With E3 2010 over and done with, we've spend the last week arguing, debating, and reflecting on the games we played. But instead of keeping all of that private, we figured we'd let you in on our favorite games of the show. And you're not going to believe at least one of our choices...
Andre

I’m as amazed to say this as you are to read it, but Sonic Colors was the game I had the most fun with out on the show floor. It’s okay, you can pick your jaw up off the floor now; let me explain.
The game really takes Sonic back to its roots. No bullshit secondary characters (Big the Cat, I’m looking at you), no gimmicky motion-controls (you hear me Sonic and the Secret Rings?), and a huge emphasis on sheer unadulterated speed (looking at you again, Big the Cat). It’s pretty much what I’ve wanted Sonic to play like in 3D for the last ten years, but it’s better to be late to the party than never, and Sonic Colors demonstrates why.

Just as the original Sonic borrowed from Super Mario Bros., Sonic Colors again has taken inspiration from Mario’s latest: Super Mario Galaxy 1 & 2. There’s the celestial backdrop, the brilliant 2D segments interwoven into the 3D framework, and a new power-up suspiciously similar to Mario’s Drill item. Though clearly inspired, it never borders on rip-off, and always feels like a Sonic game...well, a good Sonic game, that is.
I was incredibly impressed with how it played on the show floor; the controls were tight, the level design fun, and the sense of speed was fantastic. Strangely enough, it actually casts a dark shadow on the relatively plodding Sonic 4--a game that purports to return Sonic to his roots, but isn’t as fun as Sonic Colors. And that’s why it’s my game of the show: Sonic is fun again, which is something that hasn’t been said in a long, long time.
Schuyler

You gotta know something about me, gamers. I’m pretty wary of this whole motion controller thing. I have been from the get-go, and with it not being 1:1, I always just try to figure out what it’s looking for and play that way. With Wii bowling, I know when to twist my wrist and which way to swing my arm. With Wii Boxing, I know what moves I can do, and how long the recovery time is. With Mario Wii, I always left myself a lot of error room in case shaking the controller fell through at an inopportune time, and I tried to rely on it as little as possible. Something about a digital button instills me with confidence, with a move either off or on that isn’t quite as sure as shaking something and letting it register.

You can imagine my apprehension when I was playing Zelda: Skyward Sword with all weapons mapped to motion controls. We got to go behind the scenes and play it, and I wasn’t too excited about putting my hands on. Technically, yes, I’m pretty impressed with it, but it just wasn’t my thing. I tried slicing one of the Deku Babas in two, and it was difficult to imagine where the Wii thought my arm was so I could get it to register my slash at the right angle (I’m 6’5”, you see, so I’m used to things not fitting). I got the vetical slash movement down at what looked like the correct angle to me, but my sword merely bounced off as if I had missed entirely. Groan. Again, and again, and again. My fears of playing this game all the way through were mounting. I know what I want to do, but the process is obfuscated by these controls, like MGS: Peace Walker.
I was about to move on when the exhibitor took a hard look at what I was doing. “Turn your wrist,” he said. “You’re hitting it with the flat side of the sword.” I did as I was instructed, and slice! Like Arnold with his skin ripped off, I was suddenly a cold blooded Deku Baba Terminator. It felt like a real sword, and when I would swing it as such, I felt like I was really using one, like the screen manifested what you thought of when you played pretend when you were young. I rained fear down on that forest like so many leaves during the fall. I slit the throats of Moblins and watched them explode. It was a rough minute and a half to be an enemy in the Lost Woods, friends.
This game is my game of the show, and it’s getting 14 stars when it comes out.

Unlike Schuyler (and probably a good deal of other gamers out there), I am pretty into the whole motion control idea. Ever since the Wii was first announced, I have relished the idea of slicing my enemies apart with 1:1 precision. Imagine my surprise when year after year went by and we weren't getting any closer to this fully realized sword-fighting game I had been expecting. Red Steel 2 was huge step in the right direction, and became a fun, involved shooter with the perfect blend of motion-control-based accuracy and digital precision, but it still left something to be desired in the actual sword combat. After playing The Legend of Zelda: Skyward Sword at E3 this year, I'm fairly confident that Wii gamers will finally be getting that epic, robust, motion controlled adventure that they've always wanted.
I'm proud to say that I was one of the first members of the gaming community at large to get my hands on Skyward Sword. As the demo kiosks rose from the floor at Nintendo's press conference, I leapt over several rows of chairs in LA's Nokia Theater just to make sure that I got to hold the Master Sword in my hand for the first time. After breezing through the demo in what seemed like the bat of an eye, my only wish was that I could just go through it all again.

Right now, I am anticipating a whole lot of out of Skyward Sword. It is really the first expansive, traditional game to be constructed entirely around motion controls, so there is naturally a lot riding on its success. This game must finally prove to gamers everywhere that motion controls aren't synonymous with decreased accuracy and random flailing. Motion controls can bring with them a huge subtlety to game controls that is currently not being exploited. Hopefully, this game can live up to the incredible promise of the E3 demo. There needs to be a lot more changes to the Zelda formula in the end if I'm going to love this game as much as I want to. Still, making players actually think about and time the angle and speed of every swing is a great step in the right direction.
Seeing motion controls utilized so elegantly to facilitate massive changes to a traditional game experience was no doubt the highlight of the show for me. As much as Move and Kinect impressed in different ways, neither Sony nor Microsoft had a game that looked to make as advanced use of motion controls as Skyward Sword. This is the sort of game experience that I have been waiting to see since the Revolution was first announced five years ago. Yes, it took awhile, but as of now I'm pretty confident that it will have been worth it.
Eduardo

I wasn't particularly excited for this year's E3, but once I started seeing all the fantastic games, I quickly changed my mind. Not only on account of the great games themselves, but also because a lot of them were unexpected. Sure, there are obvious titles like Rage or Dead Space 2 that are some of the best titles of this show, but many other games that weren't even on my radar before the show proved to be some of the best.
I don't have a single favorite game of the show, I'm sorry to say, but happily, this is because there were quite a few amazing stand-out games that I'm now paying close attention to. Marvel vs. Capcom 3 was one of these first games that caught my notice - being a HUGE fan of Marvel vs. Capcom 2 for the Dreamcast, this was something I was aware of but wasn't really expecting to make an appearance, but once I started playing this gorgeous, refined and over-the-top fighter, I was quickly reminded of how good this series is. Another game I was merely aware of was Vanquish, from SEGA and Platinum Games. PG is a great studio and gets a ton of goodwill from me, but I was a bit skeptical of Vanquish, though after playing it, I saw there's a lot going on and it borrows some presentation elements from Bayonetta, providing this high-energy, ridiculous and fun atmosphere, and that's hardly a bad thing.

A few first person shooters caught my eye, but the reasons why had to do with the new, interesting approaches used to make these games different. XCOM from 2K Marin was one of these games that I'm really fascinated by. Yes, it's another shooter, but the constant sense of wonder, dread, and dealing with the unknown made it something hugely intriguing. Add the truly dynamic scripted moments I saw in the demo, and it's something I'm really jazzed about. Another shooter I can't wait for is Deus Ex: Human Revolution, but this is really a "no doy" game. Then again, it's a sequel to a revered series, so it's very possible that it can be screwed up, but seeing the different mechanics in action, the narrative, the special abilities and all the new elements being incorporated, its safe to say things are shaping up nicely.
Dead Space 2 is another standout game from the show, and proved that it's not only a great game, but a great sequel as well. Nearly everything from the first game has been improved upon, creating something that may be much more phenomenal than the original. Everything from remapped buttons and functions on the controller to faster gameplay and a fun, frightening story make it one of the best games of E3.



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While it may first seem like just another Zelda game, it really is the Zelda game we were always hoping for on the Wii. Movements are one-to-one and despite Nintendo’s screwey press conference, the controls feel good (really, they do!). So that’s one title I’m really looking forward to.
Another special mention that I have to give the nod to would be Crysis 2. I was able to see the game running behind closed doors and it looks jaw dropping. It’s arguably the best-looking game I’ve ever seen. In addition, there’s something about taking the powers of the nanosuit out of the jungle into the streets of a modern-day NY that feel really refreshing to me.

Even though it’s been over a week since E3 closed its doors, one game has left a deep impression in my mind. I can still feel that initial giddiness—the kind that made you want to jump up and down clapping with a childlike glee—when I watched id Software’s newest project play like a smooth symphony (with delicious headshots, of course).
As soon as the first moments of Rage unfolded, it became lucidly clear to me that the game made huge leaps in game graphics, as the stunning visuals properly characterized the harsh desert landscape that was reminiscent of the wasteland from Fallout 3. The town of Wellspring was so obsessively detailed as the dirty, ramshackled buildings contrasted against bright neon signs and lively characters. I really felt pulled into Rage’s world. The world is not quite original, but despite treading old post-apocalyptic-themed territory the game just seems downright fun to play.

In my opinion, Rage was arguably the best-looking game at E3, and it didn’t fall short in gameplay just because it looked as beautiful as a Calvin Klein model. The gameplay demonstration showed an array of weapons that allowed us to decapitate, electrocute, mutilate, and completely obliterate our mutant foes—all essential elements of a shooting game no doubt. Some memorable kills, such as a sharp projectile weapon slicing through the enemy’s jugular or bandits being fried in water by electrically-charged bolts, followed up with laughter from the audience and feverish clapping. There was plenty of hilarious, gory fun to be had!
And so, my secret is out. I take morbid pleasure in blowing things to smithereens or overcoming enemies with showy, underhanded methods. (Though interestingly enough, I am actually a big ass pansy in real life.) Rage looks like it will really cater to these interests. Okay, I am not a murderous psychopath. Honest.
Despite my utter adoration for Rage, I also have my eyes on Crysis 2 and Red Faction: Armageddon. If you haven’t already figured it out already, I like to shoot stuff. A lot. This year’s E3 was definitely lopsided in the way of up and coming shooting games, but hey, Nintendo fans got theirs, too.
(Damn, I just wrote a preview for Rage, huh?)
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