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Thursday, February 28, 2013

Crytek Reveals the Many Faces of Free-to-Play

Behind the tittersome names, in Crytek's Warface and Gface there lies a more serious message and an unmistakeable declaration of intent. Crysis developer Crytek has previously made clear its intention to wholly embrace free-to-play over the coming years. In the short-term, this involves Crytek aiming to deliver a polished and persistent multiplayer experience with its upcoming shooter, Warface. Meanwhile, the developer hopes to realise its longer-term free-to-play aspirations via its social platform, Gface. Most intriguing is Crytek’s vision for the development of connected single-player experiences, which represent a crucial missing piece of the free-to-play puzzle.

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Warface is squarely aimed at people who buy the latest blockbuster FPS for the multiplayer.

Warface is Crytek’s multiplayer free-to-play FPS, powered by the potent CryEngine 3 and squarely aimed at people who frequently buy the latest instalment of a blockbuster FPS for the multiplayer experience. Its service-based nature is intended to address a key weakness of the traditional, product-orientated competition by offering a high-quality shooter that provides a persistent, ongoing experience. There is to be no more starting from scratch year after year and losing progress, levels, perks and weapons: Crytek wants to offer an alternative to the hamster-wheel by way of steady and continuous forward momentum.

Warface’s traditional competitive game modes are currently spread over ten maps, while its in-game weapon customisation and slide manoeuvre will be familiar to veterans of the Crysis series. Its four soldier classes play sufficiently differently from one another to promote teamwork and its weapon and equipment unlocks come in a steady drip-feed as progression is made through the ranks.

Complementing the PvP modes is a co-op PvE experience, which offers the chance for teams to compete for leader-board placement to earn in-game rewards. The co-op mode is restricted to two levels per day (one new, one rolling over from the previous day), but it nonetheless represents a welcome opportunity to take a break from shooting your friends in the face and to band together to achieve a more structured goal.

For all of the customisation options available in Warface, it offers a disappointing dearth of choices for the ethnicity of your soldier avatar, though this could and should be easily rectified. A more thoughtful introduction to its three different in-game currencies would also be beneficial. However, it’s encouraging to discover that the best items and weapons can only be obtained in exchange for the currency that has to be earned through play and cannot be bought.

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The best items and weapons can only be obtained in exchange for the currency that has to be earned through play.

Underpinning the introduction of Warface is Crytek’s social platform, Gface. Crytek differentiates the function of Gface from that of superficially similar platforms like Steam and Origin by highlighting that it is not a distribution platform with social features added on, but has instead been built around the notion of free-to-play’s inherent inclusivity. The browser-based Gface acts as a library instead of a store, where every player can access all of the games, facilitating friends playing together.

Gface will initially focus on Crytek’s own free-to-play offerings but it’s the developer’s intention to expand to include third-party titles in the future. Crytek CEO Cevat Yerli hints that not all of these titles will necessarily be the multiplayer free-for-all that is often associated with free-to-play, though his opening gambit on the subject is initially alarming.

“I think the notion of a single-player experience has to go away,” Yerli confidently declares. “However, I’m not saying that there will be no single-player experiences ... it could be it’s called Connected Single-Player or Online Single-Player instead.”

“Online and social can reignite single-player in a new type of context and provide benefits that will make you want to be a part of a connected story-mode rather than a disconnected story-mode. Sure, if the technology forces you to play a traditional single-player game online, that doesn’t make sense but if it’s offering actual benefits to be online then you want to be part of it.”

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I think the notion of a single-player experience has to go away.

Yerli is unwilling to talk specifics, but you don’t have to look far to understand the kind of games to which he’s referring: From Software’s seminal Demon’s and Dark Souls, Thatgamecompay’s Journey and almost every racing title under the sun already offer connected single-player experiences. Even stalwart single-player titles like Atlus’ Catherine and Telltale’s phenomenally successful The Walking Dead pepper their experiences with simple but connected updates about the decisions other players are making.

Imagine, then, if the world of The Walking Dead was a persistent one, shaped by the decisions of players in it. Your already weighty choices could be shown to affect not just AI ciphers but real-life survivors of the digital zombie apocalypse. Could a game like The Walking Dead work within Crytek’s vision of a free-to-play future?

“I would actually say that The Walking Dead on Gface would make more money than anywhere else,” Yerli proclaims. “The Walking Dead would be a primary example of how, with some innovation, it would work even better with the free-to-play concept.”

Unfortunately, Yerli won’t be drawn on specifics of how this might be made to work, preferring to talk more about potential future concepts than make outright promises. Clearly, though, Crytek strongly believes the free-to-play model can be a viable and innovative alternative to the industry’s current structure across all genres and experiences.

Back in the here and now, Warface represents the company’s promise to introduce a quality free-to-play multiplayer experience, while Gface is to offer groups of friends an accessible and consistent way to play together. If Crytek applies the same commitment to producing viable, engaging connected single-player experiences, it may yet change the entire face of the free-to-play landscape.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherent the Earth. You can follow him on Twitter and IGN.


Source : ign[dot]com

Hideo Kojima Talks PS4: More Excited By New Kinds of Interaction than Hardware

Hideo Kojima gave his initial thoughts on Sony’s PlayStation 4 in an interview with IGN.

Although he didn’t watch Sony’s press conference, he was interested in the direction the PS4 is taking. And that enthusiasm stemmed less from the hardware specs and more from the increased functionality of the new console.

“I can say that with every new generation of hardware the capabilities of the hardware increases. But up to this point it’s always been very much of a vertical evolution – of course, you expect things like visual fidelity, audio, frame rate. New features such as 3D capability, etc, etc. These things are a given. They come with the new hardware.

“But what I’m really more interested in is other ways of expanding into the next generation – a more horizontal expansion, where you’re going to be doing things online, more of a social aspect. People will be able to interact with the game through various devices, through various media – such as tablets, smart phones, etc.”

And these kind of gameplay experiences could find there way into future Metal Gear titles. “I think it’s this new type of interaction – this new ways of interacting with the game world – that’s more exciting to me. And I want to bring the Metal Gear franchise into that new wider world of interaction.”

Can we expect this kind of functionality in Metal Gear Solid: Ground Zeroes, which must surely be a PlayStation 4 title?

Daniel is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Gaming PCs: To Build or Buy?

Becoming a PC gamer has always been an investment. You’re not just throwing down a few hundred on a console that's potentially destined to sit under the television accumulating dust as soon as the cycle turns, and something new can always come along and replace it. There aren’t generations of PCs, where each one is a clear iteration and improvement on the last, giving you all the information you could ever need on when to upgrade, and how. Instead, you have to educate yourself, weigh up the pros and cons of this component over that component, and figure out whether you want to risk overclocking your CPU and squeezing every drop of power out of it or just leave things as they are, knowing that you’re not unlocking the full potential of what you’ve purchased.

But if you want to get yourself a gaming PC, you've got a choice in front of you: should you build one yourself, or buy one ready-made? There are pros and cons to each - so we thought we'd lay them out.

For the purpose of this comparison, we're using the Ultima Tyrannosaur from Overclockers, and the PC I built myself three months ago, which I'm going to affectionately call Edward.

COST

This will be the first concern for anyone looking to make this kind of investment: cost. Doing things yourself cuts out the middleman, and means you could save on assembly and testing - so if you’re confident and competent, you can usually save more than a few hundred just by taking the components into your own hands But it's not always as clear-cut as that.

The Ultima 9550i Tyrannosaur MKIII is a truly powerful PC that has the same audio footprint as a clear summer’s day, and about the same temperature, too. It’s surrounded with massive fans, half of them visible through the case, and with four graphics cards working in tandem it barely breaks a sweat, even running the most graphically demanding games like The Witcher 2 or Planetside 2.

Pick it up from Overclockers and, with the specifications we’ve got here, it’ll cost you £2030.60. If you opt to build it for yourself, using all the same components, and it’ll come to £2054.91, which will actually cost you money. And for all that trouble you’re also costing yourself a two-year warranty.

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It’s hard not to find a company offering something very close to what you want with no significant extra cost.

You’re never going to be able to go toe-to-toe with the specifications that the retailers themselves are providing, as that’s exactly where they’re making their savings. Instead, building yourself a PC offers the flexibility and the freedom to customise the build in any way you want. Building with a purpose in mind could well save you money, especially if you make small compromises on performance. The PC I built myself three months ago is about 65% as powerful as the Tyrannosaur, with the same RAM, half the GPU and a slightly weaker CPU - but it's also £1000 less expensive, and still pushes modern games about as far as they will go.

Even so, though, it’s hard not to find a company offering something very close to what you want with no significant extra cost to yourself. Even with something pre-built like the Tyrannosaur, there are multiple ways you can customise the PC, ranging from which hard drives to slot into place to how many graphics cards you’d like. There are retailers out there like PC Specialist who offer even more extreme customisable options. When they’re even offering to test the thing once it's built and ensure that everything works properly.

Where building your own PC, would once have been the vastly cheaper option, then, nowadays it might not save you as much money as you'd think - especially at the upper end of the power spectrum.

POWER

There's one significant question here: do you really need that much power? Throughout the late 90s and early 00s PC gaming was all about building a ridiculous Rig, but do developers really develop for high-end PCs to the extend that they used to?

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This protracted console cycle has lead to is a stagnation in hardware requirements.

But what this protracted console cycle has lead to is a stagnation in hardware requirements. Free to play games like League of Legends, by necessity, have low system requirements so that they can reach the widest audience possible. Many of the most interesting independent games on the platform, meanwhile, don't need anything like a top-end PC to run. Even a game like the newly released Crysis 3 doesn’t hold a candle to the relative oomph that the original Crysis needed to run - it's designed for consoles, too. Back then you had to be beyond an enthusiast to run it at full settings on release, but Crysis 3 is positively tame in comparison, and will run beautifully on a much less powerful machine.

Regardless, it still pushes current hardware. My self-built PC can just about handle the game at the highest settings, but the framerate suffers. It’s here that the difference in power between it and the Tyrannosaur really comes into focus, and where the assurance of pre-built pulls ahead of the savings of DIY. Often the retailers that sell these machines will build them for specific benchmarks, such as running a game like Crysis or Battlefield 3. But do the games you want to play on PC really need the highest-end power? It's worth considering.

DIFFICULTY

One of the scariest thoughts when you commit to buying yourself a brand new gaming PC is the idea of spending hours drowning in a sea of nuts and bolts and expensive-looking components whilst developing a mortal fear of static electricity. But to have a company put it together for you has always been the expensive option – thousands sucked from your bank account just to avoid yourself the agony of trying to thread CPU pins into their sockets without bending a single on, instantly costing yourself a few hundred.

Again, though, that’s 20th century thinking. Maybe even early 2000s. But in the past few years things have changed, and that information has been taking a while to filter down into the public consciousness.

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Components aren’t nearly as scary and ambiguous as they were in the past.

Firstly, components aren’t nearly as scary and ambiguous as they were in the past. Slotting a graphics card into your motherboard, as sexy and complicated as that might sound, has become almost as simple as inserting a USB stick into your television. There are perhaps a couple more screws involved, but as long as you know which hole goes where, you’ll be free from the fear of breaking anything. There are even clicks and locks in place, to let you know when to stop pushing. Even processors, typically the most daunting prospect of all, pretty much always come bundled on a motherboard now, so you can deftly sidestep such worries.

There’s still a slight apprehension in the back of your mind, and understandably so; if you purchase all the components individually, you’re going to be clear of the safety net of a warranty, meaning if you make any irrevocable mistake during the construction of your PC, you’re on your own, but that’s certainly less of a danger now than it was a decade ago.

In summary, then, don't be scared of building your own. It's pretty easy these days.

WHICH LOOKS BETTER?

At first glance, the Tyrannosaur has more in common with a Storm Trooper than the beige towers that litter office blocks and home studies. Harsh angles, black detailing and an overall white glean make the case more of a statement than anything. But it’s hiding an efficiency of architecture that means, despite a huge array of fans and cooling vents, it powers on while barely making a whisper. It’s the advantage of having a build so finely tuned by someone who knows more than you.

But with PCs being so modular these days, as long as the components are compatible, the case will do the rest of the work for you. It’s another cost, and another consideration, but invest a little more in some housing and you can achieve the same whisper of an audio footprint as the best companies achieve. They are, after all, using the same tools as you.

In terms of aesthetics, it’s entirely about how much you want to spend, and where your taste lies. Expensive cases are also often the most efficient in terms of cooling and ventilation, but if you’re just going to hide it under your desk, you don’t need it to be a conversation piece.

WHICH LASTS LONGER?

One of the clear cut advantages of having a company put your PC together is the warranty. Even if they haven’t built it well, you’re going to be covered if parts fail, or something hasn’t been put together right. As long as you’re smart about placing it in your room somewhere it’s not going to be choked with dust or heat, there’s no reason not to expect a long lifetime from your parts.

More importantly, with 2013 being the year we see a new generation of consoles out of Sony and Microsoft, it might seem like now would be an insane time to invest in a new PC. But if anything now is the best time to lay down some cash. With the announcement of the PS4, it’s clear that, while a big jump up from the power of the previous generation, we’re not going to see the consoles get ahead of even the current retail PCs, let alone stay ahead. With a keen eye and well under a thousand pounds you should be able to build a PC that easily matches anything the console manufacturers will put out, and that will last a good few years.

The question then becomes whether you should try and build it yourself, or let someone else do all the hard graft for you. Ten years ago, or even five, I’d have opted for the former, writing off any dangers and apprehension about dealing with components yourself just by quoting the amount of money you’d save. Today, though, things are different. There are enough options in enough places that you’ll hardly be saving yourself any money, and no matter how much knowledge you might gain by putting things together yourself, the peace of mind you’ll get from knowing your new PC is assembled with skill and care is probably worth it.

In the guts in the behemoth beside me, the wires are wrapped in cloth netting. The hardrives are stacked in a neat tower, and everything is constructed with an efficiency of space that’s almost preternatural. The question instead becomes whether you think you can emulate the same level of polish and finish that the professionals can offer.

What it’s lacking is a sense of personal investment, and that’s really why so many people get nostalgic about putting a PC together. It’s like constructing a kit car, and sauntering around town in it. You know how it works, have learned all the nuances of its personality, and understand that maybe sometimes you need to restart it a second time just to get the thing to boot. Or that the way you partitioned the E drive was kind of sloppy, and causes you no end of grief. But that’s a result of your actions, and it gives this machine you spend so much time with a character. Getting a PC to order will get you to where you want to go, but sometimes it’s about the journey, not the destination.

Phill Cameron is a freelance journalist who leaves his PC fan light on every night to scare away the monsters. You can follow him on Twitter and IGN.


Source : ign[dot]com

EVE Online Passes Half a Million Subscribers

CCP Games has announced that for the first time in its ten-year history, internet-spaceship simulator/grand sci-fi alternate universe EVE Online has passes 500,000 paying subscribers.

EVE is the only MMO to have grown year-on-year since its launch, but that's not the only reason this game is unique. EVE is famous for its political dramas, huge-scale battles between warring factions and real-world crossover consequences. EVE Onilne: Retribution, the game's 18th free expansion, was released in December. PS3 free-to-play shooter DUST 514, part of the EVE universe, is still in open beta.

CCP's CEO Hilmar Veigar Pétursson had this to say: “Ten years after release, it is incredibly inspiring that, through a lot of hard work from our EVE Online team, we are crossing the half-million subscriber mark. For me, this is a true testament that EVE can live on forever, as long as we do right by her. We have not come to this point alone; millions of players have helped push us to this milestone. I now know in my mind what I previously only believed in my heart: that EVE will outlive us all.”

EVE Fanfest takes place every year in Iceland, bringing players of the game together in the real world to see where it's headed. We headed there last year, and came away with a significant realisation: internet spaceships are serious business.

Keza MacDonald is in charge of IGN's games coverage in the UK. You can follow her on IGN and Twitter.


Source : ign[dot]com

Assassin’s Creed IV: Black Flag Confirmed

Ubisoft has confirmed that the next entry in the Assassin’s Creed series will be called Assassin’s Creed IV: Black Flag. The news comes in the form of the game’s first official art, which you can check out below:

Today’s announcement confirms the title initially revealed by leaked marketing material this week and also expands upon Ubisoft CEO Yves Guillemot’s comments earlier this month that the newest Assassin’s Creed game features a new hero and time period.

While no concrete details are given in the art, it’s immediately clear that the game will involve pirates, just as rumors suggested a few weeks ago.

Want to know more about Assassin’s Creed IV: Black Flag? IGN will be live streaming the game's official announcement -- including the first details -- on Monday, March 4th at 9:00 a.m. Pacific (5pm GMT). Our pre-show starts at 8:30, so tune in early and find out all the news as it's revealed.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

Ricky Gervais Resurrects The Office's David Brent

Chilled-out entertainer David Brent will return to British television screens in a couple of weeks for Comic Relief, the BBC's long-running charity fundraiser.

It's testament to Brent's character really, considering it was on Comic Relief day – 'the day of laughter' – that he was made redundant from Wernham Hogg, dressed as a comedy ostrich.

Although the award-winning BBC 2 comedy came to end in 2003, Brent has returned a handful of times, including an appearance in the US version of The Office. Excited? To get you in the mood, check out what Brent has been up to:

Comic Relief has been running since 1985, and raised an astonishing £108,436,277 back in 2011.

Daniel is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


Source : ign[dot]com

Wednesday, February 27, 2013

Comic Book Reviews for 2/27/13

Despite the fact that DC Comics decided to spoil their biggest comic book release of the week, we're happy to report that the issue is quality even if you know what happens going in. Over at Marvel, they debuted their brand new Guardians of the Galaxy ongoing series to glorious results.

Across the board, there were some rock solid comic books this week. From Batman to the Rocketeer to the TMNT to Hawkeye, there's a ton to love this week.

Join in on the IGN Community reviews!

DC COMICS

All-Star Western #17

Written by Justin Gray & Jimmy Palmiotti | Art by Moritat

"The longer All-Star Western goes on, the harder it is to understand why Jonah Hex doesn't pack up, leave Gotham, and return to the lawless frontier from whence he came. This new arc that kicks off in issue #17 doesn't even feel much like a Hex story, as both he and Arkham are little more than quiet supporting players. However, Jimmy Palmiotti and Justin Gray find success in exploring the colorful history of Gotham and the ancestors of contemporary Gothamites." -Jesse

Click to read the entire review!

Final Score:

7.3

Aquaman #17

Written by Geoff Johns | Art by Paul Pelletier

"No, this huge status quo shift was not written by serial status quo shifter Joshua Hale Fialkov. It was dreamed up and executed by Geoff Johns, who has made Aquaman into everything the character never wanted to be: King of Atlantis. This epilogue to Throne of Atlantis satisfies all questions concerning the emotional climate of how humans, Atlanteans, and Aquaman himself feel about this development, and it teases a new bad guy to boot." -Joshua

Click to read the entire review!

Final Score:

9.0

Batman: The Dark Knight #17

Written by Gregg Hurwitz | Art by Ethan Van Sciver

"There is a bit of an identity crisis going on in this issue. Batman: The Dark Knight can't decide what kind of book it wants to be. There are funny moments, graphically violent moments, and moments of extremely bizarre logic. None of these moments gel or flow; this isn't one Batman book, it's a stew comprised of several different tones, tastes, and flavors. Keeping with the stew metaphor, it also is kinda bland and needs some extra spice. Maybe some carrots or peppers." -Ben

Click to read the entire review!

Final Score:

6.5

Batman Incorporated #8

Written by Grant Morrison | Art by Chris Burnham

"DC really went out of their way to make sure everyone knew the outcome to Batman Incorporated #8 before actually reading the issue. There was the New York Post article and the spoilery banner that has been plastered on the official DC website. Even this week's installment of Channel 52 gives away the big twist (just one more reason to loathe that 'bonus' feature). But in defiance of DC's obnoxious desire to spoil its loyal readers for the sake of potential new fans, I'm going to do my best to talk around the spoilers in this review. Admittedly, just hearing discussion about there being spoilers in the first place will probably clue most readers into what transpires in issue #8. " -Jesse

Click to read the entire review!

Final Score:

9.1

Before Watchmen: Dr. Manhattan #4

Written by J. Michael Straczynski | Art by Adam Hughes

"I know. You’re shocked. Before Watchmen is the event that everyone loves to hate. Can it be that J. Michael Straczynski and Adam Hughes have delivered a story worthy of the original series? I say that they have. If you give this book even half a chance, I’m confident that you will as well." -Poet

Click to read the entire review!

Final Score:

9.8

The Flash #17

Written by Francis Manapul & Brian Buccellato | Art by Francis Manapul

"With the five-part Gorilla Grodd story arc coming to its overdue close, The Flash has the opportunity to regain some of the momentum it's lost over the past few issues. While the quality of the title’s visuals has remained a cut above most of DC’s offerings, the same could not be said for the plodding narrative. The fastest man alive has been burdened with a lackluster plot in recent issues but with The Flash #17, Francis Manapul and Brian Buccellato say goodbye and good riddance to those damn dirty apes slowing him down." -Melissa

Click to read the entire review!

Final Score:

8.0

Injustice: Gods Among Us #2

Written by Tom Taylor | Art by Various

"Injustice is more entertaining than any comic book prequel to a fighting game has a right to be. This second print issue gathers the next three chapters of the digital comic. The focus is more disjointed than in the first issue, but it succeeds in shedding more light on this grim and bloody version of the DC Universe." -Jesse

Click to read the entire review!

Final Score:

8.3

I, Vampire #17

Written by Josh Fialkov | Art by Fernando Blanco

"I, Vampire is not afraid to punch its readers in the face, and writer Joshua Hale Fialkov uses issue #17 to do just that – repeatedly. The reason it works (and the reason we enjoy coming back for more) is that Fialkov does such a great job of creating a sense of realism and attachment to his characters before dropping the hammer." -Poet

Click to read the entire review!

Final Score:

8.1

Justice League Dark #17

Written by Jeff Lemire & Ray Fawkes | Art by Mikel Janin

"The Death of Magic storyline came in with a head of steam, imposing some drastic changes on the JLD team. However, since that point, the tale has begun to drag on a bit. Justice League Dark #17 reiterates many details that were covered in the previous two issues, with only a minor revelation and an underwhelming plot development to power it." -Poet

Click to read the entire review!

Final Score:

6.9

Red Lanterns #17

Written by Peter Milligan | Art by Miguel Sepulveda

"Red Lanterns continues to exist in its own little corner of the Lantern universe by breaking the mold that has thus far been set by Wrath of the First Lantern. In this it manages a few interesting developments, and while those are delivered in the same tedious manner as always, they amount to a chapter that isn’t all that bad. Since this title will have a new creative team at the end of this story arc, it’s nice that this run looks to be ending on a more solid note." -Joshua

Click to read the entire review!

Final Score:

6.6

Talon #5

Written by James Tynion IV | Art by Guillem March

"Having narrowly escaped death at the hands of the Butcher last month, Calvin Rose is finally afforded a little rest and relaxation in Talon #5. This chapter offers a nice change of pace for the series, allowing James Tynion IV to slow down and examine his core cast more closely. Much of his efforts are devoted to fleshing out Casey and her daughter, Sarah. These two look to be more permanent additions to the cast than the rest of Casey's black ops team was in the previous arc. It's fun to see Calvin and the normally grim Sebastian enjoy the domestic life for a change. And as is usually the case in these types of stories, all this lighthearted material builds its own sort of tension as readers wonder just when and how badly the peace will be interrupted." -Jesse

Click to read the entire review!

Final Score:

8.2

Teen Titans #17

Written by Scott Lobdell & Fabian Nicieza | Art by Eddy Barrows

"Since the new Teen Titans came together all those months ago, Red Robin was by far the title’s most compelling character and writer Scott Lobdell has so far done an excellent job in fleshing out the young man beneath the mask. Indeed, his understanding into what makes the character tick is what made the previous issue so strong despite its flaws, which is why it's curious that Lobdell and Nicieza ditch something proven to work for a plot twist that effectively removes the one thing holding this title together." -Melissa

Click to read the entire review!

Final Score:

5.1


Source : ign[dot]com