dragon’s sister publication.

“Curios of Corruption” is this week’s Bazaar foray, and details some neat Cthulu-mythos inspired artifacts. Right down to the book with the face that steals your soul, a nasty DM could find several things that they could use to scare the pants off of their players. The Bazaar is followed by a piece on “The Demonomicon of Iggwilv”, which is a slightly misleading title. It should read “The Demonomicons”, because in actuality there are six books representing the demon-queen’s knowledge. A great background piece, the article goes into some detail about Iuz’s mom and her role in eviling up Greyhawk. Technically the Spellcraft article for this magazine, the article details some spells found within one of the tomes. Each of them is predicated on the use of the Planar Binding spell, and allows an evil spellcaster the chance to get more for their money when trucking with the forces from beyond. I love this crunchy combination of rules and background, and the article does a great job of offering up both. Silicon Sorcery offers up some stats for the headlining critters from Shadow of the Colossus. Not sure I’d ever use such stats, but damn is that going to be a cool game.

The D&D buyer’s guide (read: a bunch of pages of ads) that runs at the end of Dragon leads off with a really stupid idea: “Three-Dragon Ante”. It’s basically a non-collectible card game that is intended to be a fantasy themed game you can play in between games or (wait for it) in-character while you’re hanging out in an inn. Dumb. Stupid stuff like this is why I’m glad that Dungeon offers up simple dice games like Marlota, and Spellbones from this month’s Wormfood.

A down note to finish off this issue, but overall another solid issue. I know I’ve said this before, but I continue to be pleased with the quality of Paizo’s magazines. Dragon in particular, post 3.0 changover, was pretty weak sauce. They just seem to be getting more on-game. Keep up the good work, Mr. Mona.


Dungeon – October 2005

September 26, 2005

Back to pen and paper gaming. October’s dungeon is an interesting contrast of old and new. Dungeoncrafting has changed a lot since the early days of D&D, but every now and again a dungeon shows up in print that harkens back to the simpler days of hacking and slashing. This issue has not one, but two dungeons that have a retro feel.

The first, “The Hive” is a creature feature. Formians, the ant-like people of D&D, don’t get a lot of headlining nowadays … really it’s because they’re kinda crappy. Despite that, The Hive is a neat little dungeoncrawl. It’s has a very retro feel, because it focuses on Formians and giant ants exclusively. The creature-specific module also has a needlessly complicated archvillain, one of those internally inconsistent villain-of-the-weeks you found so often in older modules. Despite the cobwebby feel, it works. The dungeon is well aid out, and the encounters entertaining. For a 5th level adventure, it’s a fun little romp that would be a nice one or two week diversion.

“Hall of Harsh Reflections” is this week’s chapter in the “Age of Worms” adventure path. Adventure path modules are usually very high quality works, and this one is no different. This module moves the adventurers to the big city, The Free City. The change of venue is a good move (getting them out of that backwater), and introduces the players to some of the bigger themes of the campaign. The dungeon is well crafted, but the really excellent piece of the module is a twist that I’m not going to mention because it’s just too good and I don’t want to spoil it. Suffice it to say that it’s a move that the GM would need player collaboration on. You’ve got to love evil modules.

The final adventure in the magazine is entitled “Dungeon of the Crypt”, and if possible is even more old school than “The Hive”. This adventure is the second in the Hunt of Malar trilogy of modules. The first, if you recall was a very odd vampire werewolf combat set piece involving an undead beholder. Yes, vampiric werewolves. I still haven’t gotten over it. Anyway, the second module is considerably more reasonable. A straightforward dungeoncrawl in one of the many side-dungeons that abut the sprawling Undermountain complex beneath Waterdeep awaits players. Undermountain related dungeons all have a very specific feel, and the Dungeon of the Crypt captures it well. The Dungeon in question is very much alive, with denizens coming and going and an alliance forming and reforming as the result of the party’s actions. It’s well laid out, and while not very large has the same sort of venerable grandeur that many of the older modules tend to evoke. The second chapter in the trilogy is much more reasonable than the first, and I look forward to seeing how they wrap this up.

DM how-to’s this week were interesting as always. One discussed visual and auditory set dressing, a second pondered conspiracies in a D&D setting, and a third was (as has been their wont of late) a random generation table to outfit an object. Staves, actually, and well done too. Nicely done again.


Electronic Gaming Monthly – October 2005

September 25, 2005

I’ve mentioned before that EGM is probably my favorite of the videogaming periodicals that I receive, and October’s Issue is a perfect example of why I feel that way. Aside from a kickass cover, the issue covers some great games and puts down some interesting opinions in a well-written fashion.

“Xbox vs. PS3” covers some of the details out of development houses in the approach to the Tokyo Game Show. Specifically, they discuss the fact that both the 360 and PS3 will have to share Resident Evil 5 between them. RE5 looks terrific, with the fast zombies and stuff. An actual new piece of information, that the blazing sun will have a detriment on the protagonist’s state of being. They’re also talking up ways to keep development costs down, like with XNA or middleware. Interesting stuff.

“Gun” is the first good looking western shooter I think I’ve ever seen. I don’t really like the western genre in videogaming, but looks kind of promising. It’s a GTA-style freeranger with cattle to herd, bears to skin, and banditos to arrest along with the actual story missions. Resident Evil 4 is already a tremendous game, but they have a look at the PS2 version coming out soon. It’s looking pretty good. The most interesting add-on is a new single-player campaign that allows you to play as Ada Wong, running parallel to Leon Kennedy. It allows you to dog Kennedy’s heels as he moves through the game, occasionally overlapping to allow seeing the game from a different point of view.

“Game Coaching” is a fripping funny article about professional Halo 2 coaches. An intern gets coached by a series of individuals ranging from one of the top competitors in the country to a 7 year old (the youngest pro player in the country). I love the idea of a 20-something player getting schooled by a 7 year old, and an interesting look at the practice of game coaching. Overheard: “Be a Nerd. Watch lots of movies, read comics, do what you’ve gotta do. If you can run your friends through a Dungeons and Dragons game as a dungeon master, and they have a good time, congratulations: You’re a game designer.” – Alex Jimenez

Speaking of design, a fluffy non-piece about Lorne Lanning’s work as a game designer. I’d care more if he hadn’t crapped his company down the tubes to do magic happy movies. “Castlevania: Dawn of Sorrow” looks truly excellent, on the other hand. It’s a traditional 2D Vania title, with 3D elements and some interesting collecting bits. EGM’s countdown to their 200th Issue continues to be interesting. The “Top 10 Bosses” hits some of the all-stars; Alma, Nemesis, Psycho Mantis, Mother Brain. Sephiroth snags the top spot. It makes sense that he does, of course, given the central topic of this issue.

“Preview Feature: Shooters” is a several page spread about upcoming FPS titles. A few of them (Battlefield 2: Modern Combat, Half-Life 2) are console ports of PC titles that sound as if they’ve already had all the interesting sucked out of them. HL2 is supposed to be a good port, but what’s the point of a Valve game with no multiplayer? Star Wars Battlefront 2, though, and Serious Sam 2, look like a lot of fun. It’s very interesting to me that a lot of titles I remember playing several years ago are now coming back in new forms. Serious Sam, Half-Life…it’s like a 90’s revival.

“The Final Countdown” details the many Final Fantasy VII sequels and spinoffs that Square-Enix has been working on for the past few years. Advent Children gets a deep look, an interview with Director Tetsuya Nomura. Interesting stuff, especially in regard to some of the decisions regarding the supporting characters. Before Crisis, the mobile game that was looked at so deeply in Game Developer, and Crisis Core, an upcoming PSP game, both get brief looks as well. The Dirge of Cerberus FFVII shooter starring Vincent Valentine looks absolutely delicious, and probably is the FFVII project I’m most looking forward to. It’s not scheduled to be out until next year, but it looks very promising. They then have a look at the future of the series. Final Fantasy XII is likely to be released in the states at the end of next summer (yay), but there has been a lot of coverage on the nets about production difficulties. I’m not going to hold my breath. Either way, the big deal that everyone is shvitzing about is the possibility of a Final Fantasy VII remake for a next-gen console. The FFVII tech demo at E3 was absolutely breathtaking, and was literally the only moment during the event that I gasped while looking at footage. I even saw it live, so that was cool. That would be really cool, but I don’t see it coming anytime soon. Maybe a nice christmas present for PS3 owners next December?

Reviews are solid, as always. I really like the sheer number of numbers EGM throws at you for each review. It allows a number of opinions and outlooks to get filtered by your brainpan. They gave Darkwatch the same score I did too, which is always nice to see. Next month: The 360 will be here. :D