Showing posts with label San Diego Comic-Con. Show all posts
Showing posts with label San Diego Comic-Con. Show all posts

Wednesday, July 30, 2014

[OLD] Skylanders #0 (Comic) - Zero Toys Required, Still A Good Start


While the Skylanders franchise has proven itself to be a very profitable/successful Spyro reboot and toy seller (even if Spyro himself isn’t really in the spotlight), it doesn’t seem to have much in the way of supplementary material, aside from a few spin-off games and a handful of books. To rectify this, IDW Publishing has recently announced a Skylanders comic book series, which more recently made its debut with an exclusive issue #0 at San Diego Comic-Con, its own story serving as a prequel to the upcoming Skylanders: Trap Team. As a Skylanders player myself, I wasn’t sure what to think of it at first, but as the Con drew closer I decided to give the comic a shot so as to invest myself further in the series lore; to this end, I ended up (unintentionally) getting two copies of the comic at the IDW Booth (I was aiming for one), as well as copies of the variant cover after attending the Skylanders panel at the Con (this seems to be the only way to get this particular variant) and getting each copy of the comic signed by the issue’s writer, David A. Rodriguez (he had a signing each day at IDW throughout the Con). After reading the series’ debut issue, I would say that this new comic series is off to a good start, though it’s much too early to tell how good it is at transitioning into the story of Trap Team (since, you know, the game’s not out just yet).

When Lord Kaos makes a discovery, he explains to his servant Glumshanks about a prison in Skylands known as Cloudcracker Prison, wherein Skylands’ biggest villains are encased in a material known as Traptanium, the most durable substance in all of Skylands. When Glumshanks asks what this has to do with anything, Kaos explains that he has a plan that will eventually grant him total control over all of Skylands. Later, The Skylanders Pop Fizz, Stealth Elf, and Wash Buckler are flying with Flynn as Stealth Elf practices, but no sooner do they have to join other Skylanders in fending off an army of Trolls attacking a supply of Radiance Crystals, the element used to make Traptanium. If that’s not enough, a Doom Raider named Wolfgang appears to overwhelm the Skylanders.

David A. Rodriguez, the aforementioned writer of this issue, does an amazing job of capturing the spirit of the characters Kaos, Glumshanks, and Flynn, as their personalities and actions lined up with what they would normally do in the games (I have not really played or read any supplementary material), to the point where I could hear the characters saying their respective lines. I personally don’t know much about the personalities of the Skylanders themselves, since I haven’t read many character bios and any personality I have seen from them comes mainly from whatever they say in toy form, commercials, and a handful of cutscenes. However, the actions of the Skylanders present in the story, especially those that got the most screen time (Spyro himself appearing in only a single panel), felt like things they would do in the situations they were presented with. Again, it’s too early to tell how well this comic lines up with the plot of Trap Team, but I would nonetheless say it was well-written as it seems to set up plot points present in said game.

The Doom Raider Wolfgang shows up in this comic.

Mike Bowden’s art on the comic does well with capturing the general art style of the game, as well as having each character looking accurate to how they look in-game (and on-toy). The colors by David Garcia Cruz suit Bowden’s art well and help each character pop out in their respective surroundings, helped by the use of a generally bright color palette. There is one gripe I have with the art through, but this isn’t a mistake original to the book: the Trap Master Snap Shot uses a bow-and-arrow as his oversized weapon (a visual gimmick of the Trap Masters), but, as with his toy and official artwork, the bow lacks a bowstring (which is, you know, an important part of a bow’s anatomy), so even in the context of a comic it looks like Snap Shot is holding some weird-looking object rather than a proper weapon. Aside from this one thing, I don’t really have any complaints about the artwork.

There is also a set of four character bios in the back, namely for four of the Trap Masters introduced in Trap Team (Jawbreaker, Wildfire, Snap Shot, and Wallop). I find this feature to be interesting, since it allows the reader to know more about characters from the game series without having to look them up online. Though laid out much differently, this reminds me of a similar feature that was included within the issues of IDW’s Transformers: Last Stand of the Wreckers mini-series, as well as the bios included in Fun Publications’ Transformers material. In any case, I find that these bios aid in adding more depth to the universe and fleshing out the characters more.

So far, I would say the Skylanders comic is off to a good start. I would have to read more issues once the comic officially debuts in October to get a better idea of the comic’s general quality, but I would still say that this issue from Comic-Con was really well-executed. As a prequel, it seems to set up the plot of Trap Team well, though again I can’t judge that fully until I get to play the game. The writing and art are both executed well and the story gives potential players a glimpse of what Trap Team will be like in terms of new characters and plot. This comic is a must-have for Skylanders fans, and if you didn’t attend Comic-Con, I would suggest trying to seek this one out if you are interested. Hopefully this issue becomes reprinted in the future, perhaps in a trade paperback of some sort, so that those who didn’t attend the show will be able to read this story, but for now eBay is probably your best bet if you don’t have a copy already.

Report from the Front: SDCC 2014 Video Game Demos


As with last year’s Comic-Con, I saw the convention as an opportunity to play some demos of upcoming games to see if they might be worth a future investment. While I did accomplish this goal on Sunday, the last and shortest day of the convention, I’ll admit right off the bat that I didn’t get the opportunity to play all of the games that I could have played. I didn’t end up playing Ultra Street Fighter 4 or anything at the Behemoth booth, nor did I get a chance to play the new Super Smash Bros. (though I’ll admit I consciously avoided it due to Nintendo always having a crowded booth). I also didn’t play Sunset Overdrive due to long lines (and wait times) and I also didn’t play Sonic Boom (I’ll stop there). However, I did get to play some games at the pretty empty Bandai Namco booth, as well as a couple games I’ve actually been anticipating. So, with all that said, let’s explore the games I actually tried out.

Preview Note: The following write-up solely expresses the opinions of the writer and is based on a work in progress. Should the final product be reviewed on Trophy Unlocked, these opinions may change to reflect the full game.

Kingdom Hearts HD 2.5 Remix (PlayStation 3)



This should be pretty obvious already, but I really love the Kingdom Hearts franchise. Going into the convention, I already knew that I wanted to play the upcoming HD 2.5 Remix, which features tweaked HD versions of the Final Mixes for both Kingdom Hearts II and Birth by Sleep, plus the cutscenes of Re:coded. However, I never actually anticipated that I would be able to play a demo of this hotly anticipated game at the Square Enix booth on the floor. Since I was waiting for a signing, and I had enough time to kill, I decided to try it out, finding myself in front of one of the kiosks for the Birth by Sleep portion of the game (there were plenty nearby for the Kingdom Hearts II portion).

The Birth by Sleep demo contained sections for Terra, Ventus and Aqua, the three main characters of the game. In the time I was there, I got to play through all of the Terra section and most of the one for Ventus. Though short, these sections really show off all of the improvements made to the game, the most noticeable one being the graphics. Simply put, this game now looks absolutely amazing, like how the PSP version looks in your mind’s eye. Character models are now much slicker and all of the little details are shown with more clarity. Combat remains exactly the same as the original game, but now with the added bonus of using the right analog stick to control the camera and a single shoulder button to lock on, creating much smoother combat.

I'm still getting used to my new Smartphone.

While the experience was very nice, there were a couple of sticking points. The camera was a little weird for me to control since it was inverted and pretty loose. I can chalk this up to the fact that I couldn’t access an options menu during the demo and that I didn’t have enough time to adjust to it. The other is that while the pre-determined command deck wasn’t that bad, I couldn’t change it even though I acquired different commands during Ventus’ section. Then again, I also play the Keyblade warriors differently than the demo would have me do, so the selection would naturally have been jarring. Nonetheless, December 2 can’t get here fast enough.

Aw yeah!

Dead Rising 3 (PC)



Since I played both Dead Rising 2 and it’s updated rerelease, Off the Record, on PS3, I’ve been a fan of the series, going so far as to buy the original Dead Rising for Xbox 360 (though I haven’t played it yet). Since Off the Record, I had anticipated the thought of a Dead Rising 3, though when they did finally announce it, my heart sank when I saw it would only be for the Xbox One. I also felt a little pissed off since PlayStation users previously had access to the series through both versions of Dead Rising 2, only to take that away with the latest installment. When they announced a Steam release however, my spirits were lifted by the possibility of finally being able to play it. On Sunday at Comic-Con, I was a bit surprised at how small the line was to play this game (i.e. almost non-existent).

Pictured: A hope spot.

I didn’t play very much of the game because time and Psycho fight with no preparation, but I really enjoyed what I played. I like the idea of the open world atmosphere, as it presents more opportunities to do what you want and craft combinations of items. The graphics are the best I’ve seen of the series so far and the frame rate suffered no drops despite the large number of zombies on display at once. One of the best features however is that there were absolutely no loading times, an impressive feat indeed. After I played for a bit I talked to the rep about the game and he informed me of other really cool features, such as combo vehicles and one mechanic I had been clamoring for since I played Dead Rising 2: time is no longer an issue. Dead Rising 3 is more of an open sandbox where you can do what you want and accomplish the individual story goals pretty much any time you want, while also having other side missions sprinkled throughout Los Perdidos. For those who want the traditional time limit and save options, there is also a Nightmare Mode for increased difficulty. All of these features and more are getting me excited to play as Nick Ramos sometime in the future.

Project Cars (PlayStation 4)



I’ll admit that I’m not really familiar with this title, having only really heard about it at SDCC when I saw it at the Bandai Namco booth. However, since no one was really playing it and I had time to kill, I decided to give it a shot; I regretted this decision. The idea seems to be that it’s a more realistic racing game, though I couldn’t really get into it. The steering felt incredibly floaty and hard to wrestle with, with too much movement on the right stick causing me to spin out. Maybe this was due to in-game damage I suffered while trying to figure things out, but even when the car was “fresh” I still had a hard time getting used to the controls, even when I found out which button was the handbrake. I wasn’t really interested in playing this game anyway, but my time with it only drove the wedge between me and the game even further. I know someone out there will buy it, and they can go ahead and do so, but I certainly won’t.

Pictured: A metaphor.

Pac-Man and the Ghostly Adventures 2 (PlayStation 3/Nintendo 3DS)



As I did with Pac-Man and the Ghostly Adventures last year, I decided to play Pac-Man and the Ghostly Adventures 2, once again on two platforms (in this case PS3 and 3DS). This time I got a better feel for the games, with Pac-Man still being able to go between two different forms, in one case resembling a 3D version of his original arcade appearance. The controls are very responsive and the levels feel pretty polished, although some of the puzzles require a good amount of patience (Full Disclosure: I sucked at the puzzles). It’s still not pretty exciting to me, and I won’t be investing in it in the future, but if you feel like getting it then by all means do so; I guess I’m just not the audience is all.

Sword Art Online: Hollow Fragment (PlayStation Vita)



Okay, I have some background on this one. I watched Sword Art Online as it aired on Toonami because people were talking about it and I was taking a Japanese class at the time (where other students kept talking about it). I didn’t have high expectations and when I first saw it, I actually kind of liked it. The premise was very interesting, providing a sense of urgency through people trapped in an MMORPG where death is real. Kirito was also shaping up to be an interesting character, since he had Beta Tested the titular game and had planted the seeds for a future relationship with a girl he knew nothing about. I figured that this sort of high stakes, emotional beginning would be the start of something great. Of course, once I finished watching it, it turned out that the story didn’t care about any of that and now I can describe it best with a single image:

Their words, not mine.

That said, when I saw the game with no one in front of it, I figured “Why not?” and began playing. A few seconds in though, I realized I had made a mistake. I had no context for anything going on and the control scheme felt highly unorthodox. The graphics were pretty decent from what I remember, but unfortunately I don’t have much to say beyond that. I kind of figured out the controls as I fought a few monsters, but after about a minute I felt I wasn’t going to be able to give it a fair shake, especially since I couldn’t just go back to the main menu or some similarly safe place, and just decided to stop playing. If I had an opportunity to play where I wasn’t just dumped in the middle of things and given more time to adjust to the controls, I’d probably go for it, but as it stands I’m not too enthusiastic about it.

It's hard to get a clear photo of a handheld game.

So ends another San Diego Comic-Con Wrap-Up. Hopefully I’ll get to play more games next year and find out about games I’m anticipating, as well as maybe walk away as a fan of something else.

Also, I apologize for the lateness of this post. I’ve been putting Comic-Con away at home and also got really into JoJo’s Bizarre Adventure: All-Star Battle (foreshadowing alert!).

Monday, July 28, 2014

Report from the Front: San Diego Comic-Con 2014


Another Comic-Con has come and gone and while I don’t pretend to yet be an expert on the event, I’ve only gone eight times out of the last nine, we at Trophy Unlocked would like to share our experience for those who didn't go and compare ours to those who did.

I recently read someone describe Comic-Con as the child of Las Vegas and Disneyland that liked to read comics and watch movies. That’s not too far from the truth, without the gambling and the prostitution. It is an overwhelming sensory overload. There is too much to do and see and no way you can come close to doing it all.

I am not the first person to call Comic-Con Line-Con, and it is certainly that. I don’t know what it’s like for professionals, vendors or the press, but Joe Congoer spends an inordinate amount of time in the queue. And I’m not talking about the crazies who spend the night in line for Hall H or arrive at three in the morning to be first in line for the Hasbro exclusives.

There is a line for everything from picking up your badge, to getting in, for autographs, panels and just about everything else. Now don’t get me wrong, you can develop some very intense and short-lived relationships in a line. My personal favorite was the younger woman with a crush on one of the artists involved in The Hacktivist. While standing in line it was obvious that she had a crush and short of squealing, it was easy to sense her excitement. I held her place in line while sending her to see if she could get his autograph, but she quickly came back. I asked if she wanted a photograph with him and she said yes and even though I was ahead of her in line, I hung around to take their picture together. She thanked me and gave me and my wife a hug of gratitude. I really felt like I helped to make her day.


Welcome to San Diego Line-Con 2014.

Like most Con goers, we plan and plan and plan, making spreadsheets and having discussions on what to take, who to see, what panels to try for and what off-site events we might be interested in. And plan as much as we do, sometimes you have to throw it out the window. Schedules change, artists and writers don’t show up on time and lines get capped. But there are also those moments when magic happens. As an example: Going by the Shout! booth on Saturday morning on our way to Toy Tokyo to buy a figurine of Zombie Kirk Hammett from Metallica, we noticed they were handing out free posters for “Weird Al” Yankovic’s UHF movie, a film we had recently reviewed here on the blog and a favorite of two of the writers. We were informed that there was going to be a signing that afternoon at 5, limited to 50 people with wristbands and just like that I’m going to meet “Weird Al” in person. But before that, my family met Kirk Hammett and in between I was able to meet Dave Gibbons, the artist behind Watchmen, and get him to sign my 12 issues of that ground-breaking comic book. Quite a day, but not the day we had anticipated or had planned out in our living room days before.

Kirk Hammett from Metallica was at Comic-Con signing zombie figurines.

Speaking of standing in line to meet someone, here’s a pet peeve: You’ve been standing in line for sometimes up to an hour to have a moment with someone, maybe it’s a geeky moment, but you’ve put in your time in line for a few moments of face time and someone the artist knows, or someone passing by the signing, will stick themselves into the midst. I had a least two occasions in Artists Alley when I got up to the front and someone who knew the artist would come over and start talking to them. “Have you seen so and so?” “You know it’s been a long time since we talked…” Not that I’m an attention hog, but I’m suddenly just standing there watching two old friends catch up rather than blurting out what I’d been practicing in line to say. It’s rude of that other person to just come up as if the artist wasn’t busy and start talking to them, taking away the time I’ve put in to see them, just because you’re old friends. This is not as bad though as the artist/actor/whatever who is not dedicated to the moment or the reason they’re there, especially when they’re charging for their time (Bruce Boxleitner), but gratefully we didn’t run into any of those this year.


And let's not forget The Aquabats! They were there, too.

Every artist, writer, editor and musician we spoke with were all very nice people. Tired and sometimes overwhelmed by the attention they’re receiving, but very nice and appreciative. You can tell the ones, like Hammett, Gibbons and Yankovic, who are used to the attention from those who are just starting to get it and it’s all so new to them.


One of the coolest exclusives was a Gumball comic book inside a SNES gaming cartridge from BOOM!

If you’re doing a booth signing, most will let you know about their other work they’ve done, which are usually at their fingertips for sale, but that’s part of the dance. And if you like their work, the least you can do is support them. You'd want the same in return, wouldn’t you?

And while you stand in line quite a bit, you also walk and walk, whether you’re going from Artists Alley to the IDW booth and back or just wandering up and down the aisles, you need a comfortable pair of shoes. Comic-Con (in reality the SD Fire Marshall) has a no loitering policy, so you have to keep moving and most walls have a no standing or sitting policy on them. Now I know how sharks feel.


Even the bathrooms seemed to have sponsors.

In the five days were down there, including Wednesday, in which we essentially drove most of the day and Sunday, which was a short day, the Walking Mate app on my phone shows I walked 50.9 miles or a little over 10 miles a day. Add to that I’m carrying a ten pound backpack most of that time and while your mileage may vary, that’s not a bad work out. (Still gained a couple of pounds, which doesn’t really seem quite fair.)


Dave Gibbons, the artist on Watchmen.

That will lead me to food, I guess. We usually bring ours in with us, which saves time and money. Believe it or not the lines are pretty long at the snack bars and they’re not cheap. Though that pizza looked and smelled a lot better than the fried chicken breast I ate on day three, which was about four days old at the time. In years past, we’d relied on the nearby Subway sandwich, which we’d bought the night before. Those got pretty old after a while, so we haven’t quite got the food bit nailed down. Hey, it’s only been eight times.

"Weird Al" speaks to one of the writers on Trophy Unlocked.

One of the improvements/upgrades we made as a family this year was getting smart phones. Part of the reason was to be able to check prices. Sale Items at the Con are oftentimes higher than they would be at say Amazon. But we also wanted to be able to better use the free provided Wi-Fi so as to better communicate with each other. This worked only so-so. I think there are still texts I’ve sent that haven’t been received, such as “Where are you?” and other missives that would have been nice to get more immediately than not. I had to sign in repeatedly to the ATT service because the phone and the ISP didn’t remember each other and who has to suffer? We do. Still you can always call as long as the person you’re reaching out to can hear the phone ring over the din. Someone pointed out that the hall is carpeted to deaden the sound; otherwise I can only imagine how loud it would be.

Another issue with smart phones is that the battery seems to run down very quickly. I would recommend taking a pre-charged charger with you in case your phone is down to 10% and you still have the evening ahead of you.

Clothing is another consideration. We all wore jean jackets, mostly for the pockets, but those get very hot and the last thing you want to be is sweaty. Jackets have their place, but it is not in the Con. We’re looking into cargo pants or some other wardrobe option.

One of the best reasons to go to Comic-Con are the panels, whether they are professional or for pleasure. We didn’t attend as many as we have in the past, but sometimes you have to decide if the panel is worth the time suck. And even for those that are worth it, there is a limit. We had to pass on one for Gravity Falls, because the line was impossibly long. If a show like that is popular then you really need to attend the panel prior and in that case the one before that, in order to get a seat. An hour wasn’t long enough and there was no guarantee of getting in.

The Penny Arcade booth at Comic-Con.

We barely got into one panel thrown by the Warner Archives: Trailers from Hell. Seems it was the panel before one on Mass Effect and the line was not really full of lovers of old films, but rather video gamers. We got in by the skin of our teeth and only as long as we promised we weren’t staying for the next panel (nothing against Mass Effect) and then in individual seats, which turned out to be one behind the other behind the other. But that’s the cool part about the Con, people get exposed to new things and I would imagine a few of those in attendance will check out the Warner Archives Instant streaming service now that they learned it exists. I know that’s how I became exposed to Watchmen; we were attending a panel, Watching the Watchmen so we could attend another panel afterwards. And yes, I told that to Dave Gibbons when I met him.

While everyone’s convention experience is quite different, I really had a good, but exhausting time. I was able to meet people I had only been communicating with through email and Facebook messaging (I won’t name names so they can maintain credible deniability that they know me).

After attending, it’s always a good idea to think about what you did that you don’t want to do again and what you still have on your plate to do. For the latter, it’s getting up at 4 am to get in line for Hasbro. There is something demoralizing when that’s not early enough. It really takes it out of you and when your day can go to 11 as ours did that night, it’s really exhausting and for what? No, we’re done trying to get that golden ticket (or red stamp if you want to be honest).

Things I’d still like to do: Well, there are so many things outside the convention center that I can never seem to get to. And the Con is only expanding out. There’s so much to do inside the Convention Center that getting outside seems nearly impossible. And, of course, there is Hall H. Every year you hear about everyone who lines up the night before and I’ve seen them. But I don’t want to be a part of that. And just about as often I hear that people walk into Hall H later in the day into panels that are not full. So I might just have to try that one afternoon.


Something else I didn't make it over to was the Fox salute to the Simpsons next to the Hilton.

After last year, I wasn’t sure I wanted to go again, but now I’m already looking forward to the next one.

Wednesday, July 24, 2013

Report from the Front: SDCC 2013 Video Game Demos


San Diego Comic-Con, when not physically and mentally exhausting, is an opportunity to discover new things or find out something more about your interests. Every year that I go I try to check out some of the games on the horizon, though this visit had the added bonus of checking out both the PlayStation 4 and the Xbox One before these systems reached the hands of the public. This year, I was able to play demos for four separate games, so I have decided to write up how I feel about them based on my first impressions.

Preview Note: The following write-up represents only the opinions of the writer and is based on a work in progress. Should the final version be reviewed, these opinions may change to reflect the full game.

Rayman Legends (Xbox 360)



This is a game that I wanted to play after it was revealed that it would be ported from the original Wii U version to the PlayStation 3 and Xbox 360 as well, so when I saw it at the Ubisoft Booth, I knew that would be a golden opportunity to see if I still had interest.

From what I was able to play, which was a regular gameplay level and not any of the extra modes, I think I still want to play it. I’ll admit right off the bat that to some degree it feels largely the same. The assets (graphics and music) seem as though they are recycled from Rayman Origins, though this might be because it uses the same engine and they already had certain things loaded in to work with. That said, there are still some new gameplay mechanics, as well as new music and animations, to help it feel fresh and new while still retaining some familiarity. I’ll admit that I probably would have bought this anyway, but it’s good to be able to remind myself why.

Ryse: Son of Rome (Xbox One)



Let’s be honest, if you were never going to play on an Xbox One but someone gave you the opportunity to try it out for free, you’d probably do it. That’s how I ended up playing Ryse: Son of Rome as my second game demo on the show floor. It’s also how I knew I’d never willingly pay for the privilege of this game.

To get this out of the way, the Xbox One controller is great. It felt very ergonomic in my hand and there are some changes to help it feel a little more natural than the one for the 360. I wasn’t able to try out the d-pad, but the most noticeable changes were from the sticks. The top feels a little more concave with a very slight lip to keep your thumbs in place and the sides are textured to help out the racing game crowd. Microsoft seems to have made an already good controller even better and have it work for many markets.

The hand sanitizer market, for instance.

Unfortunately, it had to be paired with what may be an early stinker for the console. To begin, the reps were unable to say what the story of this game was (story motivates the player, guys!), but they were able to explain the short scenario that the game is based on. Also, the controls weren’t posted anywhere on the screen, so the rep had to tell everyone in line how to play. When I asked another rep about this later (he’ll be brought up again), he acknowledged this blunder.

As for how the game plays, it’s a little weird. I gathered from what the line rep said, who I will henceforth call Rep One, as that they were not only trying to capture the feel of a movie, but also borrow combat elements from Assassin’s Creed and Batman: Arkham Asylum. The other rep, Rep Two, reiterated with me that what they were going for was the “multiple enemies” scenario with some differences native to Ryse. While I was playing, I noticed the 300 influence Rep One talked about, complete with slowdown and camera angles native to a movie. It’s an interesting idea, but this becomes distracting when all you’re really trying to do is run across a beachhead to Point B.

A late portion of the demo.

The controls are smooth and the camera is good at helping fixed scenarios feel more real, but it was combat which irked me quite a bit. See, you’re given a sword attack and a shield bash, which is all fine and dandy, but when I talked to Rep Two about my experience, he mentioned something that I began to notice in hindsight, which is that the system they’re going for is going to end up trying to tell you the exact order you should be using your attacks on enemies, since after a while an enemy will dodge to force you to use the shield bash. This probably isn’t too much of a complaint there, but the one thing that got to me was the Quick-Time Events. It’s not their presence, since games like God of War can integrate them smoothly, but rather their execution. You’re probably familiar with how they work, press the button onscreen to perform a certain action, but somehow Ryse occupies a certain warped space where the rules don’t matter.

To elaborate, you don’t need to press a single button to make it work. I read about this, but I wasn’t sure that it was possible until I got to try it for myself. I did everything I could, press it correctly and then purposefully press a different button or let the controller down, and the same cinematic still played out exactly with no repercussions or incentive to try and get better at the game from failing (I apologize for not having video of this). This disturbed me, since I didn’t think anyone would be crazy enough to do that, so I asked Rep Two to fill me in. When asked about it, he told me that this was an intentional feature because “you’ve basically already killed the guy” and that a later build will punish the player, but only in the animation that they see if they don’t press the right button; he also mentioned that there would be a leveling up system to unlock more executions (ie. more animations). I also said that the Arkham Asylum comparison wasn’t right with me because that game was more focused on rhythm, but, again, he explained that they wanted the scenario and not necessarily the execution.

In the end, Ryse looks like it’s a game designed to attract the 300 and Assassin’s Creed crowds. I know that two people in line, a little boy and a man who pre-ordered the Xbox One for some reason, were both sucked in by these promises, but the intense cinematic focus and lack of repercussions during an execution put me off of this game even more than I already was. But hey, at least the graphics are really good.

Knack (PlayStation 4)



A while after playing Ryse, I decided to try and play a game for PlayStation 4. The line for Knack was almost nonexistent compared to the ones for Octodad/Drive Club and Gran Turismo 6, so I decided to check that out; it’s the one my brother wanted to play anyway. Since we knew that the PS4 was something we would eventually try to get from the Eighth Generation of consoles, Knack was a pretty good game to try out anyway, but playing it pretty much solidified getting the console.

After letting a television crew finish filming there (I actually had the controller handed off to me on-camera before they left), I finally got to have a good feel for the PS4 controller. While I still don’t know how the d-pad felt, I do know that the DualShock 4 felt very natural to hold as always. However, the L2/R2 buttons are improved to allow for the fingers to stay on even when sweaty and the L1/R1 buttons seemed to have been angled in the middle, presumably so the index fingers could naturally curve around them and keep them held down better. The sticks were also greatly improved upon, adopting a sort of concave layering to keep the thumbs in place. In other words, the controller is familiar, but with some elements improved to let it feel good to a wider variety of players. Also, the “Options” button functions exactly like “Start” and the touch pad is not only smooth, but is also a button that can be pressed, which I can see opening up many gameplay options for developers.

The console, this time enclosed behind glass.

While I wasn’t told the story, a rep did tell my brother about how a robot named Knack was developed by a scientist in order to function as a line of defense against invading goblins. The premise is interesting, but from what I could tell it didn’t really matter to the demo, which was cut off halfway through for everyone playing in order to keep the line moving. That should say something, since the demo was pretty long and lasted more time than Ryse.

The level design is very good, going for a classic platforming feel, and the gameplay mechanics compliment this. Knack sort of operates like a living Katamari ball, as he can absorb elements in order to grow larger and increase his strength. Knack was also pretty easy to play, thanks to the simplified control scheme which can allow kids and adults to play by putting most of the action on the face buttons. There is definitely a stealth element present in certain levels, but it’s done in a way that works for the game and doesn’t really detract much.

Knack is both a graphical and technical marvel, mostly in what they did during development to make it so accessible. I had fun while playing and I think it’ll be one of the first games that I play when I finally get my hands on the PS4. It seems like a game that would be fun for the whole family.

Pac-Man and the Ghostly Adventures 

(Xbox 360/Nintendo 3DS)



To my surprise, the Namco booth had almost no-one trying to play Pac-Man and the Ghostly Adventures, so while I waited for the 360 version to be free, I tried it out on the 3DS. After playing both versions, I’m not really all that excited for Pac-Man’s return.

Both versions of the game control well, with an emphasis on platforming and eating different types of ghosts while collecting power pellets, but it just couldn’t draw me in. I suppose it’s a little clever how they managed to use the different elements of the original Pac-Man in a 3D plane and it’s interesting how they introduced the ability to wear different costumes for new abilities, but again, it couldn’t hold my interest either way. Maybe I’m missing something, but what?

Maybe it’s the lack of a story to go by in the demo. I wasn’t really sure why I was doing the things I was doing, which is probably explained by the fact that it’s meant to tie into a show airing on Disney XD. Still, a little bit of plot would’ve been nice to have.

Pac-Man and the Ghostly Adventures is a game I’m not looking forward to picking up. This disinterest is not nostalgia or anything, just a perceived lack of focus and the fact that I couldn’t stop thinking about a certain other video game character for some reason while playing. Kids will love it no doubt, but it’s just not for me.

So that’s my two cents on the four games I was able to play at SDCC this year. Hopefully I’ll be able to play more next year and see what I think of the future.

Tuesday, July 23, 2013

Plants vs. Zombies: Lawnmageddon (SDCC Comic) - The Seeds Have Been Planted


If you've ever been to San Diego Comic-Con or read our post on it, you know that the convention can be like hell if you let it. One of the good things about it, though, is getting exclusives that you couldn't get anywhere else, be it a special edition of a toy or a comic book among many, many other things. Today, I am going to cover something from the latter, a comic called Plants vs. Zombies: Lawnmageddon. For those unaware, Plants vs. Zombies is a game series developed by PopCap, the same company responsible for the popular and successful Bejeweled puzzle franchise. The gameplay involves planting plants in a garden as you try to protect your house (and your brains) from waves of zombies. I've played some of the game before and I enjoyed what I've played of it, and I plan to play the upcoming sequel titles, Plants vs. Zombies 2: It's About Time and Plants vs. Zombies: Garden Warfare (the latter when it comes to Xbox 360, since I have absolutely zero interest in owning an Xbox One). Getting back on track, Lawnmageddon was an exclusive $2 comic at Comic-Con, via the Dark Horse booth, and with the help of my parents, my brother and I managed to secure a couple of autographed copies right when they were running out for the convention (on Preview Night no less) and I thank them for their effort. I actually got to reading the comic last night, and I can say that I liked what I read...so far.

The story of Lawnmageddon, written by Paul Tobin, follows two kids, a boy named Nate Timely and a girl named Patrice Blazing, as they deal with an invasion of zombies that emerge from the depths of the sewers. The comic itself is only 12 pages long, so I don't think I can say much about the story, but I do think it's an interesting set-up. The introduction of these kids to the world of Plants vs. Zombies may seem odd since there was maybe only one important character in the original game, Crazy Dave, but I do think they're good at their purpose of moving the plot along, since I'm not sure how else you can create a coherent comic out of a game like that (plus, there is actually an interesting way Crazy Dave is worked into the story). Either way, I think Paul Tobin did a good job with the writing from what I have seen.

Then there's the art by Ron Chan, with colors by Matthew J. Rainwater. I think Ron Chan does an amazing job capturing the art style of the game, particularly with the designs of the titular plants and zombies, enhanced further by Rainwater's colors. The new child characters, along with the other humans you see in the comic, also look like they fit right in with whatever shows up from the game. There is no doubt here that Chan and Rainwater did an amazing job in the art department.

Quick, buy it before they run out!
Now the reason I said "so far" and "from what I have seen" is because, when I finished reading the comic, I found out exactly why it was an exclusive: at the back of the comic, on the inside cover, there is an advertisement for Lawnmageddon being a digital comic, which from the ad appears to be a six-issue deal. I decided to review this comic anyway because of the way it was packaged as a one-shot book, but I do plan to revisit this comic later once it finishes its run.

The Comic-Con version of Plants vs. Zombies: Lawnmageddon serves as a good first look at the digital series and gives those that bought the exclusive a good taste of what's to come. For those interested in checking it out, especially if you are already a Plants vs. Zombies fan, I would suggest doing so, either as it is released or, for those who prefer print material (like me), by holding out for the eventual hardcover collection, which can be pre-ordered on the Dark Horse website. I think the print comic that I read is enjoyable so far, but as for the overall quality of the finished product, we shall have to wait and see.

Monday, July 22, 2013

Report from the Front: Comic-Con Wrap-Up 2013


One of the wonders of Comic-Con is that it can make four days seem longer as the experience can nearly break you physically and fiscally if you let it. While I can’t comment on any breaking news that might have come out of Hall H or Ballroom 20, I can let you know that Comic-con is not for the weak.