CGM August 2014 - Holiday Buyers Guide

Page 1

$8*867 _

&20,&6 *$0,1* 0$*$=,1(

*8,'(6

& R P L F V 7R G D \ (65% 5DWLQJV *XLGH PRUH

0867 2:1

0XOWL 3ODWIRUP *DPHV 7R S % O X 5 D \ V PRUH

5)& $0/40-& (6*%&

.645 08/

$0.*$4 1H

7*356"3&"-*5: )&"%4&54

)0-*%": #6:&34 (6*%&

%( 35(3$5(' )25 7+,6 +2/,'$< 6($621

(".*/( 1&3*1)&3"-4

::: &*0$*21/,1( &20



CGM #06 Cover artwork was done by Kenji Iwata. Fitting in with the theme of the buyers guide, it shows an aray of gadgets and gizmos every gamer or comic reader should own.

SMARTER SPENDING wayne santos

T

his particular of CGM is quite unusual in that it’s something we’ve never done before. Despite all of our reviews, editorials, interviews and investigative pieces, we’ve never taken our expertise and flat out advised people on the best way to spend their money. With this issue, that changes as we present our buyer’s guide for 2014. Here, comic and game fans will benefit from our experience and ongoing evaluation of the latest products to find out what are the best things to buy. We haven’t forgotten the people who are new to these hobbies either, as we explain some of the basics that everyone should know, such as the way the Entertainment Software Ratings Board classifies games to determine age suitability, or, for comics the difference—if any—between a comic and a graphic novel. The important thing to note, however, is that there are good products and bad products out on the market, but there are no absolutes. What’s “good” or “bad” depends entirely on the needs of the particular consumer. The Last of Us might be one of the most critically acclaimed games of the last two years, but it’s still a “bad” game if you’re trying to buy something for a five-year-old child. Conversely, no comic is a “good” comic if there are issues of space and storage to deal with. However, if you have a smartphone, tablet, or really any kind of computer access, then suddenly digital comics are a viable option and every comic once again becomes “good.” It’s all a matter of knowing what your options are. So, with this first buyer’s guide, we’ve gone over a broad spectrum of things that relate to the two passions of this magazine; comics and games. People interested in comics will find a good range of recommendations on which comics are worth reading, as well as an introduction to the world of comics as both a physical and digital experience. Gaming gets similar treatment, with an introduction to the consoles, peripherals and games that are well worth the money for each machine. Ultimately,

CG Magazine #06 the reason this guide was made is that most of us aren’t going to have an unlimited amount of disposable income, so recreation, while desirable and necessary, is something that people have to be choosy with. “Buyer’s remorse,” that sensation a person gets when they realize they’ve spent their money on something they’re not enjoying—despite that product being created for that express purpose—is a terrible feeling. Sure, it might be a first world problem of the most stereotypical kind, but it’s never a good thing to waste money. So, with this guide in hand, readers can get a good snapshot of the state of both comics and games in 2014. These are the products that are out now—or will be in the very near future—that have the most promise of providing solid entertainment. Also, in a case of future proofing, we look at the first generation of consumer virtual reality headsets. It’s been a long time in coming, but if the likes of Sony, Facebook and Samsung can actually make VR work, it’ll be the biggest change in entertainment since… well, since comics or gaming first hit the streets. So take a look at what 2014 and early 2015 have in store for fans of illustrated stories, and interactive enthusiasts. There are a lot of products out there, for a wide range of audiences, but we’ve sorted through the best— and the worst—to compile a definitive list of comics, games and assorted peripherals, along with introductions to these media, that should help paint a complete picture for smarter spending.

Wayne Santos

Senior Content Editor

CGMAGAZINE #06

3


CGMAGAZINE

CONTRIBUTORS Phil Brown

Adam Chapman

@thatphilbrown Phil Brown is a writer for a variety of publication about a variety of topics. He loves movies, games, comic books, regular books, and comedy. As a result, he has very little life outside of these obsessions and is fine with that.

Adam Chapman is a writer living and working in Toronto. He hosts the Comic Shenanigans semi-weekly podcast. He’s married and is the proud Dad of an adventurous toddler (and future comic fan).

f e at ur ed in c gm a g a zine #06 www.cgmagonline.com

Jason D’aprile @ADD_Gamer_ Jason D’Aprile has been writing about games since the early 90’s and playing games forever. You can find more of his thoughts and odd rantings at addgamer.com

EDITORIAL EDITOR-IN-CHIEF Brendan Frye SENIOR CONTENT EDITOR Wayne Santos ART ART DIRECTOR Jo Enaje

Brendan Frye

@bfrye26 Brendan is an editor and writer who has workd in journalism for 7 years after studying film at Western. He is a lover of story and narrative, and is a firm believer that games have the potential to rise above just being a product.

Kris Goorhuis An American expatriate living in southeast Asia. Writing for a Canadian outlet made perfect sense. Kris is terrified by the prospect of people seeing anything he’s exercised creativity to produce, but has learned to hide it.

Alexander Leach @alexanderbleach Alexander Leach wandered out of the woods of Eastern Ontario, with a servicable beard and a love for RPGs. His Twitter is @alexanderbleach.

COVER ART Kenji Iwata ADVERTISING/MARKETING CORPORATE RELATIONS / MARKETING Melanie Emile CONTRIBUTORS Phil Brown Adam Chapman Jason D’aprile Brendan Frye Kris Goorhuis

Shawn Petraschuk

@callmeshawnp Shawn is a freelance journalist and Associate Editor at www. canadianonlinegamers. com residing in beautiful Vancouver, BC. Keeping his finger on the pulse of geek chic you’ll often find him with a controller in one hand and a comic book in the other.

Wayne Santos @realwaynesantos Wayne Santos has been playing and writing about games all over the world for over ten years. Rumor has it his Replicant lifespan is just about up, but he won’t let that--or a couple of Blade Runners--keep him down.

Bobby Shortle

@bobbyshortle Nerd, Geek, Cinematographer, Editor, Blogger, and host of Talking Comics, Talking Games and producer of Late Night Tonight.

Alexander Leach Shawn Petraschuk Wayne Santos Bobby Shortle

ADVERTISING INQUIRIES PHONE: 416-516-2894 FAX: 416-516-4763 EMAIL: Ads@cgmagonline.ca (ISSN 1920-9150) CGMagazine is published bi-monthly by Creative Junction, Part of Ronald P Frye & Co.

CGMagazine does not claim copyright in the screenshots herein. Copyright in all screenshots within this publication are owned by their respective companies. Entire contents copyright 2014. CGMagazine All rights reserved; reproduction in whole or in part without permission is prohibited. Products named in these pages are trade names, or trademarks of their respective companies. Follow CGMagazine on Twitter, Facebook and by RSS FEED to get the latest about comics and gaming. We will also give you all the sneak peeks as what you can expect for the coming months. Find all links for this and more at www.cgmagonline.com CGMagazine is a proud member of Magazines Canada and supports Canadian content and industries.

CGMagazine is printed on FSC Certified Mixed Source Paper.

4

CGMAGONLINE.COM


CONTENTS AUGUS T 2 014 # 06 HOLIDAY BUU Y ERS GUIDE

COMICS GAMES FILM/TV GUIDES Comics Today From Comics To Graphic Novels Portable Gaming Playstation Vita Vs. Nintendo 3DS Virtual Reality Headsets The Future Is Coming Digital Download Your Guide To Digital Game Purchases On The PC

08 20 30 42

14 24 36 48

ESRB Ratings & You Why Game Ratings Matter The Console Guide What To Know When Picking A New Console Peripherally Speaking Hardware Accessories That Enhance Gaming Digital Comics Print VS. Digital

MUST OWN PS4 Games For The Gamers, 2014 Is Finally Shaping Up Xbox One Games Microsoft Takes It To The Next Level This Year Family Games The Family That Plays Together Stays Together Top 5 Blu-Rays The Greatest Experience You’ll Find On A Disc

54 66 76 92

60 72 84 100

Wii U Games A Niche With Distinction PC Games The Mouse And Keyboard Are Far From Dead Multi-Platform Games Games To Own No Matter What Machine You Have. Must Read Comics The Best New Comics That Money Can Buy

CGMAGAZINE #06

5


Magazines bring together people, passions and the products that interest them, all in one of the most intimate and engaging media available. In fact, somebody is engaged in a magazine this very moment. Discover how advertising in magazines can help you make connections with consumers of your own. Visit www.magazinescanada.ca

6

CGMAGONLINE.COM


G U I D E S WHAT YOU SHOULD KNOW

The Console Guide

CGMAGAZINE #06

7


GUIDE

Comics Today

8

CGMAGONLINE.COM


Comics have grown. The same old comics people read as children are still there, but they’ve got company with new forms and formats.

COMICS T ODAY Fro m C o mi cs To G ra ph i c Nove l s

words by wayne santos

J

ust a few decades ago, comics came in just two flavours; single issues, otherwise known as “monthlies” or “floppies,” and “digests,” which were smaller in size, but packed more pages, for a more portable, almost paperback novel experience. Today however, things are very different. Thanks to explosion of comics in the 80s and the movement from a child’s form of entertainment to a mainstream medium that appeals to a diverse range of

tastes, comics now run the gamut from kid friendly to more adult oriented, mature storylines. The format that comics come in has also evolved, and while there are still single monthly issues available, digests have fallen out of fashion, while trade paperbacks have become the most popular physical format. And then, of course, to add further confusion, there’s the new term “graphic novel.” If you’re looking to get into comics—or even back into

comics after an extended absence—now is one of the best times to do so. In addition to the many changes made at the “big two” of Marvel and DC for more neophyte-friendly titles, a whole host of other publishers and formats have risen up to ensure that no matter what kind of personal preference you might have in your storytelling, there’s probably a comic—and a format—that suits you. So, without further delay, let’s get into what the state of the comic book is in the 21st century. CGMAGAZINE #06

9


wayne santos Single Issues The classic single issue is still alive and well in today’s comic book market, although in one sense, it almost feels more like a time-honored tradition in respect to the medium’s history, rather than a vibrant retail item. Monthly comics still have the same basic structure they always have; they are bound up with about 20+ pages, they may still carry advertisements, and most of them are released—in theory—on a monthly basis. What’s changed, however, is the quality of the actual material used in comics. For many decades, comics were printed on cheap newsprint paper, and used very restrictive, cheap four process colour methods, resulting in the signature “dots” that pop artists like Roy Lichtenstein exemplified in his work. Today, the paper is of much higher quality, digital colouring has opened up a massive, subtle spectrum of colours, and comics are shipped in traditional format,

Trade Paperbacks This is probably the most common format seen today across a broad range of comic book readers. Trade Paperbacks, or TPBs, are merely illustrated versions of the paperback fiction, as seen in the traditional print medium. TPBs are usually just a collection of a particular storyline culled from a monthly series, or else a collection of an entire limited series once it has finished its single-issue publication. The greater amount of content in a TPB, combined with a lower price point for the TPB compared to buying each individual issue, makes it a popular choice for comic readers. Those willing to wait 10

CGMAGONLINE.COM

Comics Today or in premium “prestige” or collector’s editions with special covers that use metal foil, or massive spreads within the comics themselves that mimic the centrefold of a magazine for dramatic effect. The baseline price for a normal comic is $3.99 and the vast majority of single issues will predictably fall into this price range. However, the limited edition, prestige, collector and other special variations of a comic don’t have to follow this price point. For example, the bi-monthly (and still ongoing) The Sandman: Overture, is a bimonthly limited series, meaning that instead of running endlessly, it the story already has a fixed conclusion, and that is issue six. This particular series is already wildly off schedule, with issue one coming out in October of 2013 and issue two releasing in February of 2014 and issue three only just coming out in July. One of the unique things about the series, aside from its

irregular publication schedule is that it releases the original “normal” comic at $3.99, but also releases a “special edition” of the same issue a month or two later for $4.99 that includes interviews with the creators and other extras. Single issues are still voraciously consumed on a regular basis by the dedicated fans of comics, but this is primarily an audience of adults that grew up with comics. For such a fan, the overall “experience” of going to a comic shop, interacting with peers, and reading the book itself, once a month, every month is all an essential part of comic book life. While single issues used to be widely available in years past, selling everywhere from convenience stores to magazine shops, they’re now largely distributed by comic specialty stores. More casual readers buy and consume digital monthly issues, or else wait for storylines to complete and buy a compiled version, which leads us to the next category.

for a storyline to conclude can read TPBs from start to finish like a book. TPBs are also good for comic fans that just want to have a more compact, accessible, “for casual use” copy of their favourite storyline around if they feel the need to preserve their original single issues somewhere for collecting/investment reasons. Like single issues, TPBs can come in a variety of price points depending on the format. Actual TPBs made in the most efficient manner possible use standard quality paper stock for covers and pages, and these can start at $9.99 and go up from there, depending on how many issues are compiled. However, like comics, TPBs can use premium materials for printing, which

add to their cost, going all the way up being published as full-blown hardcovers, which technically removes them from the trade paperback category. The TPB has become the most popular format from both a reader and retailer perspective, which is why bookstores such as Barnes & Noble, Chapters and, of course, Amazon, carry them. This is also the format that manga, the Japanese equivalent of comics has been published in for years, although the physical measurements of manga tend to be smaller than that of a Western TPB. TPBs are probably the best place for both new and “lapsed” readers to jump in, as the completeness of storylines and the better pricing make for good value.


Batman Single Issues

→ Batman: Year One, The Dark knight Returns, Batman: The Long Halloween

CGMAGAZINE #06

11


The Sandman

wayne santos Graphic Novels The graphic novel is half marketing term dreamed up to legitimize comics to the skeptical mainstream, and half actual term. Initially, a “graphic novel” was merely another way to describe comics, with the implication being that unlike those “other” comics that only had people in tights beating each other up, the graphic novel was closer to literature. It had good writing that mature adults would not feel embarrassed to read. Neil Gaiman, creator of the critically acclaimed Sandman series, once famously told a story about how he disappointed a partygoer when he admitted that he wrote comics. When he mentioned he wrote The Sandman, the partygoer—now relieved—insisted that he didn’t write comics, he wrote “graphic novels.” Gaiman said, “I suddenly felt like someone who had been informed that she wasn’t a hooker, that in fact she was a lady of the evening.” While the term graphic novel may have started as a way for critics and scholars to read comics without losing respect, the term now applies—a bit too broadly sometimes—to complete stories that are published in 12

CGMAGONLINE.COM

Comics Today comic book format. So yes, classic comics like The Dark Knight Returns, The Watchmen and The Sandman are now all erroneously referred to as graphic novels (particularly by scholars), but in actuality, they are merely compilations or trade paperbacks. A genuine graphic novel would be something created expressly to be published in complete narrative form. One of the very first in mainstream comics came in 1982, when Marvel published The Death of Captain Marvel, which chronicled the death of one of Marvel’s heroes, and was never released as single issues. While true graphic novels aren’t as commonplace as the TPBs mistakenly referred to as such, there are still many actual graphic novels available. The Sandman: Endless Nights for example, is unlike its TPB cousins, in that this 2003 publication was written explicitly to be published in a paperback and hardcover format. It was never released as a series of single issues that was later compiled and republished, and has only ever existed in its bookstore friendly form. For a more unusual—almost literal—use of the term graphic novel, DC, during the 80s, did

the unthinkable and secured permission from actual novelists like Harlan Ellison, Robert Bloch and George R. R. Martin to adapt their fiction into comic book form, creating a line known as “DC Science Fiction Graphic Novel series.” In other words, actual novels were illustrated in graphic format. As with any medium, there’s a broad range of subject matter and quality found in the vast world of comics. If the mainstream superhero spectrum is feeling stale, Image Comics has a huge range of alternative tales, such as the now famous Walking Dead series, while DC has the Vertigo imprint that has been spinning dark, unique tales to a different kind of reader for years. And let’s not forget the indie scene; thanks to publishers like Image and “crowd source investment” services like Kickstarter, more and more independent comics are coming out that crank out everything from single issues to graphic novels at any given time. Comics are now a huge, huge world, and it’s open to everyone to explore.


CGMAGAZINE #06

13


GUIDE

ESRB Guide

&

Games can be toys for children and so much more. This is a clear cut explanation on how games are categorized and rated for the right ages.

ESRB

RATINGS YOU Why Game Ratings Matter

14

CGMAGONLINE.COM


words by wayne santos

T

here was a time, very long ago in the world of cinema when there was no regulation for the admittance of audiences. It wasn’t until 1934 that the “Hays Code,” America’s first film rating system was implemented and eventually replaced in 1968 by the Motion Picture Association of America rating system modeled by many other countries today. The ratings system in cinema exists for a reason; to inform viewers of the nature of content in a film and advise them on which age ranges such a film would be suitable for. After all, a nine-year-old girl should not be subjected to A Clockwork Orange, and a fan of violent movies will probably find little value in the latest Happy Feet animated feature. In the same way, a ratings system exists for games, and, as with the MPAA system, it is created and regulated by the industry itself, not an official government agency. The Entertainment Software Ratings Board has implemented an ESRB ratings system that is in use in both Canada and the USA, and it exists for one reason and one reason alone; to classify the content of games to appropriate ages. To some, this might be a surprising concept. A mere handful of decades ago, videogame were simply bright colours and bouncy music. Because of those simplistic roots, many still believe games are only capable of

producing harmless, cartoony experiences. To others, games are merely a cheap alternative to a baby sitter; it doesn’t matter what’s on the screen, as long as the kids sit still for five hours while the grownups go off for dinner and a movie. The tragedy of these perceptions is that these same people would never expose their child to pornography or the ultraviolence of a hard “R” rated film, but simply can’t imagine that a mere “game” could harbor content as objectionable as a movie. After all, games are only toys, and toys can only divert, not provoke, shock, traumatize or terrify.

This is a disastrous misconception for a parent in the 21st century to hold regarding games, although it’s certainly a perception that a 21st century child would hope parents maintain. Games are no more toys than cinema, and an informed parent has to understand that. Like cinema, games are MEDIUM, and the content in a game is limited only by the goal of the game’s creator. Games have come a long way from being so limited in technical scope that a bouncing, happy Mario in Mario Bros. is the only feasible image a console can render on screen. Decapitation, mutilation, sex,

rape, genocide, racism and other controversial images and themes can be—and frequently are—fodder for the creators of today’s gaming industry. That’s why the responsibility— as always—rests on the parents to make decisions regarding what kind of content is suitable for children. The ESRB rating system is there to provide both content information and guidance in making that decision. Some stores, particularly larger chains such as EB Games in Canada, also have internal policies of not selling ESRB games of a certain rating to children under the specified age. However, that does NOT mean that families should put the onus of parenting on EB Games when it comes to game purchases. Children are crafty when they set their sights on something, and every single reasonably intelligent parent should suspect something immediately if a child insists that he or she would feel like it was “cooler” or a “bonding experience” if the parent buys a game instead. If a child won’t purchase a game on his or her own, odds are good it’s because the store won’t sell it to them. That’s why now is a good time to get refreshed on the basics of the ESRB system. Obviously, no one child is alike and some parents may feel that their child may be ready for subject matter that is more adult. If that’s the case, the ESRB can still help by detailing exactly what KIND of subject matter is portrayed in each game. CGMAGAZINE #06

15


wayne santos

EC: Early Childhood Not so much a warning of content, as it is of comprehension; games rated for Early Childhood keep things very simple, with content aimed at things most people would take for granted, such as literacy, rhythm, shapes, colours and other fundamentals. Most Sesame Street games such as Sesame Street: Elmo’s A To Zoo Adventure and Sesame Street: Cookie’s Counting Carnival fall in this category. These games are aimed strictly at broadening a child’s ability to perceive and comprehend. It’s a safe

E: Everyone This is the category where some would say “real” games start. While there’s no objectionable material to be found in an E rated game, this is also where the mechanics of games can get complex. Keep in mind, the ESRB rating system evaluates the suitability of the content, not the ease or difficulty of the game. So while New Super Mario Bros. 2 is an E rated game that anyone can pick up and play with relative ease, Gran Turismo 6, one of the most realistic car 16

CGMAGONLINE.COM

ESRB Ratings & You

bet that if there’s an educational or simple animated children’s program that your child loves watching, there’s probably a videogame equivalent, as Sesame Street, Bob The Builder, Dora and many other educational properties have EC games available on a variety of platforms, from PC to the 3DS.

simulation games available on a console, may simply be too much for even a casual, adult gamer to handle. It gets even more baffling once sports titles like MLB 14 The Show or the latest FIFA or Madden game—with their extremely intricate control schemes—come into play. Of course, at this level of game rating, there’s an element of violence, but E rated games are largely cartoony in their presentation, or else simply non-lethal, as in the case of tackling in a football game, or people tripping and falling in

a soccer game. Keep in mind that just because a game is rated “E,” that doesn’t make it simple or easy. Journey, for example, widely heralded as one of the most elegant, sophisticated arguments for games as art, holds an E rating, but the average child would find it boring or baffling. Perhaps both.


wayne santos

E 10+: Everyone 10+ E 10+ is a slight step up from E, in that there’s a greater presence of mild or cartoon violence, as well as the possibility of some suggestive themes. Ratchet & Clank for example with its gag about a women with a slight jiggle to her breasts, or innuendo in its ads about itchy hair in “nether regions,” is a good example of how the content is now taking some timid steps into the world sex or crude humor. Still, just because a game is rated E 10+, it doesn’t

T: Teen Things get a bit more sophisticated with the T rating. Generally aimed at adolescents aged 13 and up, the T for “Teen” rating brings violence to more realistic levels with actual blood, is also more free and easy with innuendo—nothing too overt, just the kind of thing similar to lyrics for popular songs. To give a better idea of how the ESRB gauges a T rated game, this year’s big science fiction shooter, Destiny has a T rating and the game allows

ESRB Ratings & You

mean that it’s not worth paying attention to for audiences other than children. One of the most popular non-first person shooter games in recent years, Minecraft, is an E 10+ rated game. On the other hand, this category is where some of the most popular games for younger players will normally fall. The numerous LEGO games carry E 10+ ratings, as well as the incredibly popular Disney Infinity and Activision Skylander franchises that use real world figures with embedded,

transmittable data. Even though they didn’t exist at the time, many of the classics that older gamers remember fondly would have probably fallen under this classification, such as Strider.

players to line up shots of the alien enemies and shoot them in the head. When this happens, there’s no gore, but the head does explode in a blaze of energy. Conversely, the HD remake of Abe’s Oddysee shows alien creatures bursting into fast, meaty bits when they are pulverized by various machines, but it doesn’t linger on blood, bone or gristle. More “grown up” elements also start appearing in T rated games. inFamous: Second Son, for example, has references to the use of both drugs and

alcohol, although neither is shown actively being used. Mild swearing is also present, and sex is also implied in the game; the protagonist can kiss a companion on screen who states her desire for sex, but the actual act itself isn’t shown. In other words, the T rating contains the same content as normal freeto-air television broadcasts. It’s still not as explicit as cable content like A Game of Thrones, but something like the famous 90s comedy series Seinfeld would probably earn a T rating in game terms. CGMAGAZINE #06

17


wayne santos

M: Mature For most families, the ESRB rating system ends at M, for mature. This category is aimed at gamers aged 17 and up. M rated games are the ones that children desperately want to play. All the most popular non-sports franchises in gaming fall in this category. Call of Duty, Grand Theft Auto, Mass Effect, Assassin’s Creed… they’re all here, and these are the games a child is most likely to try to trick parents into buying on their behalf.

AO: Adults Only This rating exists, but you’ll never find a game of this category in a physical, brick and mortar store. This is where things get extreme, and the term pornography can be legitimately used to describe the nature of sexual content, while violence is at its most extreme level. As with the infamous old “X Rating” in film, the Adults Only or AO classification is not something that mainstream consumer stores will carry. In fact, no console manufacturer will even 18

CGMAGONLINE.COM

ESRB Ratings & You

In this category of games, violence is unrestricted in terms of depiction, with blood, gore and acts of cruelty openly shown. Sex, on the other hand, is still restricted in terms of presentation. Nudity is present, and sexual acts can appear, but, as with R-rated films, explicit sex acts are still forbidden, so there’s no parental concern that M rated games are pornographic in nature. While it’s important to acknowledge that this category is least suitable for children in

terms of violence and sexual content, that’s not to say that it is merely a cesspool of carnal spectacle. The Mass Effect series, for example is still regularly cited as one of the great science fiction epics of the medium, while The Last of Us despite its visceral violence, is considered one of the most recent masterpieces in gaming. The M rating in the ESRB world can just as often apply to thematic, philosophical and narrative complexity, as it can to blood and sex.

allow an AO rated game to be distributed on their hardware, so AO games are typically only found on the PC, and other platforms. The ESRB has only given 40 games an AO rating since its inception, and only two retail games have ever been classified—temporarily—in this category; Grand Theft Auto III: San Andreas and Manhunt 2, both by Rockstar games. The case for GTA III: SA is an unusual one as the game originally received an M rating until it was discovered that

an ability to watch characters have sex was still available in the game, even though under ordinary circumstances, it wasn’t accessible. In the case of Manhunt 2, the ESRB simply viewed how extreme the violence was (testicles could be mutilated with pliers) and gave it an AO rating. In both cases, Rockstar Games made the changes necessary to get an M rating restored, so there’s still no true AO rated game available for purchase on consoles. In the world of the PC, and the internet, it’s another story entirely.


wayne santos The ESRB ratings system is simple and easy to understand. It’s something that should be second nature to any parent that says, “Of course I wouldn’t let my kid watch pornography.” And yet, on any given day in any first world videogame store, a parent with a 10 year old child or younger, walks in and buys the latest Grand Theft Auto game, a game in which players can pay for sex and kill the sex worker immediately afterwards. That parent then hands the game over to the happy child that asked for it, satisfied that their small

bundle of joy has now gotten that innocent game they asked for as a birthday present. This isn’t rocket science; if going on the internet to check an ESRB rating is simply too difficult for a parent to handle, it was probably a mistake to become a parent.

CGMAGAZINE #06

19


GUIDE

Portable Gaming

If you’re looking for a dedicated hand-held gaming device, there are only two real choices. Here’s how you decided which one is for you.

PORTABLE GAMING Playstation Vita vs. Nintendo 3DS

words by jason d’aprile

D

espite the popularity of playing games on your mobile phone, when we think portable gaming, Nintendo and Sony are still the first names on the list. Nintendo has held the portable gaming crown since

20

CGMAGONLINE.COM

the original Gameboy was released back in 1989, holding off an array of competition over the years. Sony came into the world of portables comparatively late with the PSP back in 2004. Now with the Vita, Sony is finally gaining

ground—albeit largely thanks to its cross-connectivity with the PS4. If you’re looking for a true console experience on the go, these are the systems to have. If you can only pick one, what’s the best choice? We break it down.


HARDWARE & PRICE

jason d’aprile Vita The $200 Vita might not be as powerful as the PS3, but it’s still a powerhouse. Controlled by a quad-core ARM processor with a dedicated GPU, the system can produce the most stunning visuals of any handheld system. It’s not a stretch to say that, from a purely specs view, the Vita is the best portable system ever made. The gorgeous 16:9 5-inch LCD touch screen features a resolution of 960x544. The rear touch pad has proven to be a surprisingly great feature as well, allowing it to easily emulate all the extra

3DS There are three current systems in the DS line—the 3DS ($169.99), the larger 3DS XL ($199.99), and the inexpensive 2DS ($129.99). They all sport the same dual-core ARM processor and separate GPU, but the DS systems are well below the processing, graphic, and general memory power of the Vita. The upper screen sports a resolution of 800x240, a significant step down from the Vita. Of course, on the

Portable Gaming: PS Vita vs. 3DS buttons on the PS4 controller and create some truly unique gameplay experiences. The system is also fully adept at motion controls, thanks to its six-axis motion sensors. Front and rear cameras allow for a plenty of options for video chat or just taking snaps—although the rather mediocre picture quality of the rear camera means it’s unlikely to replace your phone as a primary photo device. Finally, the Vita makes heavy use of Wi-Fi connectivity, keeping track of friends, trophies, and automatically downloading software updates

in the background. It uses its built-in GPS for the locationbased “Near” feature. Similar to Nintendo’s Street Pass, but more social networking centered, Near shows you what gamers around you are playing and even exchanges game data with players. While the Vita uses cartridges for retail games, its online store is far more useful. Sadly, there’s only a paltry 1 GB of internal storage space, so buying a memory card is a necessity. This makes it incredibly unfortunate that the Vita uses expensive, propriety memory cards.

3DS models, the screen also supports excellent stereoscopic 3D effects, which can be easily lessened or turned off with a slider bar. The lower touch screen is slightly smaller, with a resolution of only 320x240. The DS support motion controls as well, are Wi-Fi only, and sport both front and rearfacing cameras. The picture quality of these cameras is disappointingly low, although taking 3D pics is great fun. Unlike Sony, the DS uses standard (cheap) SD cards for extra storage. CGMAGAZINE #06

21


ONLINE

jason d’aprile Vita Simply put, Sony’s online infrastructure is just more developed than Nintendo’s. All PlayStation owners create a free account that ensures they always have access to their library without any fuss. This makes it dirt simple to change (or replace) hardware or own multiple systems without having to worry about losing past PS Store purchases. Your PS account supports multiple systems, even of the same platform, which also makes portable gaming with family a lot easier—since if you have two Vitas, you still only need to purchase the game once from the PSN store. Sadly, this doesn’t apply to buying the retail cartridge version.

3DS Few games really support online play on Nintendo’s portable. Mario Kart 7 is their most notable online game and Super Smash Bros. will support online play. Nintendo has invested more time into their Street Pass system— where passing DS systems can transfer data to each other while in sleep mode—but your mileage will vary based on how many players you can actually find. 22

CGMAGONLINE.COM

The Console Guide Online gaming is still not as robust as it should be, with a limited number of titles actually supporting multiplayer matches. It works well in games like Killzone, but it’s clear that even Sony considers portable gaming an oddly solitary affair. The other big advantage Sony has over its competition is the cross-buy and cross-save functionality. This means that if the same game is available on the PS3/PS4 and Vita, you frequently only have to buy one version to have it on all platforms. Many of these games, in turn, actually allow you to upload your save file to the cloud, then download it to another system. Both of these features are a huge boost for the Vita, but its biggest selling

point is the ability to use it as a remote screen for the PS4. Sony is now focusing on marketing the Vita as something akin to a more versatile equivalent to the Wii U’s controller. Playing a PS4 game on the Vita through the same network is smooth and seamless, and using the rear touch pad in place of certain buttons works surprisingly well. Outside your personal network, however, getting the Vita to connect can be an incredible hassle, though it depends largely on your firewall settings.

Nintendo’s eShop offers a lot of variety, however. Aside from all the classics and new releases you’d expect, there’s many obscure little games that can help pass the time between the next big N thing. Nintendo has finally announced an equivalent to Sony’s cross-buy, but it doesn’t seem to affect current games. This means, if you want to play Super Metroid on both the 3DS and Wii U, you’ll be buying it twice. Those purchases stay locked to the system you bought them

on as well, which is a huge issue. If you’re upgrading from a 3DS to a 3DS XL, for instance, Nintendo requires you to transfer the data onto an SD card from the old system to copy it onto the new system, and it actually erases the old system. Both Microsoft and Sony keep track of all online purchases via your user account and let you re-download them to new systems without hassle, so Nintendo’s policies seem positively archaic.

VIDEO: CGM Sound Off - PSVita and Remote Play


LIBRARY

jason d’aprile Vita Sony started out strong, with great games like Gravity Rush, Uncharted: Golden Abyss, Street Fighter Vs Tekken, Marvel vs Capcom 3, and others. The Vita has thus far proven its strength with terrific fighting games and Japanese RPGs, but Westernbased third party support is still abysmal. Ubisoft has released great games like the Rayman

3DS Without a doubt, the 3DS library is extensive, with amazing first and third party support. Unsurprisingly, Nintendo creates the greatest games for the 3DS. The Legend of Zelda: a Link Between Worlds is the best Zelda game in years, the New Super Mario Bros. games are fantastic, and Nintendo is constantly

Conclusion Recent announcements from Sony have suggested the company is more interested in marketing the Vita as an accessory for the PS4 and haven for indie developers. While new games for the system are always welcome, it makes it hard to support it from the perspective of a hardcore gamer. Without

Portable Gaming: PS Vita vs. 3DS games and Child of Light, but EA has pretty much given up on the system after poor sales of Need for Speed: Most Wanted, and it was Sony that released the middling port of Borderlands 2, not 2K. Online indie support is strong, however. Thanks to Sony’s robust PS Store, PS Plus subscribers in particular will find plenty of great titles to download for free or at a discount as a result. The availability of PSP, PS One,

and some PS2 games is also great for 90s kids. Just the same, Sony seems to be shying away from any kind of high-end AAA-style development for the system, which is a true shame. Games like Killzone: Mercenary, Uncharted, LittleBigPlanet, and other heavy hitters have shown the system’s immense potential and the terrifically clever Tearaway proved just how creative a Vita-only game could be.

trying to add new and creative additions to their library. Games like Tomodachi Life, where you create a bizarre virtual reality for your Mii avatars, show that their sense of play is still firmly intact. Other venerable Nintendo franchises like Kirby, Super Smash Bros and Mario Kart all have excellent showings on the system, and there’s no end in sight for primo support.

The other huge advantage of the 3DS is its retro pedigree. Their online store holds an immense and cheaply-priced collection of classic NES, SNES, and Gameboy games. All the old Mario, Zelda, and Metroid games, among many others, are available for re-discovery. Simply put, no one can match Nintendo for nostalgia and their portable is a veritable gaming way-back machine.

a regular influx of impressive first-party releases and so little support from major third party publishers, the Vita is still floundering. This pains us, because it’s an otherwise thoroughly impressive system capable of incredible games. The 3DS (and 2DS), on the other hand, is getting superb support from Nintendo. The company has been excellent about getting

their beloved franchises on the system and isn’t showing signs of slowing down. Thirdparty support—especially from Japanese developers who release plenty of RPGs for the system—is excellent, although the games themselves are frequently utterly forgettable. The 3DS, like the Wii U, is still hampered by Nintendo’s questionable online support and user account policies. CGMAGAZINE #06

23


GUIDE

Illustrations by Jo Enaje

The Console Guide

24

CGMAGONLINE.COM


It’s a new console generation and this year, all the latest hardware is finally maturing with respectable libraries and features. Now is the time to buy, but which console is the right one for you?

T H E

CONSOLE GUIDE

W h a t To K n o w W h e n P i c k i n g A N e w C o n s o l e

words by shawn petraschuk

I

f you’re considering a console purchase over the holiday season it’s important to know what you’re looking for when you head to your local retailer. The three major players in the console market, Nintendo, Sony and Microsoft all have machines on the shelves but what each

one can offer is actually quite different. While Sony’s PlayStation 4 and Microsoft’s Xbox One have similarities the Wii U from Nintendo stands in a league all its own. For a casual consumer, sorting all these differences out can be a bit confusing and an uneducated sales staff might not be much

help. That’s where CGM steps in with our handy guide to the big three consoles. A lot has been said about this next generation of consoles and where they’ll take the gaming landscape in the next five years but one thing that is certainly true is that it has never been a better time to be a gamer. CGMAGAZINE #06

25


THANKSFORREADI NG

FORMORE OFTHI SI SSUE VI SI T WWW. CGMAGONLI NE. COM MAGAZI NEALSOAVAI LABLEON


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.