Hitman: Absolution Review

Square Enix and Io Interactive bring a long awaited continuation of Agent 47 with Hitman: Absolution. Hiding bodies and asphyxiation remains the core to keeping one of the last true stealth game in the genre. While many other stealth games have given way to more action, Hitman creates an addictive and encouraging thriller that keeps players coming back for more.

Diana Burnwood puts the agency on the brink and vanishes. Agent 47 needs to find her and do what he does best. Diana appears to have gone rogue and taken an agency asset, a young girl, which must be returned. Agent 47 makes a judgment call against the agency to protect a girl facing a future like his own, leading him into a twisted world of cat and mouse.

As the story unfolds every character becomes a question mark. Who are 47s real friends? What makes this girl so special? Where will 47 go if he survives this chaos? The 20+ hour long story creates a surprisingly steady learning curve never allowing frustration to set in until later in the game. Each mission leaves multiple options to eliminate 47s targets. With creativity and helpful hints from less difficult modes the game creates an atmosphere of comfortable exploration. This exploration shows the boundary of options for 47’s abilities for the player to master in preparation for the later and more difficult levels in the game.

Hitman provides a stealth game at its core. Specific strategies are required for victory, but several ways can get the job done. As the game gets later the options to achieve victory get slimmer. Frustration can set in if players abused the easier levels options, leaving them with a steeper learning curve consisting of more trial and error.

The feel of the hunt is something Hitman has created better than any other recent game. To kill the target is a simple one. Laying out a plan for a silent kill and hiding the body to escape without anyone revealing 47’s existence requires skill, timing and execution (both meanings being one in the same). Most games draw a larger audience with over-the-top action, while Hitman: Absolution prides itself with hunt and kill tactics, avoiding the any messy over-the-top action.

The strategy and hunt syncs with the artistic atmosphere the game creates from the first mission. The artistic imagery matches the Agent 47’s art of the assassination. With each move made to complete 47’s work of art, the music comes to the forefront giving players not only encouragement, but pride in their accomplishments. The game mixes gritty violence with an artful setting display. The display is not just the setting and background, but the people too. Civilians are the silver lining that completes the atmosphere of places like Chicago’s Chinatown, the local strip club or a western-style gun range.

Agent 47 using his instinct ability. It highlights enemies, targets and friendlies and shows their current planned movements. This gives 47 a better understanding for planning his strike.

Replay Value equates to the pursuit of perfection. Each mission is broken down into smaller segments. These segments have two categories: mission skill and collectibles. Mission skill is determined through assassin efficiency. There are several ways to kill each marked target and replay is required to complete each challenge. Discovering the best way, reveals bonus points under signature kill. Each segment within the mission also has the occasional side challenge, such as saving a civilian or getting all accidental kills. For each challenge completed attributes are added and described at the end of each mission making each life easier when taking lives.

Collectibles are items picked up from each mission and there are a ton of them. For the 100 percenter’s, this game provides a challenge to find it all. Once all of them are found, Agent 47 gains more experience to level up.

As for multiplayer, there is a challenge mode that pits gamers against each other to see who the better assassin is. Each campaign level also shows scores of the leading friend and the US and Country averages. Hitman: Absolution extends multiplayer best through specific contracts within the campaign. It provides another challenge to create more gameplay and replay value.

Score: 8.75 / 10

Valhalla: Stealth Gameplay, Replay Value, Learning Curve, Graphics

Hel: Disconnected Story, Veterans will Hate the Learning Curve

Can’t Stop: Halo 4

The Can’t Stop Segment is my personal look into my current gaming addiction. Voiding any objectivity, I explain whatever my gaming central is and why.

No Multiplayer has grabbed and never let me go since COD: Modern Warfare 2. Yes, it has been that long since I was addicted to any kind of multiplayer. Halo 4’s Every detail from the updated radar to personal loadouts has changed the gameplay enough to make it original without changing what is Halo. The added game types each week along with an engaging Spartan Ops keeps players and me, coming back for more no matter how much I can still be shown there is always a bigger fish with a bigger gun.

Multiplayer added balance to each warrior with loadouts for players to strategize their attack. Each primary and secondary weapons feel balanced, yet might fire faster with less accuracy or have more range but less ammo and fire rate. It ends the dreadful Spartan charge at each other to see who got the most headshots with the Battle Rifle, which Halo 3 multiplayer became. The radar has quick glance understanding potential instead of being a cypher to read. Glad 343 studios finally added vehicle images to the radar.

Added gametpes spawn new fans of old genres to Halo4, allowing all of us to enjoy the basics before divulging in our more specified favorites. They need to hurry up and unveil the Objective Big Team Battle gametype. Update: Multiplayer has now released the first DLC release date. Three maps are to be added on December 10.

Loadouts personalize your spawned spartan by choosing a primary and secondary weapon, along with a support upgrade, armor ability and class-style upgrade. Loadouts also carry over between Multiplayer and Spartans. Build your Ultimate Spartan for any situation.

Spartan Ops is my new DLC addiction. It releases one episode a week, consisting of five missions, giving me something new to come back to each week. Five special challenges that are not as easy as the campaign. A challenge for single player or in a group along with difficulty changes provides outstanding replay value. It might use the same maps from multiplayer or part of the campaign, but it’s best to have home-field advantage because even on heroic these enemies aren’t push-overs. I personally feel Spartan Ops is the most efficiently innovative product since Gears of War’s Horde mode and before that the COD: World at War Zombies and the creation of matchmaking for Halo 2. (Okay maybe not as big as the last one.)

Don’t believe me? Play Spartan Ops Episode 3 Mission 4. Heavy Weapons, Heavy Vehicles Galore… and that is just 1 out of 50 missions totaling 10 episodes. They have already sold me on future DLC Seasons.

Changes? – Hopefully 343 Studios adds skulls or penalties for death to create an even harder challenge and an even greater replay value. As they release more seasons, I would like to see how they plan to improve upon their original idea.

Assassin’s Creed 3 Review

The time has finally come, or rather the history has. The war between the Templars and Assassins reaches the summit of the battle between freedom with privileged chaos and control with enslaved order. Ubisoft grants us with the historic American Revolution and the present day Mayan apocalypse as the battleground, but the hype machine turns the expectations towards for the worse. The game feels simplified, segmented and forced at times.

Assassin’s Creed 3 jumps right to it, by picking up right where it ended in Revelations. The storyline is a vast one, spanning 35 years (1747-1782) and playing as several characters. With such a massive undertaking narration bridges gaps between years, teaching us the assassin’s history as it parallels with our own. The game begins in Britain with a Hytham Kenway, a man sent to search the new world with a mysterious key.

Just like any of the other in the series, AC3 is loaded with historic people, places and events without the patriotic propaganda. The early main-story missions cover one historical event after the next, but each feels as an interactive history lesson than an Assassin’s Creed game.  This is where the game falls flat. The story builds around the end of the world paralleled with the revolution, but it leaves us chasing the hype and build until the game just ends.

The game has its moments with gameplay mixing well with history and the great atmosphere the trilogy has always produced. From scene to scene, the game creates layers of gameplay, but without a foundation of consistent gameplay. Instead of building to the epic conclusion, like previous games, each mission feels like a separate mini-game from the last.

The story continues to remind players this time period was filled with doubt and mistakes. Each side shows a reasoning and understanding to the British, Americans, Assassins and Templars. Their enemies and friends overlap one another to create an un-American action story. Nothing is simple when enemies become allies and allies become enemies, leaving Connor in the middle of this historic conflict only to learn that his resolution is not as easy when he entered.

But as any Assassin’s Creed fan knows we’re not here for the history, but for the future, specifically 12/21/2012. After finding the first civilization room AC: Revelations lead Desmond to, two devices prevent him from completing his journey to save the world, a key and a few power supplies.

Desmond Miles has developed into a vocal character, a change from the popular silent-types. He continues to have a growing role in gameplay, but still falls short will limited gameplay compared to the expanded role fans expected.

The controls are awkward at first, but as characters change there is a realization that each character moves different. The adjustments remain smooth and intuitive with an occasionally improved tweak, like the previous AC installments. Climbing is easier with a more lenient and less precise stick movement allowing the player to just consistently push in the direction wanted and not needed.

Ship battles replace the unpopular Assassin’s Den Defense mini game. There is a learning curve, but more because most of have no foundation of sailing. When battle arrives three factors always apply: wind, position and weapons. Wind works with the sails, giving the ship three speeds. Position is the most forgotten when turning to line up the ship, because turning into the wind is disastrous. The weapon number and type can change any battle, or quickly end it. Cannons can increase in number with upgrades, while smaller swivel cannons can deliver a precise hit. Each needs constant adjustment if the battle is to be won. When it all comes together, it can result in yelling victory with Connor’s AI shipmates.

Every Assassin needs a manor to maintain and Connor doesn’t miss out. Most of the design remains the same from previous games, but it differs in money made. No more city reconstruction, each group is recruited through homestead missions. Each recruit added improves trade capabilities, the sole income for the manor. Crafting is also new, allowing players to create numerous products for profit, although it is segmented from the rest of the game and not required.

Other parts seem segmented and thrown into the game without any connection or requirement to the main story. Hunting is for fur and meat, but those only result in small funds. Money is less important, which keeps focus on the game at the cost of removing any purchasing of item collections and upgrades.

The Assassin’s guild is back, but this time it is another segmented afterthought. Recruiting assassins is practically the same, but now each one adds a special ability to aid Connor. The problem is nothing of it is needed. The guild and their missions are forgotten except for mini-missions and for unnecessary income. The frontier is another forced new idea in AC 3, but again it feels more as the area between cities, not something wanted to venture.

The frontier is beautiful, but feels more grueling than entertaining. Tree-to-tree movement is preferred, but too limited, leading to never looking for the opportunity at all. However, when finding the chance in the forest, free running is fluid with dash of sexy and a pint of blood. Not always available, swooping from tree to tree while hunting Connors enemies below seems reminiscent of the classic Predator movie, and you feel just as powerful with your own belt of tools. The rope dart is the new unique weapon that fits the assassins as well as it is deadly. The dart gives options for above and equal-level kills. From above Connor hangs his enemies and on equal ground Connor can pull his enemies into the bushes when out of reach for the silent kill. Unfortunately, there is never a time to use it, except when being trained for it.

Combat has received minor changes. Left trigger has been completely removed leaving no need for locking in and out of battle. If multiple enemies attack Connor a successful counter produces an action-packed double kill cinematic. The enemies keep the same variety requiring a different battle strategy with each new group faced, keeping the excitement throughout the game.

Assassin’s Creed 3 as a whole is not greater than the sum of all its parts. The game lacks the larger picture, connecting all of the nuances and side missions and abilities throughout that the series gamers are promised. The continuation of the present-day end of the world story shrinks in size with each new game in the series. The story will continue onward, but hopefully future games in the series will focus on the reason Desmond continues to enter the animus and not the animus itself. Or hopefully about assassinations and not being a financial assassin.

SCORE: 7.25

Valhalla: The Historic Choice, Gameplay, Naval Battles

Hel: Desmond gameplay, No strong core story, No Risk to the next level, Ventures away from original AC games

Here at Top Tyr each game is played through its entirety before the review process begins. The review is based on entertaining gameplay, story and innovative advancement in gaming. Intangibles and changes between sequels are also viewed.   

Halo 4 Review

 

From a new Halo developer come new enemies, a new planet and new issues. 343 Studios takes the Halo reigns from Bungie for a new trilogy, but will it be approved from diehard Halo fans and multiplayer junkies? 343 walks a thin line by expanded the genre while holding true to the Halo core. It adds detail to each game aspect from sounds and visuals to plot and gameplay for a strong first step into the next Halo saga.

Halo 4 begins almost five years since Halo 3 and plenty has changed while Chief has been napping. Character depth became an apparent goal for 343 studios with John and Cortana. Master Chief peaked in Halo 3 saving humanity, but everyone has moved on from those times. The Chief is no longer immortalized. He is just another solider being put in his place early into the game. Cortana is having rampancy issues, as all AI do after seven years leading to their deletion. Each has their own issue to resolve, despite needing to save the world from a new threat. The duo of brains and brawn show a closer side for one another beyond just death defying relationship during war. These two are not alone in their endeavors, encountering new friends along with their new enemies.

After finding out whom he is in the viral video series “Forward Unto Dawn,” Tom Lasky takes baby steps into the virtual spot light to become a strong character for the Halo series. He looks to form a replacement to his outdated commanding officers from the first trilogy. For looming threat ahead, Lasky commands several other soldiers and officers for Chief to meet, like Spartan Sarah Palmer.

The theme of the man and machine relationship and man becoming machine to achieve victory is wrapped around the plot of a solid FPS standard 8-10 hours. The game creates several scenarios of action constantly being changed up among the eight lengthy levels. The new enemies, the Prometheans, are the mechanized enemy threat Spartan 117 has never faced.

The Knight in his shining armor

The Prometheans are another caste system of warriors like the Covenant. Prometheans have three units working together to create a chaotic battlefield. The foundation begins with the knight: a powerful slow moving shielded enemy willing to withstand massive amounts of firepower while dishing out his own. Much like the elite, the knight can and will go toe-to-toe with the Chief, but is rarely alone. The knight will summon another unit, the watcher, to provide support by giving extra shielding or throwing back grenades. Still everything would be the same typical strategy fighting the covenant, until the third piece of the puzzle enters: the crawler. A weak but pack oriented four-legged creature, the crawler causes chaos by surrounding and flushing Master Chief out of cover and into heavier firepower.

When it comes to firepower, Halo 4 puts fresh weapons into the hands of Spartan 117, while maintaining a familiar feel to the Halo series. Each weapon has new sound effects, making each weapon species unique and identifiable from the other.  While reloading and firing human weapons have a more mechanical vibe than forerunners advanced tech or the finesse based weaponry from the covenant. New weapons stay within the classic Halo categories, but now each category provides options. For example, the SAW feels like Halo’s basic assault rifle but it has a 100 round magazine. The forerunner beam rifle acts as the former battle rifle, while the new DMR is a short mag capacity but provides more damage.

Vehicles have a more powerful feel along with subtle changes. The classic warthog has a new look, a better grip on the ground and more muscle. The engine sounds as powerful as they come, along with devastating firepower with the upgraded gauss rifle. The new Mantis, a manned-mech with rockets and a mini-gun, can face several enemies on the field and hold its own. The tank remains the same, but the shell launches at a slower rate, while subtle visuals like the large shell casing launched out of the cannon adds a robust realism. A final note for vehicles, something rumored for almost every Halo since the original, Halo 4 puts Chief in control of a pelican.

Not every change was a good one as checkpoints. Checkpoints appear to have lost their timing. Many times after dying Chief would respawn several rooms back, because I refused to pause between sequences, allowing the game to recognize the checkpoint.

This time around multiplayer aligns itself with the story in two ways. The multiplayer, Halo fans are familiar to, remains the same as a training ground for new Spartans. The other is Spartan Ops: a four player co-op story mission that releases four episodes each week telling an entirely new story throughout 50 missions. Multiple seasons are planned, but 343 Studios was kind enough to release the first season of all 50 missions with the games release, to keep continuing the story of Halo 4.

The loadout formula has been enhanced, following the Call of Duty formula by unlocking weapons along with visual customizations. Each Spartan receives loadout points as they level up to spend on unlockables they want. Personalizing loadouts takes the reigns with a primary and secondary weapon slot, grenade slot, armor ability and a passive armor upgrade. Players can also unlock four extra loadout slots to save different strategies and preferences. These work the same for Spartan Ops, giving players the chance to build their ultimate spartan.

Multiplayer, now called War Games, keeps the majority of game type variance from past Halos with a few extras like Regicide and Flood, while removing objective big team battle. Flood is this games zombie mode, except players fight as Spartans and zombies. Regicide is free for all, but marks one player as a higher kill score. All the others remain the same except for Oddball and Capture the Flag. Oddball now added passing, and intercepting, while CTF allows your supersolider to actually multi-task with a flag in one hand and a pistol in the other.

Multiplayer gameplay has improved with weapon positioning on the map. By periodically dropping ordinance instead of assigning weapon spawns to points on the battlefield, players will stop guarding weapon spawns. Everyone can see when the random weapon spawns, because they put it on every player’s HUD. As kill streaks increase, players get their own personal ordinance with three random choices. Still the biggest enhancement is the radar. Now instead of just dots, players can see specifics, like vehicles and their neutral, opposing or friendly identifying colors.

Every multiplayer game will have its slip ups in respawn positioning, so does Halo 4. The difference this time is the minimum player requirement is too low. When a carried over game begins, the game may start two v. one and result in uneven teams even after others join.

Score: 9.75 / 10

Valhalla: Detailed Improvements Everywhere, Spartan Ops, Best Halo Graphics

Hel: Multiplayer minimums, Checkpoint issues

Here at Top Tyr each game is played through its entirety before the review process begins. The review is based on entertaining gameplay, story and innovative advancement in gaming. Intangibles and changes between sequels are also viewed.   

Transformers: Fall of Cybertron Review

 

The autonomous robotic organisms are back to the small screen destroying their own homeworld in Transformers: Fall of Cybertron. The original, War for Cybertron was surprisingly good after the low expectations of the terribly made movie-based games. It had a cult following, but could the sequel ride the popularity of the first or fall short with high expectations?

The story surrounds the last remaining Autobots planning to flee Cybertron on the vessel known as the arc.  Optimus Prime continues his everlasting war with Megatron and his Decepticon minions with all genres of past transformers. Blending the stories of Beast Wars and Dinobots with generation one transformers creates and ends many arguments of adamant fans of the Transformers universe.

Fall of Cybertron tells its story through different characters in each chapter. As the campaign twists and turns the gamer plays as both well-known Autobot and Decepticon characters. Each character has different abilities and styles of warfare, changing up shoot-’em-up gameplay from chapter to chapter. With 13 total chapters, the game builds a connection with each character until the climactic and glorious final battle destined to happen. Unfortunately, the game only lasts for only 10 hours.

The third-person shooter plays and controls just like Gears of War without a cover system. The amount of weapons your character can hold attach at a time is limited to just two. Without a cover system the game has a button to switch which arm to fire from while hiding the majority of your large robotic frame behind cover. Weapons are swapped out and upgraded at Cybertron defense grid stations. Each character is part of a class of transformers.

Within each class, there are certain abilities that aid their best gameplay style. About a third into the game, an infiltrator class transformer, named Cliffhanger, is the smallest class transformer in the game. With a lack of firepower he is forced to fight outside normal means with hand-to-hand executions. Cliffhanger is given cloak ability, giving him a better chance to get in close and kill his foes before he is marked by crosshairs. Each class mixes up the game with different abilities and tactics. The campaign engages in a great story, but it is designed as one big tutorial to prepare for multiplayer.

Multiplayer has numerous forms and is the most expanded section of the game from the original. Building your own transformer has expanded to metallic plating, color weapon, ability choice and body structure along with overall design and class loadout. There are four basic transformer load outs: the agile Infiltrator, the heavy tank Titan class, the support class scientist and the mid-range warrior class Destroyer. After creating your new transformer from several options for various categories, the only choice remaining is which multiplayer mode to join.

Fall for Cybertron has included the four player last stand mode, Escalation, for wave after wave of decepticons attack Optimus Prime, Warpath, Cliffhanger and Bumblebee. Each one covers one of the four classes to create a solid team of a healer, tank, etc. The battle maps have stations for weapon changeouts and purchases of ammo and upgrades along with levers to activate certain defenses against the overwhelming onslaught lasting 15 rounds.

Other multiplayer modes all include human-to-human, autobot-to-decepticon combat. These modes bring the user-created transformer into battle. With each game the users chosen class gains experience to unlock other load outs with abilities and weapons. The multiplayer exceeds just the basic team deathmatch with objective based games to conquer territories, capture the flag and headhunter.

The overall game is a success for fans, but besides the enjoyment of fighting as a massive transformer the game falls short as a Gears of War knockoff. The multiplayer is solid, but unless you have to be a transformer there are plenty of other shooters to replace Transfromers: Fall of Cybertron.

 

Score: 6.75 / 10

Valhalla: Solid story, Great character additions for fans, Expanded multiplayer

Hel: Basic Third Person Shooter, Nothing to attractive to newcomers

Here at Top Tyr each game is played through its entirety before the review process begins. The review is based on entertaining gameplay, story and innovative advancement in gaming. Intangibles and changes between sequels are also viewed.   

Darksiders II Review

Vigil Games prepares the world for second horseman of the apocalypse with Darksiders II. The month of August will ride into the second half of the year with the grim reaper himself, Death. The sequel expands upon a combined story of multiple mythologies and eliminates the majority of the games previous frustrations.

Darksiders II is a parallel timeline, played out during the imprisonment of War. In Darksiders I, War fought to clear his name on post-apocalyptic Earth, but Death works to aid his brother in proving his innocence. To grant War’s freedom from their bosses, the Charred Council, Death plans to uplift humanity from their grim fate, but Death finds problems of his own in worlds he barley knows.

A pleasant surprise is the further expansion of the Darksiders universe. Most sequels minimally expand the already created universe, but the sequel almost doubles its size and scope. Darksiders II also included dialogue choices with many characters throughout the game, allowing a deeper connection to further the universe if you choose.

Death prefers speed and agility instead his brother’s strength and power. He moves fluidly through platforming environments, eliminating any frustrations from the clunky parts in the previous game. Death has an Assassin’s Creed simplicity when it comes to traversing through the world. And the world is wide open with numerous side quests. The level design is also challenging and entertaining with new puzzles and boss battles that have Death looking up high at his enemies.

The mature-rated Legend of Zelda, Darksiders II creates numerous quests, dungeons and bosses to help Death save the princess brother from peril. Just as the first game seemed to be a mix of LoZ: Ocarina of Time and God of War, Darksiders II embraced an extra genre: RPGs.

The RPG elements of the game have expanded with detailed inventory and power abilities. Inventory is brand new to the series. Killed enemies now drop the occasional weapons and armor for Death. The overall feel fits Diablo-like RPGs. Just walking over the item gives brief info on it with a simple stat informing whether it is better or worse than the current equipped item. The unused items cannot only be sold, but used to feed your favorite possessed weapon, leveling it up to stay in Death’s grip longer.

Inventory is brand new to the series. Killed enemies now drop the occasional weapons and armor for Death. The overall feel fits a dungeon RPG, but with less stat crunching required. Just walking over the item gives brief info on it with a simple stat informing whether it is better or worse than the current equipped item. The problem is the simple stat is not everything. The comparison is mostly limited to damage or defense not in the unique abilities, making you still pause the game for a complete comparison. The inventory system also seems to mask that the three dungeon weapons from the first game are three out of the four weapons given in the sequel.

Each time death gains a new level a skill point is earned. Each point can be used to unlock or upgrade abilities in two skill trees. The trees are divided into AOE-style attacks, upgraded defense or summoning abilities. Each one can also be upgraded adding extra powers or more damage or duration.

The overall look still maintains their graphic novel animation, but it received a much needed update from the original and it looks glorious. The heads up display also received some tweaking, revealing a more inventory-friendly HUD. Items like wrath and health potions are shown under the health bar. It keeps the action going with simple one touch quick heals or potions.

Vigil Games fixed plenty of minor issues by adding small, but vital, elements to the sequel like fast traveling. Finally the world map has a purpose and actually adds a better sense of scope to the game. You can fast travel to pinpointed places even from dungeons, which is much improved from eight different parts from the entire first game. Another aid is Death’s competent companion: Dust, his crow. Dust guides with helpful, yet subtle, hints as to the next goal or chest to reach. When Death is stuck or lost, he can call upon Dust to find the next room. While progresses forward it removes the frustration of just being lost and wasting time, leaving only the puzzle to test the mind.

The main problem is the game drags on too long. They change the gameplay up from place to place, but Death becomes an errand boy from one customer to the next. By the end of the game I wanted to become Death, grab my next customer and beat wanted I needed out, not earn it. Instead I was left with one three-item-retrieval quest after another. And yes, it is three items every time. As entertaining as the game is with different styles of gameplay to prevent any repetition, the story is one retrieve quest after another.

After being fully satisfied with a 20+ hour campaign, excluding side quests, Darksiders II offers a game plus to achieve multiple playthroughs. After completing the game, it also allows a challenge mode, with endless waves of enemies. Whether you’re a fan of the first one or just looking for the next game this was a solid form of entertainment.

Score: 9/10

Vallhalla: Entertaining Gameplay, Boss Battles, RPG element

Hel: Story drags itself out, Same added weapons from the first

Here at Top Tyr each game is played through its entirety before the review process begins. The review is based on entertaining gameplay, story and innovative advancement in gaming. Intangibles and changes between sequels are also viewed.   

News and Notes:

Im baaaaack!!!!

The drought of summer has come to an end, which means I will be back in the swing of things for each game.  After a flux occurred to my endless supply of new games, it appears I will be receiving them for review a week after release. I will grind through each of them as fast as I can to give you guys and gals the reviews you deserve, without all the PR banter, as soon as Top Tyr can. As a one-man army I can only kill so many enemies at once, but rest assured I will get to them. The lineup for the rest of the year is below and in order of planned completion and dates released. There are plenty of games coming in the few months remaining in 2012, but let me know if there are any others that need my perspective not on this list.

 

The puzzle filled dungeons of August and September:

Darksiders II (reviewed and critiquing)

Sleeping Dogs (reviewing)

Transformers: Fall of Cybertron (Just Released)

Madden 13 (Just Released)

NHL 13 (9/11)

Borderlands 2 (9/18)

Angry Birds Trilogy (9/25)

FIFA 13 (9/25)

Pro Evolution Soccer (9/25)

Family Guy: Back to the Multiverse (9/25)

 

The mini bosses of October:

Resident Evil 6 (10/2)

Dishonored (10/9)

Medal of Honor: Warfighter (10/23)

Forza Horizon (10/23)

Need for Speed: Most Wanted (10/30)

 

The final bosses of November:

Assassins Creed III  (10/30) I know it releases in October, but who doesn’t see Connor as a final boss?

Halo 4 (11/6)

Call of Duty: Blacks Ops II (11/13)

Hitman: Absolution (11/20)

Far Cry 3 (12/4 or whenever it comes out)