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	<title>gamenorth.ca &#187; PC</title>
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		<title>&#8216;Diablo III&#8217; Beta announced, auction house explained</title>
		<link>http://gamenorth.ca/2011/08/01/diablo-iii-beta-announced-auction-house-explained/</link>
		<comments>http://gamenorth.ca/2011/08/01/diablo-iii-beta-announced-auction-house-explained/#comments</comments>
		<pubDate>Mon, 01 Aug 2011 21:25:26 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Diablo]]></category>
		<category><![CDATA[Diablo III]]></category>
		<category><![CDATA[Mac]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6880</guid>
		<description><![CDATA[Stay a short time and listen! Quick and summarized bullet points inside.]]></description>
			<content:encoded><![CDATA[<p>The <em><a href="http://gamenorth.ca/tag/diablo-iii">Diablo III</a> </em><a href="http://us.blizzard.com/en-us/company/events/diablo3-announcement/index.html#beta:d3-overview">Beta</a> details have been released, and I&#8217;d be lying if I said I wasn&#8217;t sitting in a pool of my own saliva right now. If you&#8217;ve managed to wipe that visual image from your memory, then feast your eyes on these playable features:</p>
<ul>
<li>All 5 character classes &#8211; Barbarian, Witch Doctor, Wizard, Monk, Demon Hunter</li>
<li>Tristram Cathedral &#8211; Everyone remembers Skeleton King Leoric right? I think he even made an appearance in <em>DotA</em>.</li>
<li>Followers &#8211; Only some of them, but still helpful if you have no friends.</li>
<li>Randomization &#8211; They listed this as a feature, but I suspect it&#8217;d be harder NOT to randomize just for the Beta.</li>
<li>Items &#8211; Gems, Charms, and Runestones included.</li>
</ul>
<p>I&#8217;ve been going crazy over every released preview of this game, so if you haven&#8217;t looked at gameplay trailers, check them out. In addition, Blizzard shed some light on the new <a href="http://us.blizzard.com/en-us/company/events/diablo3-announcement/index.html#auction:auction-summary">Auction House</a> that would be available in the third iteration:</p>
<ul>
<li>Just what it sounds like &#8211; Kind of works like the one in <a href="http://gamenorth.ca/tag/world-of-warcraft"><em>World of Warcraft</em></a>.</li>
<li>Search functionality &#8211; Sorting by multiple columns and the ability to search for multiple characters on the same account. Both of these features sound awesome.</li>
<li>Pay with or make cold, hard cash &#8211; You can also pay or sell for real money. There is a transaction fee involved for the seller, but they can have the proceeds directly deposited into a &#8220;third-party payment service&#8221;.</li>
<li>The Old Fashioned Way &#8211; You can still do direct character to character transfers. The way me and my friends did it: Drop mountains of stuff into piles and let an unspecified deity sort it out.</li>
<li>Blizzard is not evil &#8211; Blizzard isn&#8217;t going to mess with supply and demand. This will be a player-driven economy.</li>
<li>Sell from your account &#8211; That means you can sell from any of your characters on the same account or from the shared stash without having to log out, which is annoying and also affords you an opportunity to stop playing the game.</li>
</ul>
<p>Personally, I won&#8217;t be paying real life money for items, but the Auction House sounds like a much better way to get a Stone of Jordan. And since both the real and fake money Auction Houses are completely optional, I can even forget the Auction House exists and play it like <em>Diablo II</em>, which is still an awesome thing. Now for the hardest decision of all: Which class should I play first?</p>
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		<title>Review &#8211; Munchies&#8217; Lunch (PC)</title>
		<link>http://gamenorth.ca/2011/07/01/review-munchies-lunch-pc/</link>
		<comments>http://gamenorth.ca/2011/07/01/review-munchies-lunch-pc/#comments</comments>
		<pubDate>Fri, 01 Jul 2011 15:24:19 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Footloose Games]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Munchies' Lunch]]></category>
		<category><![CDATA[Puzzle]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6868</guid>
		<description><![CDATA[In honour of Canada Day, we're reviewing a clever little puzzle game from Kitchener-Waterloo's Footloose Games.]]></description>
			<content:encoded><![CDATA[<p>The Canadian independent gaming industry has been booming for a while, and even though big names like Ubisoft have been grabbing the spotlight with their fancy studios, there are also many small studios making great games. Footloose Games&#8217; <em>Munchies&#8217; Lunch</em>, for example, is a deceptively clever puzzle game with very simple rules and controls, and yet somehow ends up being fairly challenging.</p>
<p>The gameplay is really simple: Try to get a certain number or combination of food items on a square-based board without running into the monsters or letting the monsters eat too many of the food items. The game is turn based, and for every step you take, the monsters move in the exact opposite direction. That&#8217;s all the mechanics of the game, aside from the special items you can get that throw some twists into the mix. For example, there are chili peppers that can eliminate a monster, or a watch that lets you take an extra turn. Though these seem beneficial at first, the special items actually add difficulty to the puzzle as a move in the wrong direction, even if it&#8217;s a free move, can mean you end up in an unsolvable state.</p>
<div id="attachment_6870" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/munchies_lunch_forest.jpg"><img class="size-medium wp-image-6870" title="munchies_lunch_forest" src="http://gamenorth.ca/wp-content/uploads/munchies_lunch_forest-300x168.jpg" alt="munchies_lunch_forest" width="300" height="168" /></a><p class="wp-caption-text">Leggo my apples!</p></div>
<p>Add the fact that there is a perfect score you can obtain in each stage &#8211; and there are 100 stages &#8211; and puzzle perfectionists should be occupied for hours. Admittedly, the game was too easy at first. I had a perfect score in 100% of the earlier levels, but as special items are introduced, it became much harder to keep track of everything on the board and I had to give up on getting the perfect score for every level. Luckily, the game lends itself to trial and error if you do get stuck, and Turbo mode is a convenient feature to help the play move along a little faster.</p>
<p>What&#8217;s even better about <em>Munchies</em> is that &#8220;the story of <em>Munchies&#8217; Lunch</em> was inspired by a real family&#8217;s journey from their home caught up in civil war. Even though the game is about collecting fruit for the Munchie kids and avoiding monsters, ultimately it&#8217;s about love.&#8221;  Whose real life story is this? None other than Footloose Games&#8217; President, Vlado Jokic. His family escaped the civil war in Yugoslavia and eventually inspired this game. The short vignettes in between the levels illustrate a journey in which the father always somehow manages to get captured or separated, leaving the brave mother to face monsters in order to obtain food for her children. Though the art style and animation are done in a cartoony fashion, something about the expressions and art direction added a hint of darkness and seriousness to the whole thing. It wasn&#8217;t exactly what kept me playing, but I certainly did want to see more of the story and wished it had even more cutscenes.</p>
<p>The sound and musical score in the game is well done and fairly catchy, as expected from games in this genre. The art and animation, though good, doesn&#8217;t quite live up to games like <em>Critter Crunch</em>, but you certainly won&#8217;t be complaining either. If monsters are threatening you from two squares away, they will be menacing, and when the monsters eat a jalapeno pepper, they will get burnt in an amusing fashion.</p>
<div id="attachment_6871" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/munchies_lunch_mountains.jpg"><img class="size-medium wp-image-6871" title="munchies_lunch_mountains" src="http://gamenorth.ca/wp-content/uploads/munchies_lunch_mountains-300x168.jpg" alt="munchies_lunch_mountains" width="300" height="168" /></a><p class="wp-caption-text">The journey takes the family through a variety of environments.</p></div>
<p>Perhaps the most (and only) disappointing thing about <em>Munchies</em> is that it&#8217;s not on a mobile platform. The game seems to be primed for it with its turn based style and the ease and speed with which a player can hop in and finish a few puzzles at any time. Footloose tells us they are in the midst of porting it for Mac and iPad, so hopefully portable ports won&#8217;t be far behind!</p>
<p><em>Munchies&#8217; Lunch</em> may not be a Triple A blockbuster hit, but it certainly shows that good game design can come in small packages.</p>
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		<title>Review &#8211; Back to the Future: the Game (PC, PS3)</title>
		<link>http://gamenorth.ca/2011/04/27/review-back-to-the-future-the-game-pc-ps3/</link>
		<comments>http://gamenorth.ca/2011/04/27/review-back-to-the-future-the-game-pc-ps3/#comments</comments>
		<pubDate>Wed, 27 Apr 2011 15:29:18 +0000</pubDate>
		<dc:creator>Dana Russo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Handheld]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Back to the Future]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[TellTale]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6854</guid>
		<description><![CDATA[Is <em>Back to the Future: the Game</em> worth your money?]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">
<p>Video games based on movies often times get a bad rap.  They tend to be nothing more than a cash grab that release alongside its movie counterpart and are marked at full price, making them very difficult to swallow.  There have been exceptions of course, such as <em>Toy Story 3: the Game</em> and <em>Peter Jackson’s King Kong</em>.  But what about games based on movies that are more than a decade old?  TellTale Games, creators of the <em>Sam and Max</em> series, challenges the negative stigma attached to movie based games with <em><a href="http://gamenorth.ca/tag/back-to-the-future-the-game">Back to the Future: the Game</a></em>.</p>
<p>If you’ve ever played a TellTale title before, you know that they are big fans of episodic content.  What this means is that instead of buying the game and playing through it all in one go, they break it down into smaller pieces.  For example, I paid $25 for <em>Back to the Future: the Game</em> on Steam, and I am given access to all of the episodes as they are released.  Episode 3 is the latest instalment that you can play through, and it’s imperative that you start right from the beginning with Episode 1 to get the full enjoyment out of the game.  This review is for <em>Episode 2: Get Tannen!</em> specifically.</p>
<p>Since<em> Back to the Future: the Game</em> is an adventure story-based game (much like the adventure games of yesteryear, such as <em>King’s Quest</em> and <em>Space Quest</em>), it’s difficult to go into specifics without spoiling much of the story.  You take control of Marty in the year 1986 and solve puzzles to progress.  You frequently interact with other characters like Einstein the dog and Emett Brown, who aid you along the way.  If there’s one thing that I absolutely love in an adventure game, it’s a skull cracking puzzle that stumps me for days.  I love the satisfying feeling of solving something difficult, and unfortunately<em> Back to the Future: the Game</em> never provided me with this experience.  Not once.  In fact, I rarely ever had to consult the hint menu in Episode 2.  None of the episodes are very long in length and will take you anywhere from two to four hours to complete them.  Episode 1 took me exactly 3 hours from start to finish, which may leave some players miffed.</p>
<p>All of the voice acting is top notch and nothing feels out of place.  Doc Brown is voiced by Christopher Lloyd and  while they couldn’t get  Michael J. Fox to return as Marty McFly, A.J. Locascio does an amazing job.  Many familiar characters from the movies pop in throughout the story, including the obnoxious Biff Tannen who once again makes trouble for Marty.  All of the environments and characters have a bit of a cartoony feel to them, but it never feels juvenile.  On the contrary, you’re put in some life threatening situations along the way that involve explosives, guns and other nasty business.  Sadly, you can’t actually die in the game, unlike the <em>King’s Quest</em> series from the early 80s.  I think this is a detriment because it removes some of the challenge from the game, but I can understand the reasons behind this decision.  The game is very forgiving if you need a while to figure something out and doesn’t rush you along.</p>
<p>In any case, the challenge just isn’t here.  It’s a very entertaining story with nice visuals and a superb voice cast, but if you want an adventure game that you can really sink your teeth into, try <em>Kaptain Brawe: a Brawe New World</em>.  However, <em>Back to the Future: the Game</em> is definitely worth your money and time, especially if you are a fan of the movies.  TellTale Games does a terrific job of pushing the &#8220;all movie games suck&#8221; to the side and lets players just enjoy living in the past (literally) for a little while.  I eagerly anticipate the arrival of Episode 4: Double Visions and TellTale Game’s next trip down memory lane with <em><a href="http://gamenorth.ca/tag/jurassic-park-the-game">Jurassic Park: the Game</a></em> this fall.</p>
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		<title>Review &#8211; Dragon Age II (PC, PS3, X360)</title>
		<link>http://gamenorth.ca/2011/04/01/review-dragon-age-ii-pc-ps3-x360/</link>
		<comments>http://gamenorth.ca/2011/04/01/review-dragon-age-ii-pc-ps3-x360/#comments</comments>
		<pubDate>Fri, 01 Apr 2011 12:30:47 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[BioWare]]></category>
		<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Dragon Age II]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Role-Playing Game]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6796</guid>
		<description><![CDATA[This much anticipated sequel does not live up to its predecessor, but it's still a good time.]]></description>
			<content:encoded><![CDATA[<p>I have this theory that the second game in a series is usually better than the first. For a variety of reasons, such as having a bigger budget, refinement of ideas, and fan feedback, sequels are usually better games. BioWare&#8217;s <em><a href="http://gamenorth.ca/tag/mass-effect-2">Mass Effect 2</a></em> is a great example of this theory in action. However, <em>Dragon Age II</em> is one of the exceptions. <em>Dragon Age II</em> is still a fantastic game and I had a blast with it. I&#8217;m already a bit of the way through a second playthrough, but it just doesn&#8217;t live up to <em><a href="http://gamenorth.ca/tag/dragon-age-origins">Origins</a></em>.</p>
<p>There are actually significant improvements to the gameplay, depending on what kind of games you like to play. The combat is much more of an action style game, especially for console, where you have to button mash normal attacks. Characters never just walk up to their targets to attack. They will jump, charge, roll, or do something else equally dramatic and the end result is that the combat feels very cool and dynamic. However, it still plays like MMOs such as <em>World of Warcraft</em>, <em><a href="http://gamenorth.ca/tag/rift">RIFT</a></em>, or <em>DC Universe Online</em>, except that you can pause the combat and take control of different characters in order to get more strategic control. On PC, you can move your character using the WSAD keys, or by pointing and clicking, or by holding both mouse buttons down, which is the way I&#8217;m used to navigating in <em>WoW</em>. Removed from this game is the bird&#8217;s eye camera that would truly give you a strategic sense of the battlefield, but I didn&#8217;t miss it too much.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/dragonage2screen01.jpg"><img class="alignleft size-medium wp-image-6811" title="dragonage2screen01" src="http://gamenorth.ca/wp-content/uploads/dragonage2screen01-300x168.jpg" alt="dragonage2screen01" width="300" height="168" /></a>Questing was made much simpler with quest markers. People with quests will have an exclamation mark above their heads while people or things relevant to a quest in your Journal will have some arrows pointing to it. This new &#8220;feature&#8221;, so prominent in other games, is actually an unwelcome change. Sure, it&#8217;s great that the game is easier to play, and I&#8217;ve always been a big believer in making things easier to play, but I found myself just mindlessly following the markers instead of taking the time to know my environments and talk to every NPC in the city. Instead of picking the quests I felt were urgent, I would just go to the areas with the most quests to complete. It&#8217;s not that exploration isn&#8217;t rewarded, but it is to a lesser extent than the first game. The first game was more immersive simply because it forced you to figure out things on your own, and I prefer immersion in my single player RPGs.</p>
<p>The Tactics system, borrowed from <em>Final Fantasy XII</em>, remains intact. This is usually a boon and for most of the game you just let your NPCs do their thing, but there are occasionally hard battles where you must turn these off and control things on your own. There&#8217;s no easy way to disable all the Tactics, but that&#8217;s a minor complaint. I enjoy the Tactics system and how it just keeps the game flowing when you don&#8217;t need to micromanage things.</p>
<p><em><a href="http://gamenorth.ca/tag/dragon-age-ii">Dragon Age II</a></em> keeps the Enchantment system from the last game, where you place runes that you find into weapons and armour in order to increase their effectiveness. It also introduces a crafting system, where you can find different sources of materials throughout the world and then craft potions, bombs, poisons, or runes from them. You&#8217;ll have to discover the recipes for them, too. Unlike the last game, you can&#8217;t recover the runes from your equipment, and you have to destroy them by slotting a new rune. Even though that improves the enchantment system, the crafting system feels unfinished. The crafting table just becomes another store. Discovering the materials are a way to reward you for exploring, but it&#8217;s too shallow and straightforward to be enjoyable, and not quite involved enough to be annoying. So in the end, the items are useful, but the system is like that wallflower at the high school dance: It&#8217;s just kind of there.</p>
<p>The skill trees are a bit more interesting this time around, with each tree being a graph of different dependencies. Once again you&#8217;ll get two specialization points to spend in two of the three specializations you can get for each class. Each of the Warrior, Rogue, and Mage classes had 6 skill trees plus 3 specializations, so you can actually get fairly diverse characters even within the same class. The spells and skills look really cool, too. Every spell is a joy to use because of the magnificent effects that happen, such as encasing someone in rock with Petrify, or spraying an arc of ice with Cone of Cold.</p>
<p>The Stamina and Mode systems are kept from the last game, so if you choose to turn on helpful Modes, it will reserve a portion of your Stamina or Mana that you would otherwise use on skills or spells. This is an interesting trade off and definitely affects your gear decisions and decisions about which skills to pick up.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/dragonage2screen02.jpg"><img class="alignright size-medium wp-image-6810" title="dragonage2screen02" src="http://gamenorth.ca/wp-content/uploads/dragonage2screen02-300x168.jpg" alt="dragonage2screen02" width="300" height="168" /></a>The equipment management interface underwent an upgrade as you have the option not to show your helmet, and now things are sorted into five helpful categories: Weapons and Shields, Armour, Trinkets/Belts, Consumables, and Junk. Looting everything from a container or corpse is now bound to a hotkey, making looting a smooth experience. However, you can no longer choose what armour your party members wear. Though you have full control over your own gear, you can only choose weapons, shields, necklace, belt, and two rings for your other characters. In place of choosing what armour they wear, you are forced to find up to five upgrade slots for their armours, usually by going through their individual story quests. I don&#8217;t really understand why BioWare chose to do it this way, but it means that most of the torso armour, helmets, boots, and gloves you find are garbage to be sold as they will not be for your class. Upgrading the equipment of my party is one of the joys of playing RPGs, so in this particular aspect <em>Dragon Age II</em> is only a quarter of what nearly every other RPG delivers.</p>
<p>Perhaps the most important system of all to any BioWare game is the Friendship system. This is equivalent to the Paragon system in the <em>Mass Effect</em> franchise, and appeared in some form in <em>Neverwinter Nights</em>, <em>Knights of the Old Republic</em>, and everything significant BioWare has made dating back to <em>Baldur&#8217;s Gate</em>. After all, what is awesome about BioWare games are the choices you have to make and how other people will like or dislike you for them. If you become friends or rivals with different party members in <em>Dragon Age II</em>, they will gain an extra skill. For example, if you are friends with Aveline, the protective warrior, she will start taking a portion of your damage in your stead. Being friends or rivals will also have massive implications at certain points in the game, but I can&#8217;t discuss it too much without spoiling the story.</p>
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		<title>Review &#8211; Bulletstorm (PC, PS3, X360)</title>
		<link>http://gamenorth.ca/2011/03/17/review-bulletstorm-pc-ps3-x360/</link>
		<comments>http://gamenorth.ca/2011/03/17/review-bulletstorm-pc-ps3-x360/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 12:30:19 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<category><![CDATA[Bulletstorm]]></category>
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		<category><![CDATA[Review]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6767</guid>
		<description><![CDATA[Learn to Kill With Skill in <em>Bulletstorm</em>.]]></description>
			<content:encoded><![CDATA[<p><em>Bulletstorm</em> is completely bonkers. It’s the ridiculous, off the wall, and insane  action that we’ve all secretly been yearning for deep inside our gamer  souls. It’s rude, crass, offensive, sexist, cruel, gross and never softcore. It’s beautiful, vile, and unbelievable all at the same time.  You travel across a gorgeous, decimated paradise of a planet, impaling,  exploding, feeding and generally munching the locals into little bits  with your guns. You meet a motley crew of swearing, aggressive  characters, who are all so dislikeable you hang off their every crass  word, and never stop having fun. That’s the important part: <em><a href="http://gamenorth.ca/tag/bulletstorm">Bulletstorm</a></em> abandons many of the conventions of serious shooters such as  <em><a href="http://gamenorth.ca/tag/call-of-duty">Modern Warfare</a></em> or<em> <a href="http://gamenorth.ca/tag/killzone">Killzone</a></em>. This not only is its selling point, but also  its fundamental theme throughout the whole game.  This game takes you  back to the late 90s, when you‘d shoot things, they&#8217;d die, and you never  had any gum.  You get points based on the creativity and brutality of  your kills, and this ties in with how easily you can re-arm yourself. Truthfully, I just want something to shoot, and boy does <em>Bulletstorm</em> deliver!</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/1726630-bulletstorm__3_.jpg"><img class="size-medium wp-image-6783 alignleft" title="bulletstormC" src="http://gamenorth.ca/wp-content/uploads/1726630-bulletstorm__3_-300x187.jpg" alt="bulletstormC" width="300" height="187" /></a>The game centers primarily around space-pirate Grayson Hunt and his  brother-in-arms Ishi, as they attempt to escape from the ruined paradise  resort world of Stygia. After warping out of deep space and coming upon  the flagship of the General that betrayed them, The Ulysses, Grayson  makes a drunken kamikaze attack on the ship, essentially punching the  most advanced Warbird in the galaxy in the face. While his ship is  nearly destroyed and goes plummeting onto the surface of a strange alien  world, the Ulysses is also wrecked, and both ships crash a  few miles apart. Grayson then attempts to not only exact his revenge on  the general, but get himself and Ishi off the world as well.</p>
<p>The gameplay consists of lots of standard shooter fare with a ton of  added kicks in the form of “skillshots”. These skillshots range from  something as simple as a headshot (25 points) to something zanier, like  kicking someone into electric cables (50 points) or shooting them in the  groin, then blowing their head off as they writhe in pain (gleefully  named “Mercy” and rewarding 100 points). There are a litany of over 100 skillshots, and every new weapon added into your arsenal further  increases the number of creative ways you can destroy and maim those around you. A  “leash”, which you discover fairly quickly in the game, is a module that  attaches to your hand and displays both skillshot information and your  ammo. It ties in with the various dead-drops you discover in the game.  These dead-drops are where you cash in the points you make with your  kills to unlock new weapons and ammo. In the context of the story,  these were left here by a previous military campaign, and (in a  delightfully Darwinian twist) were designed specifically so only the  good soldiers would receive more ammo or better weapons.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/www.totalvideogames.com_73578_Bulletstorm_1.jpg"><img class="alignright size-medium wp-image-6779" title="BulletstormA" src="http://gamenorth.ca/wp-content/uploads/www.totalvideogames.com_73578_Bulletstorm_1-300x168.jpg" alt="BulletstormA" width="300" height="168" /></a>There  are a large number of set encounters: Big, crazy scripted  battles where you are up against an unusual enemy or have a super  powered weapon for a short amount of time. The game plays out nicely,  moving at a breakneck pace from caves to trains to cliffs to villages to  cities, propelling you through an amazing number of creative, vibrant, and  stunning levels. This is one of the things I enjoyed the most as this is a departure from other shooters. Each level looks beautifully detailed, from  the massive vistas near a gigantic dam, to the beautiful sci-fi skyscrapers, and crazy, <em>The Fifth Element</em>-headbutts-<em>Bioshock</em> design, to  many of the more civilized parts of the city. The natural flora and  fauna of Stygia are just as wide ranging and vivid, from electro-flies  to huge man-eating Venus fly traps, and hilarious pods called Noms that, when kicked at an enemy, latch onto their heads and start chewing headcrab-style. That&#8217;s only a taste of the enemies you encounter on this  murder paradise.</p>
<p>The game controls are tight and easy to pick up, and they at least use  the matching buttons when giving you quick time events, such as shoot when you need to shoot in the sequence. One button activates the leash, and holding it down fires a  &#8220;thumper&#8221; that launches all enemies caught in the area into the air,  making them easy pickings. The artificial intelligence (AI) of your allies is competent enough,  and invincible to the point where you usually don&#8217;t have to worry about them.  The enemy AI is akin to <em><a href="http://gamenorth.ca/tag/left-4-dead">Left 4 Dead</a></em>, in which melee enemies swarm you, and regular shooter fare by using cover to advance into a confetti  of bullets raining down on them.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/bulletstorm-11.jpg"><img class="alignleft size-medium wp-image-6778" title="bulletstormB" src="http://gamenorth.ca/wp-content/uploads/bulletstorm-11-300x168.jpg" alt="bulletstormB" width="300" height="168" /></a>The game is accompanied by a suitable soundtrack of loud, action movie  fanfare, and squishy, gooey, gorey sounds whenever you land a good kill.  The weapons have a great, loud kick to them and the charge shots that  come with each weapon sound devastating and brutal. The dialogue is  ridiculous and offensive, and delightfully colourful. The visuals mix perfectly with the audio, providing graphically sound  and satisfying character models, level design, and effects. Explosions  in particular look bright and powerful, streaming off like fireworks  from their origin.</p>
<p>The multiplayer and &#8220;echo&#8221; segments, both of which involves replaying single player levels or edited maps, have some enjoyable times to be had, and it&#8217;ll keep your interest for a while as you attempt to get three stars on various challenges. But aside from that, it&#8217;s a straightforward multiplayer component, with the cooperative &#8220;Horde&#8221; mode (like swarm or wave cooperative modes in other shooters) adding a more diverse element.</p>
<p><em>Bulletstorm</em> is raw and distilled fun for a mature audience. If you love cheesy sci-fi pulp and over-the-top machismo, mixed in with a vibrant, straightforward shooter, this is a game to add to your collection.</p>
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		<title>Review &#8211; Magic: The Gathering Tactics (PC)</title>
		<link>http://gamenorth.ca/2011/02/15/review-magic-the-gathering-tactics-pc/</link>
		<comments>http://gamenorth.ca/2011/02/15/review-magic-the-gathering-tactics-pc/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 13:30:27 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Magic: The Gathering]]></category>
		<category><![CDATA[Magic: The Gathering Tactics]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Sony Online Entertainment]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[Turn-based]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6703</guid>
		<description><![CDATA[<em>Magic</em> travels to another plane of gaming, but the product brings the kind of disappointment only Wizards of the Coast can deliver.]]></description>
			<content:encoded><![CDATA[<p>The history of <em>Magic: The Gathering</em> games has been a sordid one. Even though they suffer some poor production values, implementation, and design, they were still enjoyable to die hard <em>Magic</em> fans like myself. <em>Shandalar</em> had horrendous artificial intelligence and didn&#8217;t even serve as a mild challenge. <em>Magic: The Gathering Online</em> has poor interface design, even when they rebuilt the client. <em><a href="http://gamenorth.ca/2009/06/19/review-magic-the-gathering-duels-of-the-planeswalkers-xbla/">Duels of the Planeswalkers</a></em> doesn&#8217;t allow for online co-operative play and boasts a few other hotly debated &#8220;features&#8221;. However, with a juggernaut like Sony Online Entertainment behind <em>Tactics</em>, there was hope for the polish and design lacking from the other games.</p>
<p>I hope you didn&#8217;t hang your hat on this one, though, because it would be on the floor, dirty, and trampled by visitors or eaten by a dog. In some ways, <em>M:tGT</em> is everything you&#8217;d expect. It&#8217;s a turn-based tactics game where you move your avatar and other creatures around the square-based board. The goal is to destroy the other Planeswalker (in other words, a wizard) and their army before they destroy you. This is accomplished through building a spellbook made of various creatures that can be summoned or spells that can be cast. Spells vary from direct attack spells, such as Lightning Bolt, to things that may boost your creatures. The mechanics of the gameplay are quite simple: Each round your maximum mana goes up by one, and the colour of the mana is determined by the composition of your deck. So for example, if your deck has 80% red cards, then you have an 80% chance of getting one extra red mana each round. Your mana fills up to the maximum in each colour every round, so at least that is a clever way around the &#8220;mana screw&#8221; problem that frustrates all <em>Magic</em> players. Then, in a turn order determined by the initiative of the creatures, you get to use their abilities and move or move and attack. Moving, whether it ends in an attack or not, will always end the current piece&#8217;s turn. When it&#8217;s a Planeswalker&#8217;s turn, they can cast a spell that they have available (you start with five and you get one new one from your spellbook every round) and have mana for, and then move/attack. As with many tactics type games, flanking will deal bonus damage and there are random critical hits. If a creature hasn&#8217;t died from being attacked, it will perform a full counter attack.</p>
<div id="attachment_6704" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/magic_the_gathering_tactics_1.jpg"><img class="size-medium wp-image-6704" title="magic_the_gathering_tactics_1" src="http://gamenorth.ca/wp-content/uploads/magic_the_gathering_tactics_1-300x187.jpg" alt="magic_the_gathering_tactics_1" width="300" height="187" /></a><p class="wp-caption-text">I believe I ordered the large djinn.</p></div>
<p>That is it. Everything else is covered by the statistics of the creatures, such as movement or attack strength, or the abilities on the cards. There is a decent variety of abilities, but it still ends up feeling like there is not a lot of choice in the colours you&#8217;re playing. You&#8217;re given a very basic two colour deck to start with, and you can go through the tutorial section and the first campaign, which consists of five missions, for free. After that, each of the four extra five mission campaigns costs $5 USD, which is actually not terrible value in terms of length even if the gameplay never gets more interesting. The plot of the campaigns is very bland. The narrator does an okay job but the plot might as well not be there. What is interesting though is that you get experience for each mission and eventually when you get enough levels, you get some talent points to spend on talent trees. For example, a talent that made my creatures stronger when the enemy Planeswalker was below 50% health influenced how aggressive I would be with my creatures and who they would target. Completing a campaign will also unlock the Daily missions for that campaign, each of which reward you 2 gold and some paltry experience.</p>
<p>You can use gold to buy into tournaments, so it seems like you can play this game for free and forever. Technically, you don&#8217;t have to spend a single penny. You can just do the Daily mission from the free campaign every day, and then every fifteen days or so you can enter a single tournament. You&#8217;ll probably be bored to tears way before you can get into your first tournament at that rate though, so you&#8217;ll likely have to plop down at least the $20 USD for the campaigns and then a bucket load of time every day in order to earn enough gold to free ride your way through. If you place in the prize positions in the tournament then you may luck out and get a card worth selling on the Auction House for some more gold to fuel more tournaments. There are Open Tournaments that players can enter that are always happening. You play all the games you can during the period, and if you meet the requirements when the tournament period ends, then you get a small prize. When I looked at the prizes, everything awarded to people finishing belwow second place was dismal, so it seems like a whole lot of work for not a lot of reward if you can&#8217;t play enough to win. There are Constructed Tournaments where you bring the spellbook you put together to compete, and there&#8217;s also the very popular &#8220;Draft&#8221; format, where you have to purchase booster packs for $4 USD each and then each person takes turns picking cards from the packs until all the cards are gone.</p>
<p>And of course you can always play single matches against opponents for the heck of it, which would be cool if the gameplay was deep. However, there really isn&#8217;t all that much to do other than position for flanks and attack, and the interactions between creatures and spells are simplistic and direct for the most part. The fight for positioning is straightforward. The spellbook building side of things is also surprisingly restrictive. In addition to the usual <em>Magic</em> limit of 4 copies of each spell, you are limited to a maximum of 12 different creatures and 12 different spells. Why this is the case is beyond me, but if you wanted to play only one of every creature in your colour, too bad! I found that sometimes I had to make the inconvenient decision not to play a better creature just because I had 4 copies of a weaker creature, I needed 40 spells to fill out the spellbook, and I had to maintain the balance between spells and creatures.</p>
<div id="attachment_6706" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/magic_the_gathering_tactics_reya.jpg"><img class="size-medium wp-image-6706" title="magic_the_gathering_tactics_reya" src="http://gamenorth.ca/wp-content/uploads/magic_the_gathering_tactics_reya-300x225.jpg" alt="You'll find iconic cards such as Reya Dawnbringer in &lt;em&gt;Tactics&lt;/em&gt;" width="300" height="225" /></a><p class="wp-caption-text">You&#39;ll find iconic cards such as Reya Dawnbringer in Tactics</p></div>
<p>Even if the game had deeper gameplay, though, it would still be mired in a variety of technical issues that seem to plague every Wizards of the Coast electronic product. In my time playing it I suffered glitches that ranged from infuriating to hilarious, such as a frame rate plummet (to 1 frame per second) after multitasking away from the game window or the game chat doubling in the multiplayer room. One of my friends said it crashed on him after every mission. One particularly frustrating glitch was that in the midst of a long mission, the computer AI actually could not decide what to do and ended up being stuck there, forcing a restart. In tournaments, if you crash or you disconnect due to some Internet problem, reconnecting will not put you back into the game &#8211; you simply forfeit. In a tournament I played, I ended up forfeiting two games this way, and in the third game my opponent was away from the keyboard, thus defaulting a win to me.</p>
<p>The tournament design is a bit of a tragedy in itself, as you have to stay until the end to wait for the prizes, even if you&#8217;re done your games and you know where you will place. It doesn&#8217;t even boot you out of the tournament after the end, and I only found out it ended because people received their prizes. The tournament chat lobby is also not segregated among tournaments or even tournament types as far as I could tell and it became a confusing mess of conversations.</p>
<p>Even the Auction House has an pitiful interface, which seems unacceptable after having so many examples of good ones around. For example, there is no search feature. You can only filter by Rarity, Colour, and Type, and you <strong>can&#8217;t sort the list by any of the columns</strong>. And the default sorting is a complete mystery. Interface issues aren&#8217;t restricted to the Auction House though, as various other baffling choices litter the game. For example, you can&#8217;t look at your talents without leaving the tournament you&#8217;re in. During the actual match, if you have more than 7 spells that you can cast that turn, the spell bar doesn&#8217;t expand and you need to click these tiny up and down arrows to look at all your spells.</p>
<p>The graphics in the game are kind of bland but acceptable. Some of the animations are fun to watch but an option to speed them up or skip them all together would be nice as I only need to see them so many times. But it&#8217;s a nice touch to see my Thieving Magpie get pounded to the floor when it takes a hit. The sounds and music are just kind of there and forgettable.</p>
<p>Much like <em>Duels of the Planeswalkers</em>, this game could have been so much more. It combined one of my favourite genres with one of my favourite brands, and yet it came up so short that it only aggravated my need for a good tactics game. Being a game that you can play for as long and as often as you would like to, <em>Tactics</em> could actually offer a lot of value if you enjoy it. Personally, I&#8217;ll just keep playing <em>Duels</em> and the actual card game with my friends.</p>
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		<title>Review &#8211; Magicka (PC)</title>
		<link>http://gamenorth.ca/2011/01/29/review-magicka-pc/</link>
		<comments>http://gamenorth.ca/2011/01/29/review-magicka-pc/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 05:26:41 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
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		<category><![CDATA[Action Adventure]]></category>
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		<category><![CDATA[Magicka]]></category>
		<category><![CDATA[Paradox Interactive]]></category>
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		<category><![CDATA[Steam]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6661</guid>
		<description><![CDATA[Learn how to lose friends and incinerate people.]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s an old adage: Keep your friends close, and your enemies closer. However, in the world of <em>Magicka</em>, the multiplayer action-adventure game from Paradox Interactive, one might say, &#8220;Keep your friends at a safe distance, and your enemies trapped inside a dome shield with you as you run around in a panic, trying not to get brutally murdered.&#8221; It can hardly be considered advice, but it&#8217;s one of the many unfortunate situations a wizard of <em><a href="http://gamenorth.ca/tag/magicka">Magicka</a></em> is likely to face during their adventures, thanks to the chaotic and often hilarious results produced by the dynamic spell-casting system. Worry not though, young apprentice, as the loading screens will often remind you, &#8220;Death is part of the game, just have a friend Revive you!&#8221; Besides, they were probably the one that killed you anyways.</p>
<p>The wizards of <em>Magicka</em> weave their spells by combining the following eight elements: Water, Life, Shield, Ice, Lighting, Arcane, Earth, and Fire. Each of these elements are assigned a key on the keyboard, but some additional elements can be created by combining multiple base elements. Pressing an element key will store the respective element in your wizard&#8217;s spell queue, which can hold up to five elements simultaneously. Mixing elements together and then releasing them will create a spell, and hopefully, the desired result. Things start to get a little tricky when wizards realize that they can release their spells in one of four different ways: Projectile, Area of Effect, Self, and Weapon. Each type of spell will result in a different effect, even if they used the same elements. For instance, mixing the Fire and Shield elements and then releasing the spell as a projectile will create a wall of fire between you and your enemies, while releasing it on yourself will make you resistant to fire for a short period of time.</p>
<p>The beauty and horror of this system is that the game leaves it up to you to use common sense when mixing and casting spells. Mixing Earth and Fire and then releasing it on yourself will weave the arcane magicks of the universe in a manner that would result in a flaming boulder being summoned into existence above your head, and the rest is up to gravity. However, creative self-termination is an essential part of the experimentation process, and death is part of the game, remember?</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/magickascreen01.jpg"><img class="alignleft size-medium wp-image-6669" title="magickascreen01" src="http://gamenorth.ca/wp-content/uploads/magickascreen01-300x187.jpg" alt="magickascreen01" width="300" height="187" /></a>Once you develop an understanding of how it all works, casting spells becomes very simple and intuitive, but doing it in combat is another story entirely. Navigating your character around the playing field involves pressing and holding the left mouse button on your desired destination, while the elements are mapped to the familiar WASD region of the keyboard, and the different spell types are executed with the remaining mouse buttons and the Shift key. Trying to cast Haste on yourself while you flee from a pair of cave trolls and dodge arrows fired by a distant group of goblins can often be disastrous. Take your eyes off the screen to correctly input your elements and you&#8217;ll likely end up on the wrong end of a giant club. Input the elements too quickly and carelessly and you could light yourself on fire, much to the amusement of the cave trolls. Accidents like this would frustrate me in most games, leading to criticisms of convoluted or complicated controls, but <em>Magicka</em> is different. The button layout is great, and I don&#8217;t think I could find one that works better, but more importantly, these accidents are part of what makes <em>Magicka</em> so fun to play. The action is very chaotic and overwhelming, often requiring you to deal with large swarms of enemies, and knowing that you&#8217;re one mistake away from a horrible fiery death can be exhilarating. Keeping a cool head and successfully casting your favourite spells in combat is very rewarding.</p>
<p>The action gets even more hectic when you add more players. <em>Magicka</em> features a host of spell combinations that result in greater damage. Shooting lighting at someone is more effective if you&#8217;ve sprayed them with water first, and launching a boulder at an enemy can be more devastating if they&#8217;re encased in ice. Using these combos can be the most efficient way of dealing with a powerful enemy, but coordinating them with other players can often lead to hilarious mishaps. Blue Wizard announces that he&#8217;s going to soak an oncoming troll with water, so Green Wizard prepares to summon a bolt of lighting from the sky. Blue Wizard accidentally casts the water spell as an area of effect, soaking Green Wizard as the lighting bolt strikes from the Heavens. Green Wizard needs food badly.</p>
<p>The action in <em>Magicka</em> unfolds across two game modes, Adventure and Challenge, both of which can be played cooperatively over the Internet or via a local network. The Adventure mode is a light-hearted, story-driven campaign that sees players travel across twelve expansive levels on their way to saving the world. Throughout the campaign, players can collect new wands and weapons that grant them new active and passive abilities, find spell books that contain new and powerful spells, and assist the lowly folk with side quests and other diversions. The adventure mode lasts anywhere from eight to ten hours, but may warrant additional playthroughs in order to collect and accomplish everything. For the more experienced wizards, Challenge mode presents players with a series of arena challenges in which they are forced to overcome waves of enemies in an enclosed space. Challenge mode can be very difficult, and should offer most players plenty of reason to come back.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/magickascreen02.jpg"><img class="alignright size-medium wp-image-6668" title="magickascreen02" src="http://gamenorth.ca/wp-content/uploads/magickascreen02-300x187.jpg" alt="magickascreen02" width="300" height="187" /></a>As wonderful as the gameplay is, the graphical presentation is somewhat lacking by today&#8217;s standards. Some of the monsters look nice, if not a little generic, but there is very little variety in the types of monsters that you&#8217;ll face throughout the game. The environments suffer from a similar fate by offering a few interesting and colourful set pieces, but generally falling victim to an abundance of reused assets. It&#8217;s the spell effects that disappoint me the most, though. They&#8217;re not bad by any means, but they&#8217;re far from being fantastic, which is what they deserve to be. A few more particle effects and some more dynamic lighting would have gone a long way toward making each spell look truly remarkable. In the end, however, the graphics certainly get the job done, and you probably won&#8217;t have much time to sit around and admire the effects of your spells anyway. Unless one of them causes your friends a great deal of misery, because that can be fun to watch.</p>
<p>The sound design is also pretty generic, but is often used to humorous effect. Characters speak with a dialect that sounds like a cross between Simlish from <em>The Sims</em> and the Swedish Chef, with a few specific words sounding just familiar enough to get a laugh. The music is standard fantasy game fare, filled with lyres, lutes, and classical guitars, and while it doesn&#8217;t distract from the gameplay at all, it&#8217;s also hardly memorable. The grunts, groans, roars, and explosions are all suitable and believable, but like the music, don&#8217;t particularly stand out. It&#8217;s clear that most of the focus went into developing the fun and challenging gameplay, and it&#8217;s hard to fault Paradox Interactive for that.</p>
<p><em>Magicka</em> is a charming game that takes classic action-adventure gameplay and gives it a unique twist. The spell-casting mechanic is very deep, yet remains intuitive, and gives players a chance to discover their own favourite spells and the strategies in which to employ them. The action is both intense and exciting, and being able to share the experience with friends is fantastic. You will die a lot in <em>Magicka</em> at the hands of enemies, comrades, and sometimes even yourself, but each death will be a story to laugh about later, and in the end: It&#8217;s just part of the game.</p>
<p style="text-align: center;">Review made possible by<br />
<a href="http://www.gamersgate.com"><img class="alignnone size-full wp-image-4433" title="gamersgatesmall" src="http://gamenorth.ca/wp-content/uploads/gamersgate2.jpg" alt="gamersgatesmall" width="300" height="30" /></a></p>
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		<title>Toshiba Qosmio X500 Contest</title>
		<link>http://gamenorth.ca/2011/01/21/toshiba-qosmio-x500-contest/</link>
		<comments>http://gamenorth.ca/2011/01/21/toshiba-qosmio-x500-contest/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 15:09:26 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=6570</guid>
		<description><![CDATA[We've joined forces with Toshiba Canada to give you, yes you, a chance to win a high performance Qosmio X500 gaming laptop!]]></description>
			<content:encoded><![CDATA[<p>With several blockbuster titles lurking on the PC gaming horizon, such as <em><a href="http://gamenorth.ca/tag/diablo-iii">Diablo III</a></em> and <em><a href="http://gamenorth.ca/tag/skyrim">Elder Scrolls V</a></em>, it&#8217;s a great time to be a PC gamer. To celebrate this, GameNorth and Toshiba Canada have joined forces to give away a <a href="http://www.toshiba.ca/web/link?id=1623">Toshiba Qosmio X500</a> gaming laptop, the latest and greatest in portable PC gaming. With a massive high-definition display, 7.1 surround sound, and a ton of muscle under the hood, the Qosmio X500 will deliver performance that will make your desktop PC weep. The best part? We&#8217;re going to give you up to <strong>four</strong> chances to win it.</p>
<p>To enter the contest, you <strong>must</strong> do the following:</p>
<ul>
<li><span style="color: #ff0000;"><strong>Follow the <a href="http://twitter.com/gamenorth/">GameNorth Twitter</a> feed.</strong></span></li>
</ul>
<ul>
<li><span style="color: #ff0000;"><strong>Follow the <a href="http://twitter.com/toshibacanada">Toshiba Canada</a> Twitter feed.</strong></span></li>
</ul>
<ul>
<li><span style="color: #ff0000;"><strong>Retweet the GameNorth contest announcement tweet, found <a href="http://api.twitter.com/#!/GameNorth/status/28468483943571456">here</a>, to your followers.</strong></span></li>
</ul>
<p>Performing these three steps will officially register you as an entrant in the contest and earn you for your first contest ballot. However, we&#8217;d like to give you a chance to earn three more! You&#8217;ll earn an additional ballot for doing each of the following:</p>
<ul>
<li><span style="color: #ff0000;"><strong>Comment on this article and make sure to include your Twitter name in the comment!</strong></span></li>
</ul>
<ul>
<li><span style="color: #ff0000;"><strong>Tweet the name of your favourite Canadian-made game on Twitter with the #GameNorthQosmioX500 hashtag. You can find a list of some great ones from our <a href="http://gamenorth.ca/2009/07/01/canada-day-2009-top-ten-canadian-games-of-all-time/">top ten</a> as of 2009.</strong></span></li>
</ul>
<ul>
<li><span style="color: #ff0000;"><strong>&#8216;Like&#8217; <a href="http://www.facebook.com/ToshibaCanadaProducts">Toshiba Dojo</a> on Facebook, and mention this contest on their wall, along with your Twitter account name!</strong></span></li>
</ul>
<p>Performing all of the aforementioned steps will earn you a total of four ballots, which will be randomly drawn on <strong><span style="color: #ff0000;">Friday, February 4</span></strong> to determine who wins the Qosmio X500, as well as the envy of Canadian gamers across the nation.</p>
<p>Good luck!</p>
<p><span style="color: #ffffff;"><strong>Eligibility</strong></span></p>
<p>You must be <strong>Canadian</strong> or a permanent resident of Canada, and 18 years of age or older to be eligible to enter this contest. Due to provincial sweepstakes laws, this contest is void in the province of Québec. For additional rules and regulations, please consult the GameNorth <a href="http://gamenorth.ca/contest-rules/">contest rules</a>.</p>
]]></content:encoded>
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		<slash:comments>172</slash:comments>
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		<title>EA Server Shutdown on February 8th</title>
		<link>http://gamenorth.ca/2011/01/06/ea-server-shutdown-on-february-8th/</link>
		<comments>http://gamenorth.ca/2011/01/06/ea-server-shutdown-on-february-8th/#comments</comments>
		<pubDate>Thu, 06 Jan 2011 21:01:32 +0000</pubDate>
		<dc:creator>Christian Metaxas</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[Xbox 260]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6444</guid>
		<description><![CDATA[EA pulls the plug on servers supporting online play for 18 sports games.]]></description>
			<content:encoded><![CDATA[<p>EA has announced a list of aging sports games that will be affected by the server shutdown on February 8th, 2011, meaning online play will be disabled.  Not only does this effectively kill the remaining community of that particular game, but players will no longer be able to unlock online achievements on the Xbox 360.</p>
<p>Listed below are the games that will be affected by the shutdown (* denotes a game with online achievements):</p>
<p><em>• FIFA 07<br />
• FIFA 08 *<br />
• FIFA 09 *<br />
• FIFA Street 3 *<br />
• Fight Night Round 3<br />
• Madden NFL 09<br />
• NBA LIVE 08<br />
• NBA LIVE 09 *<br />
• NCAA March Madness 08 *<br />
• NCAA Basketball 09 *<br />
• NCAA Football 07<br />
• NCAA Football 08 *<br />
• NCAA Football 09 *<br />
• NFL Head Coach 09 *<br />
• NHL 08 *<br />
• NHL 09 *<br />
• Tiger Woods PGA TOUR 09 *<br />
• UEFA EURO 2008 *</em></p>
<p>For those of you who are gamer score enthusiasts, this is essentially a last call for these games and their online achievements.</p>
]]></content:encoded>
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		<title>Preview &#8211; DC Universe Online (PC, PS3)</title>
		<link>http://gamenorth.ca/2010/12/20/preview-dc-universe-online-pc-ps3/</link>
		<comments>http://gamenorth.ca/2010/12/20/preview-dc-universe-online-pc-ps3/#comments</comments>
		<pubDate>Mon, 20 Dec 2010 15:30:22 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[DC Universe Online]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Sony Online Entertainment]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6302</guid>
		<description><![CDATA[Find out what gameplay and features are waiting for you in Metropolis and Gotham.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m still feeling around the Beta, but there are some things that are immediately and noticeably cool about <em>DC Universe Online </em>(<em>DCUO</em>). The first thing is that it&#8217;s an Action MMO &#8211; one where you can dodge or block attacks, and attack by using combos and skill rather than letting math decide whether you hit or not. In this respect it reminds me a bit of <em><a href="http://gamenorth.ca/tag/dc-universe-online">Vindictus</a></em>, which I hold in some regard.</p>
<p>Another cool thing is that you can customize your character to look any way you want despite the equipment that you&#8217;re actually wearing. &#8220;The biggest goal is that we want you to look and feel like the hero or villain that you want to be,&#8221; said Michael Daubert, Studio Art Director [<em>Star Wars: Galaxies</em>]. &#8220;The cool thing about that is that you can change how you look every time you log in.&#8221; How it works is that there is a Style menu, and you can customize all the different things that affect the look of your character on that screen. I rocked the military beret when I picked it up, but now I&#8217;m back to the old school spandex hood. You can pick up items that unlock different styles, so that you have more freedom as you progress.</p>
<div id="attachment_6334" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/dcuo_1.jpg"><img class="size-medium wp-image-6334" title="dcuo_1" src="http://gamenorth.ca/wp-content/uploads/dcuo_1-300x168.jpg" alt="dcuo_1" width="300" height="168" /></a><p class="wp-caption-text">I think this guy chose Fire.</p></div>
<p>Something I didn&#8217;t realize until Daubert brought it up was that the day/night cycles that is common in MMOs was omitted in this game, and it was a design choice: &#8220;Gotham is always at night time, [and] Metropolis is during the day. We did that on purpose because we wanted to capture the feel of what Gotham always is. And Gotham during the day just isn&#8217;t fun. You want to have it at night time. A lot of times in the comics, when they portray Metropolis, it&#8217;s always the bright golden daylight&#8230; the City of Tomorrow feel.&#8221; He added, &#8220;seeing Batman during the day &#8211; it just didn&#8217;t feel right.&#8221;</p>
<p>Weather effects are still intact though, and in fact there are some nice little touches. For example, Mr. Freeze&#8217;s area will start to snow instead of rain and Scarecrow&#8217;s area has a pervasive mist from the fear toxins. The Unreal Engine shines in this respect, and helps the game look great overall. Metropolis feels like <em>Freedom Force</em> and Gotham feels entirely different.</p>
<p>The character creation in the game allows you to select a movement type (Flying/Acrobatic/Super Speed), a main power type such as fire and ice (this is basically your class), and a mentor (gadgetry/super powers/magic) that determines the faction you start with and the gear you buy from the vendors, as well as your starting city. The customization of your appearance is not as in depth as some other offerings, but you can choose your body size as well as your starting costume.</p>
<p>As with any new MMO, getting oriented can be quite difficult. In order to help players explore and to give background on the many areas of the game, <em>DCUO</em> provides a chain of quests, narrated by the silly Booster Gold, that basically ask you to tour the cities, and even the headquarters. In addition, there are these neat little timed races that help you get oriented with your movement mode, and eventually master it. They are different depending on your movement type and are meant as something to do while you wait for an Alert (dungeon) or Player versus Player (PvP) battle to pop, but I enjoyed them so much that I&#8217;ve just been racing through them (pun optional) to get the Platinum rating on each one.</p>
<div id="attachment_6335" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/dcuo_2.jpg"><img class="size-medium wp-image-6335" title="dcuo_2" src="http://gamenorth.ca/wp-content/uploads/dcuo_2-300x168.jpg" alt="The variety of costumes is one of the best things about &lt;em&gt;DCUO&lt;/em&gt;" width="300" height="168" /></a><p class="wp-caption-text">The variety of costumes is one of the best things about DCUO</p></div>
<p>The game is tailored to the console players, and SOE confirms that the PS3 is their primary target. Since the game only has one build that works both on the PS3 and PC, there are several design choices that are clearly influenced by the players who will be using controllers as opposed to keyboards. &#8220;We want to get the console players who are jumping in here who may be a little gun shy when they hear about an MMO&#8230; it&#8217;s almost like training. It&#8217;s teaching them what the best parts of an MMO are but still keeping that fast paced action,&#8221; explains Daubert. To that end, you won&#8217;t find any tradeskills or crafting in the game. In addition, you can only have 6 active powers on your action bar at once. This is probably due to the controller having limited buttons and is something I disliked about <em>Guild Wars</em>, but you can try to build your skills around it a little bit in order to avoid having too many active skills that aren&#8217;t being used.</p>
<p>Not all the console influence is bad, however. There are these information hotspots littered throughout the cities and if you collect all the ones in an area, you get a reward. The whole thing feels a lot more like something you&#8217;d see from<em> <a href="http://gamenorth.ca/tag/batman-arkham-asylum">Batman: Arkham Asylum</a></em> than <em><a href="http://gamenorth.ca/tag/world-of-warcraft">World of Warcraft</a></em>.</p>
<p>On the PvP side, there are two different options: Play as your own character, or play as one of the Legends, such as Batman or Harley Quinn. The one map I played on was a <em>Team Fortress 2</em> style mode, where each team tries to control different points on the map in order to score points. More maps are unlocked as you level. The co-operative Player versus Environment (PvE) involves Alerts and end game Raids, which involve such iconic locations as the Batcave. I am not high enough level to access the Raids, but the Alerts that I&#8217;ve done seem a bit chaotic. Whereas <em>World of Warcraft</em> groups are fairly co-ordinated affairs, <em>DCUO</em> allows your team to split up and still do okay.</p>
<p>The game has been fun enough so far that I can definitely recommend a trial &#8211; especially for those curious about MMOs but are afraid that they will become highly addictive. <em>DC Universe</em> is very friendly to casual play and doesn&#8217;t involve farming for materials of any kind. Plus, the gameplay resembles your average action game more than <em>World of Warcraft</em>. PSN Plus members can download this Beta for free right now from the PSN Store, and PC players can pre-order a copy in order to get into the Beta. Have you tried <em>DCUO</em>? Show us your character in the comments or let us know what you think of it! Also, keep an eye out for our interview with Michael Daubert later this week.</p>
]]></content:encoded>
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		<title>Worgen and Goblin Starting Zones Preview (With Video)</title>
		<link>http://gamenorth.ca/2010/11/06/worgen-and-goblin-starting-zones-preview-with-video/</link>
		<comments>http://gamenorth.ca/2010/11/06/worgen-and-goblin-starting-zones-preview-with-video/#comments</comments>
		<pubDate>Sat, 06 Nov 2010 13:00:39 +0000</pubDate>
		<dc:creator>Dana Russo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[World of Warcraft: Cataclysm]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6109</guid>
		<description><![CDATA[Dana shows off the two new races of <em>Cataclysm</em>.]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re back with another video and this time I decided to log into the <a href="http://gamenorth.ca/tag/world-of-warcraft-cataclysm"><em>World of Warcraft: Cataclysm</em></a> beta for the first time in about a month.  There have been quite a few changes since I last found myself testing the beta.  First off, the Worgen females are finally<em> </em>playable, which I demonstrate in the video although I ran into some&#8230;difficulties.  There are <strong><span style="text-decoration: underline;">massive spoilers</span> </strong>pertaining to <em>Cataclysm</em>, so please don&#8217;t watch these if you want to be surprised on December 7th.</p>
<p>The videos are broken down into two parts: part one is for the Worgen starting zone, levels 1-6, and part 2 is for the Goblin starting zone, also levels 1-6.  So sit back, get comfortable and watch me play a game!  Or don&#8217;t.  It&#8217;s really up to you.</p>
<p>If you liked what you saw, leave some feedback.  If you hated it, keep it to yourself.  I&#8217;m just kidding, of course!  If there is a game in the future that you would be curious to see more of, let me know in the comments!  Also if you have any questions about the videos, you may also leave me comments and I&#8217;ll do my best to answer them.</p>
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<p><em>Special thanks to our own Richard Mitchell for the awesome video opening! Also thanks to Square Enix for the part of the song taken from </em><a href="http://gamenorth.ca/tag/final-fantasy-xiii">Final Fantasy XIII</a><strong> </strong><em>for the Goblin video</em>.</p>
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		<title>Review &#8211; Star Wars: The Force Unleashed II (PC, PS3, X360)</title>
		<link>http://gamenorth.ca/2010/10/28/star-wars-the-force-unleashed-ii-review/</link>
		<comments>http://gamenorth.ca/2010/10/28/star-wars-the-force-unleashed-ii-review/#comments</comments>
		<pubDate>Fri, 29 Oct 2010 00:43:42 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[LucasArts]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[Star Wars: The Force Unleashed II]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6022</guid>
		<description><![CDATA[Starkiller returns in the sequel to <em>The Force Unleashed</em>! ]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamenorth.ca/tag/star-wars-the-force-unleashed-ii"><em>The Force Unleashed 2</em></a> opens with the descent of Vader’s fighter onto the rain-slicked platforms of Kamino. The familiar cloning facility looms overhead as he marches inside. In a large circular cell deep within the facility, the Apprentice looks up at his master.  Vader muses on the Apprentice’s survival of 13 days without food or water, then lifts him up out of the cage and lets him loose on a series of training droids. Not much time passes until Vader deems the Apprentice, who allegedly is a clone of the deceased original, unfit to live, because of the visions with which he is constantly assaulted. It is then but a few short moments until this clone has burst free of the cell he is in, and cascades down the side of the tower he occupied, blowing platforms and resistance out of the way with nearly unstoppable fury. As he smashes through the observatory window of an atrium, he lets loose an explosion of such force that it sends every object in the room cascading out in all directions. He pauses for a second to reflect on the destruction he’s wrought. He remembers what drives him, and makes his way toward the landing platform.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/standard_1490Kamino_ForcePush_NEW.jpg"><img class="alignleft size-medium wp-image-6030" src="http://gamenorth.ca/wp-content/uploads/standard_1490Kamino_ForcePush_NEW-300x168.jpg" alt="standard_1490Kamino_ForcePush_NEW" width="300" height="168" /></a><em>The Force Unleashed 2</em> is a sequel to the acclaimed <em>The Force Unleashed, </em>which featured some of the first tastes of Euphoria physics and Digital Molecular Matter object simulations in a game. This lent to shockingly realistic glass, wood and steel, while also providing physics-based, reactionary movement in the bodies of the enemies you would fling about the level. The original plot focused on the life of Darth Vader’s secret apprentice. He was trained to hunt down the Jedi who survived Order 66. He turns to the Light side and fights against him. Eventually, due to his intervention, the Rebel Alliance is born.</p>
<p>This game expands on the story, taking place during the fledgling days of Rebellion, and Vader’s apparent attempts to recreate his apprentice in a Kamino cloning lab, even though no clone could be imbued with the Force thus far. The plot takes you from Kamino to hanging cities on Cato Nemoidia and even Dagobah, home of the now-exiled Yoda. The level design is apt, each area featuring a wide variety of objects and enemies to play with.</p>
<p>Colour keys range from the sterile bluish-grey of Kamino to the warm, royal reds and golds in Cato Nemoidia. The Apprentice also looks better than ever, with an updated and refined character model. His acting has a wider range, <a href="http://gamenorth.ca/wp-content/uploads/the-force-unleashed-2-screenshots-002.jpg"><img class="alignright size-medium wp-image-6031" src="http://gamenorth.ca/wp-content/uploads/the-force-unleashed-2-screenshots-002-300x169.jpg" alt="the-force-unleashed-2-screenshots-002" width="300" height="169" /></a>with him showing more rage and frustration than before. He’s become more of an animal within the cloning facility. The gameplay is succinct, with the Force powers having an even more explosive effect on Stormtroopers and the various specialty troopers and droids you face. The animations are still solid, and the combat is slightly expanded upon but feels basically like the first game, except with a second lightsaber. There’s nothing really wrong with this, aside from the frustrations I felt with the dodging mechanic and the time it took Starkiller to right himself after being knocked down.  The new Force Fury ability &#8211; a staple of most over the top third-person action/adventure games &#8211; lets you become invincible and overpowered for a brief period of time. It is actually exhilarating to perform, as each attack is a flurry of light (he begins to just throw the sabers everywhere, instead of the usual acrobatic combo) and his Force powers become a never-ending tsunami.</p>
<p>So that’s what&#8217;s good about <em>The Force Unleashed 2</em>: The acting, gameplay, and level design. The bad resides in the length. Alongside some costumes to unlock, saber crystals to collect, which have  different effects, and trials to complete, there are some rather  amusing and well written data files about all the characters, enemies  and locations. However, a friend and I picked this game up, excited to devote a few evenings to the ensuing insanity, and we were surprised and disappointed when we reached the final, climactic boss battle a mere six hours into the game. The game sets itself up for a sequel, which is a little redeeming, but at the same time, I felt let down because as thrilling as the ride was, it was pitifully short.</p>
<p>Certain amazing set encounters and the gameplay make this a game worth checking out, but much like a snack, it feels like a stepping stone to a bigger meal later on.</p>
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		<title>PSA: Grab your free &#8216;Lara Croft and the Guardian of Light&#8217; DLC starting tomorrow</title>
		<link>http://gamenorth.ca/2010/10/26/psa-grab-your-free-lara-croft-and-the-guardian-of-light-dlc-starting-tomorrow/</link>
		<comments>http://gamenorth.ca/2010/10/26/psa-grab-your-free-lara-croft-and-the-guardian-of-light-dlc-starting-tomorrow/#comments</comments>
		<pubDate>Tue, 26 Oct 2010 13:28:17 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[All the Trappings]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Lara Croft and the Guardian of Light]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6009</guid>
		<description><![CDATA[For a limited time only, the first DLC will be free on XBLA.]]></description>
			<content:encoded><![CDATA[<p>For 30 days starting tomorrow, October 27th, 2010, Xbox 360 owners can grab the first downloadable content, <em>All the Trappings</em>,  for <em>Lara Croft and the Guardian of Light</em> for free. Details are slim on what the DLC includes, but we do know that a title update that is happening at the same time will enable online co-op. I love online co-op, so hopefully fans of this game will get some enjoyment out of the new mode.</p>
<p><span>“We’re delighted the Online Co-op is ready and going live – as a thank you to the patient Xbox gamers, and for a limited time only we will be giving away our first DLC pack for free. Download it, have a go and while you’re there try the online co-op mode, it’s great fun,” encourages Darrell Gallagher, General Manager of Crystal Dynamics. </span></p>
<p><span>The DLC and title update will be coming soon for the PS3 and PC, but no word about whether the DLC will be free for those platforms also.<br />
</span></p>
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		<title>SteelSeries helps you pimp out your &#8216;Cataclysm&#8217; with some new peripherals</title>
		<link>http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/</link>
		<comments>http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 21:35:18 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Accessories]]></category>
		<category><![CDATA[Mouse]]></category>
		<category><![CDATA[SteelSeries]]></category>
		<category><![CDATA[World of Warcraft: Cataclysm]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5958</guid>
		<description><![CDATA[Celebrate the release of <em>Cataclysm</em> with a new mouse, or keyboard, or mousepad! People do celebrate cataclysms... right?]]></description>
			<content:encoded><![CDATA[<div id="attachment_5993" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/cataclysm_mouse_1.jpg"><img class="size-medium wp-image-5993 " title="cataclysm_mouse_1" src="http://gamenorth.ca/wp-content/uploads/cataclysm_mouse_1-300x151.jpg" alt="This mouse has just enough buttons... or does it?" width="300" height="151" /></a><p class="wp-caption-text">This mouse has just enough buttons... or does it?</p></div>
<p>When the expansion hits on December 7th, <a href="http://gamenorth.ca/tag/world-of-warcraft"><em>World of Warcraft</em></a>-ians can pick up some new non-virtual gear to help in their quest to kill the new virtual dragon. If you&#8217;re finding the <a href="http://gamenorth.ca/2010/05/10/review-steelseries-xai-laser-mouse/">Xai</a> gaming mouse to be lacking some buttons for the keybind-heavy MMO, then the new Cataclysm MMO Gaming Mouse might be worth checking out. More than just a technical upgrade, the SteelSeries R&amp;D team actually took the feedback of the customers of the original MMO mouse and sat down with Blizzard in order to redesign the ergonomics of the mouse. This brought the number of buttons down to 14 as opposed to 15, but all the buttons are easier to reach. As for the technical aspects, the mouse is very similar to the Xai, with 12,000 FPS (Frames Per Second) and up to 5001 CPI (Counts Per Inch). If you don&#8217;t understand what these metrics mean, just trust me when I say that these numbers mean that the mouse is incredibly accurate, precise, and responsive. The Inches Per Second has also been brought on par with the Xai at 150 Inches Per Second, up from the 65 of the old World of Warcraft MMO mouse. This translates to about 400 Haste rating.</p>
<p>For gamers on the go, bringing the mouse also lets you bring a profile that&#8217;s saved into the hardware. This feature is also one that&#8217;s borrowed from the Xai and really handy if you play at LANs, tournaments, or at a friend&#8217;s house. There are up to ten software profiles that you can save as well, of course, so that you can have one for each class.</p>
<div id="attachment_5994" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/shift_cataclysm_angle.jpg"><img class="size-medium wp-image-5994" title="shift_cataclysm_angle" src="http://gamenorth.ca/wp-content/uploads/shift_cataclysm_angle-300x151.jpg" alt="The entire keyboard is your sandbox" width="300" height="151" /></a><p class="wp-caption-text">The entire keyboard is your sandbox</p></div>
<p>In addition to the new mouse, SteelSeries is also branding a keyboard for <em>Cataclysm</em>. Based on their Shift keyboard layouts, which uses their Z Engine software, the Cataclysm Shift will provide 8 extra hotkeys along the top as well as a predefined keyset for players to maximize their play. But really, the entire keyboard is nothing but hotkeys as every single key is customizable. And if you&#8217;re a player like me, you&#8217;ll often want to be holding Q or E while pressing ctrl+shift+C (yeah, I use a LOT of keybinds), so the Shift&#8217;s anti-ghosting feature that allows you to press 7 buttons at once without clashing is really handy. You can even record macros on the fly with delays between keys so that you can time your Moonfire spam with your GCDs built in. Right on! Another really cool feature about the keyboard is that it has a statistics engine so that you can calculate your actions per minute. No more relying on that harsh APM calculator in <em>StarCraft II</em>. The standard features, such as media keys and gold-plated headphone and microphone connectors, are also included. In fact, the only thing missing seems to be a LCD screen to tell you who&#8217;s talking on Ventrilo and when you&#8217;re receiving whispers!</p>
<p>If those two products are still not enough to fill every inch of your desk with Deathwing&#8217;s mighty jaw, SteelSeries is also releasing some of its high end Qck mousepads with various <em>Cataclysm</em> art designs. I use one of these unbranded mousepads and let me tell you: Not every mousepad was made equal. I didn&#8217;t believe a mousepad could make a difference, but it does! The crappy ones that the Collector&#8217;s Editions of <em>World of Warcraft</em> and its expansions come with are so unresponsive compared to the SteelSeries one and I highly recommend you try one out to see if it&#8217;s worth the money for you.</p>
<p>Here are some official links to the <a href="http://steelseries.com/products/games/world-of-warcraft-cataclysm/world-of-warcraft-cataclysm-mmo-gaming-mouse">mouse</a>, <a href="http://steelseries.com/products/games/world-of-warcraft-cataclysm/steelseries-shift-cataclysm">keyboard</a>, and <a href="http://steelseries.com/products/games/world-of-warcraft-cataclysm/steelseries-qck-deathwing-edition">mousepad</a>, and check out the gallery below for more pictures.</p>

<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/cataclysm_mouse_1/' title='cataclysm_mouse_1'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/cataclysm_mouse_1-150x75.jpg" class="attachment-thumbnail" alt="" title="cataclysm_mouse_1" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/shift_cataclysm_angle/' title='shift_cataclysm_angle'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/shift_cataclysm_angle-150x75.jpg" class="attachment-thumbnail" alt="" title="shift_cataclysm_angle" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/cataclysm_mouse_3/' title='cataclysm_mouse_3'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/cataclysm_mouse_3-150x75.jpg" class="attachment-thumbnail" alt="" title="cataclysm_mouse_3" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/cataclysm_mouse_4/' title='cataclysm_mouse_4'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/cataclysm_mouse_4-150x75.jpg" class="attachment-thumbnail" alt="" title="cataclysm_mouse_4" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/qck_cataclysm_dw/' title='qck_cataclysm_DW'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/qck_cataclysm_DW-150x75.jpg" class="attachment-thumbnail" alt="" title="qck_cataclysm_DW" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/qck_cataclysm_goblin/' title='qck_cataclysm_goblin'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/qck_cataclysm_goblin-150x75.jpg" class="attachment-thumbnail" alt="" title="qck_cataclysm_goblin" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/qck_cataclysm_worgen/' title='qck_cataclysm_worgen'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/qck_cataclysm_worgen-150x75.jpg" class="attachment-thumbnail" alt="" title="qck_cataclysm_worgen" /></a>
<a href='http://gamenorth.ca/2010/10/25/pimp-out-your-cataclysm-with-some-new-steelseries-peripherals/shift_cataclysm_fold/' title='shift_cataclysm_fold'><img width="150" height="75" src="http://gamenorth.ca/wp-content/uploads/shift_cataclysm_fold-150x75.jpg" class="attachment-thumbnail" alt="" title="shift_cataclysm_fold" /></a>

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		<title>Review &#8211; Puzzle Quest 2 (DS, PC, X360)</title>
		<link>http://gamenorth.ca/2010/10/24/review-puzzle-quest-2-ds-pc-x360/</link>
		<comments>http://gamenorth.ca/2010/10/24/review-puzzle-quest-2-ds-pc-x360/#comments</comments>
		<pubDate>Sun, 24 Oct 2010 14:03:36 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Handheld]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[D3 Publisher]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[Infinite Interactive]]></category>
		<category><![CDATA[Namco]]></category>
		<category><![CDATA[Puzzle Quest]]></category>
		<category><![CDATA[Puzzle Quest 2]]></category>
		<category><![CDATA[Puzzle RPG]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5966</guid>
		<description><![CDATA[Without the novelty of being a new concept, can <em>Puzzle Quest 2</em> hold its own?]]></description>
			<content:encoded><![CDATA[<p>I held out on the original <em>Puzzle Quest</em> because it never came to the PC at the price point I wanted, and also because I had the sneaking suspicion that it would ruin my life. It sounded intriguing to me as it combined two great genres and I&#8217;ve always wanted to play it. When <a href="http://gamenorth.ca/tag/puzzle-quest-2"><em>Puzzle Quest 2</em></a> was released on the PC, albeit a bit later than its XBLA and DS counterparts, I could resist no longer. Perhaps my unfulfilled desire to play the original produced high expectations. It was fun enough at the beginning but I found myself rushing through the end in order to just finish the game.</p>
<div id="attachment_5980" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/puzzle_quest_2_inventory.jpg"><img class="size-medium wp-image-5980" title="puzzle_quest_2_inventory" src="http://gamenorth.ca/wp-content/uploads/puzzle_quest_2_inventory-300x168.jpg" alt="puzzle_quest_2_inventory" width="300" height="168" /></a><p class="wp-caption-text">The inventory screen is clean and simple</p></div>
<p>The best parts of <em>Puzzle Quest 2</em> are the RPG elements. You get to pick from four classes and they each have different play styles. For example, if you&#8217;re a Templar you might end up focusing more on matching Action gauntlets rather than colours. If you&#8217;re an Assassin, you&#8217;ll want to build up to get your shield activated and then just constantly deal damage without relinquishing your turn. As you level up, you gain new spells, but you can only ever bring five of them into battle simultaneously. What ends up happening is that you&#8217;ll never use most of the spells given to you because you&#8217;ll have a favourite setup and that&#8217;ll work for you through large sections of the game. Leveling up also gives you a skill  point to spend among five attributes, with each of them benefiting a colour as well as having secondary effects. For example, an agility point will grant you several bonuses for yellow, but will also raise your defense and give you extra Action points when matching gauntlets on the board.</p>
<p>In addition to leveling, you get to hoard gold and buy stuff. Unlike most RPGs, most of the best items I found were purchased from stores. Money also allows you to enchant your gear, upgrading their quality from common white items to legendary orange items. There are class specific items that helps to differentiate the classes, and these items are significant. The Assassin&#8217;s poison felt more than a little overpowered, but the Barbarian&#8217;s two handed weapons also seem devastating. The inclusion of a respec mechanism so that you can reallocate your attribute points was also a nice touch, even if it is pretty much mandatory these days. It was appreciated because I didn&#8217;t know how many points it would take to get the next level of benefit of a particular colour, so it helped me maximize my points later on in the game. Also you will want to redo your attribute points as your spells and gear change.</p>
<div id="attachment_5981" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/puzzle_quest_2_skull_damage.jpg"><img class="size-medium wp-image-5981" title="puzzle_quest_2_skull_damage" src="http://gamenorth.ca/wp-content/uploads/puzzle_quest_2_skull_damage-300x168.jpg" alt="Though skull damage is not as vital, it can still be useful if you have high strength" width="300" height="168" /></a><p class="wp-caption-text">Though skull damage is not as vital, it can still be useful if you have high strength</p></div>
<p>The main puzzling gameplay is where the game fails to meet my expectations, but there are many positives. The mechanics are simple as they are in the first <em>Puzzle Quest</em>, except that skulls are much less important. In addition to damaging with your spells and skulls, <em>Puzzle Quest 2</em> lets you beat on your opponent the old fashioned way: With weapons. Different weapons will cost different amounts of Action points, but equipping the right weapon for your strategy is a key to success. For example, you might want the most efficient damage per Action point cost weapon if you don&#8217;t get a lot of Action points, but otherwise you may want a weapon that deals a lot of damage at once. Other considerations are that using a weapon can trigger a critical hit that does double damage, and that using the items in your hand does not affect the board. The items you hold in your hands will be used often, even if they don&#8217;t have the astounding impact of some of your spells. As an Assassin, it felt very satisfying to build up the colours for a few rounds in battle, and then use a series of spells and matches on the board to keep my opponent from having another turn. There are some mini games to break up the action, which forces you to match a number of certain types or get certain pieces into specific slots located on the board. These mini games are played to find traps, unlock doors, or to find treasure. Finding treasure was always a delight for me, even if it was a little frustrating at times because it often felt like luck was the deciding factor as to how many items you received.</p>
<p>Despite these cool mechanics, the game just falls short of achieving the kind of greatness that causes months of addiction. Perhaps sadly, <em>Puzzle Quest</em> Anonymous will never come to be. The balance of the game seems broken, which causes the game to be very repetitive as you just have your way with one opponent after another. The game stops scaling its awards for chains longer than five and the chains are more dependent on luck than anything else. This is because you&#8217;re dependent on what falls onto the board from the screen to chain matches, unlike puzzle games like <em>Super Puzzle Fighter II</em>, which lets you set up your chains through organization. The awards from battle stop being significant fairly early on and I kept very few sets of gear through long periods of the game, and winning eventually just becomes unsatisfying. The story and sidequests are barely worth a mention and do not provide an incentive to keep playing. All this combines to form an unexpected result of a fun puzzle game that doesn&#8217;t remain fun in the long run. I still had a great time for about 15 to 20 hours of the game, though.</p>
<p>The graphics are nothing to write home about. They&#8217;re pleasant enough that everything works and the colours are brilliant, but they were disappointing overall. Even the special story cut scenes amounted to no more than scrolling around a static art piece, and not great ones at that. The feedback for getting long chains does not look epic enough, and there is not a whole lot of variety of icons for the items. Overall, the graphics are not much worse than <a href="http://gamenorth.ca/tag/culdcept"><em>Culdcept</em></a>, but lacks the variety of animation and art that <em>Culdcept</em> provides.</p>
<div id="attachment_5983" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/puzzle_quest_2_ice_caves.jpg"><img class="size-medium wp-image-5983" title="puzzle_quest_2_ice_caves" src="http://gamenorth.ca/wp-content/uploads/puzzle_quest_2_ice_caves-300x168.jpg" alt="One of the many locales you'll visit in Story mode" width="300" height="168" /></a><p class="wp-caption-text">One of the many locales you&#39;ll visit in Story mode</p></div>
<p>The sound and music are similarly well done but also lacks variety. The sound is really what makes me feel good about long chains and the music is on par with what you&#8217;d expect. I would have liked more monster noises and things like that. The narration was not remarkable, but also not terrible, which is a plus in my book. <em>Puzzle Quest 2</em> ends up with a pretty mediocre effort in the sound department.</p>
<p>There is a surprising number of modes packed into this title. Aside from the regular story mode, you can also take your hero into single battles against the AI or into an Endurance mode, which is like the survival modes found in fighting games. Each round pits you against a tougher opponent, and your health carries over. In addition, you can play any of the mini games or take your character online and play multiplayer. You can also play multiplayer with new characters entirely and choose the level of the characters for the battle. The coolest mode of all though is the Tournament mode, where you pick a team of monsters and pit it against an computer team of monsters in an team elimination showdown.</p>
<p><em>Puzzle Quest 2</em> is a good game if you want to kill some time and generally have some clean fun. If you were a fan of the first <em>Puzzle Quest</em> and are you not tired of the formula yet, then <em>Puzzle Quest 2</em> will satisfy your RPG puzzling needs. However, if you&#8217;re looking for a deep and addictive puzzle game, then it may disappoint you.</p>
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		<title>Review &#8211; Cooking Dash 3: Thrills and Spills (PC)</title>
		<link>http://gamenorth.ca/2010/10/15/review-cooking-dash-3-thrills-and-spills-pc/</link>
		<comments>http://gamenorth.ca/2010/10/15/review-cooking-dash-3-thrills-and-spills-pc/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 12:08:09 +0000</pubDate>
		<dc:creator>Dana Russo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Cooking Dash 3]]></category>
		<category><![CDATA[Playfirst]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5912</guid>
		<description><![CDATA[The newest <em>Cooking Dash</em> serves up a decent portion in its third installment.]]></description>
			<content:encoded><![CDATA[<p>Back when I was still residing in my college dorm, my internet went down for several days and it was absolute torture.  Besides going outside (which was horrible) and doing homework (even more horrible), the only thing that got me through this rough patch in my life was<em> Diner Dash</em>, a casual but hectic game from <a href="http://www.playfirst.com">Playfirst</a>.  <em>Diner Dash</em> was still just a toddler back in those days, and didn’t have the massive following of addicted fans or multitudes of sequels and spin-offs like it does today.</p>
<p>One of those spin-off franchises is <a href="http://gamenorth.ca/tag/cooking-dash"><em>Cooking Dash</em></a>, which is very similar to <em>Diner Dash</em> but different enough to warrant a download.  In<em> Cooking Dash 3: Thrills and Spills</em>, you take control of the female protagonist and entrepreneur, Flo, when she was a teenager.  Those familiar with <em>Diner Dash</em> will already be familiar with Flo, but for those who are new to the series, here’s her deal:  Flo used to work in an office, but quit in order to pursue her dream of opening up her own restaurant.  She’s extremely business savvy and is constantly getting called in as a ringer to save restaurants from going belly-up (kind of like Gordon Ramsey on the Food Network, but much nicer and without the accent).</p>
<p>Your job this time around  is given to you by a fellow named Mr. Big, whose theme park, Dinerland, isn’t doing so hot.  His father lent him a large wad of cash and will be visiting soon to check up on things, so he’s in a bit of a panic.  The uniquely themed restaurants span across several different levels in the park that you need to spruce up.  Such as with previous games in the franchise you can purchase upgrades for the restaurant, both aesthetic and functional.  Some appliances will need upgrading in order to make your life as a waitress easier, such as upgrading an oven with two burners to three or buying a coffee pot in order to make impatient customers happier.</p>
<p>The game is extremely fast-paced and therefore if you hate playing a game based entirely on pressure, you may wish to skip this one.  You’re constantly running from one end of the restaurant to the other and if you take too long, you run the risk of angering your customers or losing them entirely and there’s nothing worse than having a customer run out at the end of the meal without paying their check.  In <em>Diner Dash</em>, Flo would merely wait on the tables, take food orders and then bus the tables.  In <em>Cooking Dash 3</em>, she also prepares the food which makes things just a tad more complicated.  Sometimes you’ll be asked to throw a steak on the grill for a sandwich or throw some pasta into a pot, and unlike the first <em>Cooking Dash</em>, you’ll actually have to stir things in order to cook them perfectly.  If you stir or flip and don’t let  the dish burn, then you&#8217;ve cooked a dish perfectly and your customer’s mood will rise. Ultimately your performance is reflected in your tip when they leave.</p>
<p>On each level you’re given a goal that you have to meet, such as $5,000.  If you meet your goal, you’re free to move on to the next level.  If you screw up, you’ll have to repeat it.  Once you’ve met your goal but find you still have more customers to serve, then you’re given an expert goal.  You don’t have to make it to the expert score in order to move on, they’re just there to add an extra challenge.  The gameplay is almost identical to previous<em> Cooking Dash</em> games, except I found <em>Cooking Dash 3</em> to be a vast improvement over the last two.  The graphics have improved quite a bit, and so has the music.  While the music isn’t anything special, a couple of the melodies got stuck in my head for a few hours.</p>
<p>There are trophies that you can collect and an expert mode to play once you’ve completed the casual mode.  They&#8217;ve also added mini games to <em>Cooking Dash 3</em>.  In between each level you’re given the option of playing a different mini game and you can skip them if you can’t be fussed.  The mini games are all pretty basic and include scenarios where you’ll need to find hidden objects, catch plates of falling food while avoiding bombs, and click furiously to match up different sandwich components all before the timer runs out.  At first I found them endearing, especially because you can collect pre-made dishes that will help you out in the next level.  If you do well in a mini game and collect eight steak sandwiches they’ll appear in the next level so you won’t have to cook them and waste time, which is a huge life saver.</p>
<p>After my tenth mini game though, I was sick of them.  They aren’t mandatory and you’re given the option to skip them, but at the same time you don’t want to because the bonuses of completing these mini games are so helpful.  Fortunately they don’t take too long to do, and aren’t cloying enough to become detrimental to the game in general.  I noticed that in the beginning of the campaign, there was some pleasant voice acting, which seemed to drop off after the introduction.  That’s really too bad because it was very well done and I would have loved to hear more of it.</p>
<p><em>Cooking Dash 3: Thrills and Spills</em> is a pretty big step forward for the franchise and is everything you would want to see in a sequel.  It’s not something you would want to play for long periods of time, but then again it wasn’t meant to be played that way anyway.  The difficulty curve is absolutely perfect with its steady and slow incline.  At times it’s infuriating and I have to step away to compose myself, but overall it’s a very enjoyable experience and if you haven’t had the pleasure of playing any of the games in this series before, I would recommend that you start here.</p>
]]></content:encoded>
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		<title>&#8216;Vindictus&#8217; Open Beta begins!</title>
		<link>http://gamenorth.ca/2010/10/14/vindictus-open-beta-begins/</link>
		<comments>http://gamenorth.ca/2010/10/14/vindictus-open-beta-begins/#comments</comments>
		<pubDate>Thu, 14 Oct 2010 05:16:25 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Vindictus]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5909</guid>
		<description><![CDATA[For all those who missed out on Early Access, you can still get some virtual swag by joining the Open Beta.]]></description>
			<content:encoded><![CDATA[<p>For those of you that missed out on the <a href="http://gamenorth.ca/tag/vindictus"><em>Vindictus</em></a> <a href="http://gamenorth.ca/2010/09/24/preview-vindictus-and-beta-key-giveaway/">Early Access codes</a>, the Open Beta began today. For those who had Early Access, they will receive a special title, called &#8220;Early Bird&#8221;. All titles also come with some stat gains, so this is actually a marginal advantage to those who were in Early Access, but it shouldn&#8217;t have too much impact. In addition, for those who are in the Open Beta, you can go on a quest to get a Gnoll Chieftain Hood, which will only be available during the Open Beta period, and that also comes with its own title.</p>
<p>Other features were added in the Open Beta as well, including:</p>
<ul>
<li>Guilds: An integral part of every MMO.</li>
<li>A store that sells stuff for Nexon points: An integral part to micro-transaction based MMOs. Stuff includes special haircuts, different inner armour, and special items that can help you in combat.</li>
<li>A new town, Ainle, has opened up with all new quests: Nothing more to say.</li>
<li>A dye shop: Be the 1000th person to run around with pink hair!</li>
<li>Fishing mini-game: A staple since&#8230;</li>
<li>A raised level cap: Now you can grind your way to 38</li>
</ul>
<p>Get more info and have a look at the hat on the <a href="http://vindictus.nexon.net/News/Content.aspx?boardNo=100&amp;contentNo=009nc">website</a>. All characters from the Early Access were carried over to the Open Beta, so you can just pick up where you left off. If anyone is playing on the East Server, you can add Natanael and Airistin and we&#8217;ll beat stuff up together!</p>
]]></content:encoded>
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		<title>&#8216;Duke Nukem Forever&#8217; Early Access Surprise</title>
		<link>http://gamenorth.ca/2010/10/12/duke-nukem-forever-early-access-surprise/</link>
		<comments>http://gamenorth.ca/2010/10/12/duke-nukem-forever-early-access-surprise/#comments</comments>
		<pubDate>Wed, 13 Oct 2010 00:13:44 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Duke Nuken Forever]]></category>
		<category><![CDATA[Gearbox]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5901</guid>
		<description><![CDATA[A little surprise for Steam owners of <em>Borderlands</em>. Plus: find out if I can resist making fun of <em>Duke Nukem Forever</em>'s long development cycle inside!]]></description>
			<content:encoded><![CDATA[<p>Getting &#8220;early access&#8221; to <a href="../tag/duke-nukem-forever"><em>Duke Nukem Forever</em></a> seems like a horrible punchline to a long running joke, but it&#8217;s true: Consumers of <em>Borderlands: Game of the Year</em> edition will get an early access code in order to try the game out before anyone else. However, what has not been announced is that if you bought <a href="http://gamenorth.ca/tag/borderlands"><em>Borderlands</em></a> and the DLC packs separately from Steam, you also get the code. Simply right-click on your <em>Borderlands</em> game and click &#8220;View Downloadable Content&#8221; and you should see an early access code. Now, I&#8217;ve only purchased the first three DLC packs and the GOTY edition comes with all four, so I&#8217;m not sure if I should be getting this code or not.</p>
<p>Either way, if you purchased <em>Borderlands</em> on Steam, check your downloadable content in order for a chance to get an early look at the long-awaited, Bruce Campbell quoting over-the-top macho man in his upcoming foray.</p>
<p><em>Borderlands: Game of the Year Edition</em> for the PC, PS3, and Xbox 360 released today, October 12th, 2010 and <em>Duke Nukem Forever</em> releases for the PC, PS3, and Xbox 360 sometime in 2011.</p>
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		<title>PlayStation Holiday Preview 2010 &#8211; &#8216;Assassin&#8217;s Creed: Brotherhood&#8217; Multiplayer</title>
		<link>http://gamenorth.ca/2010/10/08/playstation-holiday-preview-2010-assassins-creed-brotherhood-multiplayer/</link>
		<comments>http://gamenorth.ca/2010/10/08/playstation-holiday-preview-2010-assassins-creed-brotherhood-multiplayer/#comments</comments>
		<pubDate>Fri, 08 Oct 2010 22:00:16 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Assassin's Creed]]></category>
		<category><![CDATA[Assassin's Creed: Brotherhood]]></category>
		<category><![CDATA[PlayStation Holiday Preview 2010]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5863</guid>
		<description><![CDATA[We go hands on in a deadly game of cat and... other cats. Gameplay video included!]]></description>
			<content:encoded><![CDATA[<p>We saw some of <a href="../tag/assassins-creed-brotherhood"><em>Assassin&#8217;s Creed: Brotherhood</em></a>&#8217;s single player campaign at <a href="../tag/x10">X&#8217;10</a> and there were quite a few improvements and toys. The combat seemed  more fluid and dynamic, there were assassins at your command, and of  course a whole new storyline that involved a whole new city. However,  when we arrived at the Ubisoft booth at the PlayStation event, we were  treated to a playable demo of Wanted, a 6 player multiplayer mode that  is a refreshing change of pace from the common multiplayer modes found  in most games.</p>
<p>Wanted is a mode where you are given a target,  which is another player in the game. Before each spawn, you can choose  your loadout of two tricks. An example combination that we saw was the  Morph ability and Smoke Bombs, both evasive skills that let you blend in  with the crowd and create a smoke cloud ninja-style respectively. The  goal of each five minute round is to gather as many points as you can by  killing your target and evading the person trying to kill you. These  contracts have a limited time, and if you can get your pursuer to kill  the wrong target by blending in with the other pedestrians or if you can  lose them in an all out chase, then you will be awarded points for  evasive action.</p>
<p>A circular radar on the bottom of your screen  helps you track your target, and the circle will fill up depending on  your proximity to your target. But even when you get to your target,  unless they&#8217;re alone, you need to be sure they&#8217;re which person is the  one you&#8217;re looking for before making the killing blow as there can be  clones walking around at the same pace.</p>
<p>In the round I played  it, it was intense. You want to hurry up and catch your target, but you  don&#8217;t want to give away that you&#8217;re a player by running. The rooftop  and alleys provide nice shortcuts but you&#8217;re a sitting duck if you get  caught out there, so there are very different risk and reward dynamics  than your average multiplayer game. Unlike most games, you spent most of  your time walking and being patient. There were a few times when my  pursuer would kill me just as I finished off my target, and that was a  little frustrating, but I think next time I will just use an evasive  skill right after I kill someone.</p>
<p>See how the mode plays for yourself below. <em>Assassin&#8217;s Creed: Brotherhood</em> releases for the PS3 and Xbox 360 on November 16th, 2010, and on PC in 2011.</p>
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		<title>Preview &#8211; Vindictus (and beta key giveaway!)</title>
		<link>http://gamenorth.ca/2010/09/24/preview-vindictus-and-beta-key-giveaway/</link>
		<comments>http://gamenorth.ca/2010/09/24/preview-vindictus-and-beta-key-giveaway/#comments</comments>
		<pubDate>Fri, 24 Sep 2010 23:12:03 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Vindictus]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5830</guid>
		<description><![CDATA[We give some impressions of devCAT's <em>Vindictus</em>, and then we give away some beta keys to try it out!]]></description>
			<content:encoded><![CDATA[<p>Being from a <a href="http://gamenorth.ca/tag/world-of-warcraft"><em>World of Warcraft</em></a> background, Action MMOs have always intrigued me. Actually having to dodge and use skill in order to excel at combat seems like a great addition to an already addictive genre. So when I read all the positive feedback about <a href="http://gamenorth.ca/tag/vindictus"><em>Vindictus</em></a>, I could not resist. I&#8217;ve only played it for a few short hours, but here are my impressions: It plays like a 2D brawler in a 3D world, with RPG mechanics and leveling elements, and an MMORPG society and economy. Oh, and Japanese RPG style art and storytelling.</p>
<p>What does that mean? Fast paced action, customization, throwing and grappling enemies, and kicking them while they&#8217;re down. It means dyeing your armour, and crafting items and selling them on the marketplace. It means crafting hooks that you can use to immobilize enemies while your teammates beat on them. Sounds glorious right? Well, we are going to give you a chance to try it yourself. Below are four keys that you can use at the <em>Vindictus</em> registration <a href="http://vindictus.nexon.net/Key/AccessInfo.aspx">page</a>. The only catch is that we ask you to <strong>leave a comment telling our readers which key you&#8217;ve taken, and then leave at least one of the two keys that they email to you in the comment</strong>. That&#8217;s it.</p>
<p>Now, the early access beta is not without it&#8217;s limitations. Right now you can only pick between two classes and they implement this channel system that essentially changes your instance of the town, but it does this randomly as you&#8217;re playing. Even when you&#8217;re partied with someone, you won&#8217;t be stuck in the same channel for long, so you will not be able to see each other around town. However, as soon as your group is ready to journey to an instance (called Battles), you will all be brought together.</p>
<p>Anyway, enough talk! I encourage everyone to try it. Here are the four keys:</p>
<p>BD6A9EF2DA164BF1935B</p>
<p>607F87EF8491458088A6</p>
<p>87258D8CBF384AA3A3D8</p>
<p>82995426D28545EFBED6</p>
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		<title>&#8216;Bioshock: Infinite&#8217; 10 minute trailer!</title>
		<link>http://gamenorth.ca/2010/09/23/bioshock-infinite-10-minute-trailer/</link>
		<comments>http://gamenorth.ca/2010/09/23/bioshock-infinite-10-minute-trailer/#comments</comments>
		<pubDate>Fri, 24 Sep 2010 00:21:32 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Bioshock: Infinite]]></category>
		<category><![CDATA[Irrational Games]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5783</guid>
		<description><![CDATA[Watch the 10 minute trailer of legend.]]></description>
			<content:encoded><![CDATA[<p>The new <a href="http://gamenorth.ca/tag/bioshock-infinite"><em>Bioshock: Infinite</em></a> trailer is 10 minutes of goodness.</p>
<p>The interactions with Elizabeth are exciting, along with the terrifying &#8220;HIM&#8221; that occupies the tail end of the trailer. All in all it looks like a promising title. I find the idea of the tracks that you use as zip lines from platform to platform exciting and tense. Furthermore, he has a voice! I love hearing him strain as he nearly loses his arm from dropping from one platform to the next, and the conversations with Elizabeth seem natural and fluid.</p>
<p>Also, &#8220;FALL&#8230;&#8230; FALL!!!&#8221; is just excellent.</p>
<p>Apparently the buildings in the distance are actually floating in real time and can collapse or sway due to exterior factors.</p>
<p>What do you guys think? Was that enough for you to gush over?</p>
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		<title>Zalazane&#8217;s Fall and Operation Gnomeregan now live on &#8216;World of Warcraft&#8217;</title>
		<link>http://gamenorth.ca/2010/09/08/zalazanes-fall-and-operation-gnomeregan-now-live-on-world-of-warcraft/</link>
		<comments>http://gamenorth.ca/2010/09/08/zalazanes-fall-and-operation-gnomeregan-now-live-on-world-of-warcraft/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 20:27:08 +0000</pubDate>
		<dc:creator>Dana Russo</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5610</guid>
		<description><![CDATA[Players will be able to finally reclaim the lost homes of the Gnomes and the Trolls before Cataclysm hits retail stores. ]]></description>
			<content:encoded><![CDATA[<p>By the time most of you read this, you&#8217;ll have probably done both of these special pre-Cataclysm events in <em>World of Warcraft</em>.  Yesterday&#8217;s Tuesday maintenance saw the addition of two brand-new quest chains that involve your player character &#8211; depending on their faction &#8211; either taking back the lost gnomish city of Gnomeregan or reclaiming the Echo Isles for the trolls.  These quest chains set up major story points for <em>World of Warcraft</em>&#8217;s upcoming expansion, Cataclysm.</p>
<p>When you log in, you&#8217;ll notice you will have mail waiting for you from either Vanira or High Tinker Mekkatorque.  The mail includes instructions on where to go to begin these quest chains.  For the Horde, you&#8217;ll want to seek out the troll Vanira down in Sen&#8217;jin Village in Durotar.  If you&#8217;re Alliance, you&#8217;ll want to head to Tinker Town in Ironforge and speak to High Tinker Mekkatorque.  Both quest chains involve a few side quests and then an event that is very similar to the Battle for the Undercity quest chain, which most level 80 players should be familiar with.</p>
<p>At the end of both events, players will be given a purely cosmetic cloak to wear as a reward.  There have been a couple bugs reported, at least during the Gnomeregan event, and hopefully Blizzard will take care of those soon.  The events understandably raise plenty of eyebrows and questions from those wondering if this is a sign that Cataclysm will soon be upon us.  It&#8217;s September and we&#8217;re already seeing some lead ups to Cataclysm, so I would say that a release date is probably not too far behind, especially with Blizzcon only being a month away.</p>
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		<title>X&#8217;10 &#8211; Spiderman: Shattered Dimensions</title>
		<link>http://gamenorth.ca/2010/08/23/x10-spiderman-shattered-dimensions/</link>
		<comments>http://gamenorth.ca/2010/08/23/x10-spiderman-shattered-dimensions/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 23:33:22 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<category><![CDATA[Spiderman]]></category>
		<category><![CDATA[Spiderman: Shattered Dimensions]]></category>
		<category><![CDATA[X'10]]></category>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=5342</guid>
		<description><![CDATA[Spiderman, Spiderman/Play four diff-er-ent Spidermans/Spin a web - right trigger/Beenox developed it - look out! Here come the Spidermans!]]></description>
			<content:encoded><![CDATA[<p>When <em>Spiderman</em> (the game based on the movie) was released in 2001, it was surprisingly well received. We&#8217;re used to comic games delivering a decent multiplayer experience, but <em>Spiderman</em> actually stood its own as a solid, single player action game. Fast forward nine years and Quebecois developer Beenox is trying to achieve even greater success with <em>Shattered Dimensions</em>. If I followed the many Spiderman comics at all, I might be able to tell you if this game will be every <em>Spiderman</em> fanatic&#8217;s wildest dream &#8211; as it stands, however, I can only tell you that it&#8217;s fun.</p>
<p><em>Shattered Dimensions</em> is four different games rolled into one. When you&#8217;re playing at the film noir stealth-action suit Spiderman, the game feels like <em>Batman: Arkham Asylum</em>. When you play as the Venom suit Spiderman, the game feels more like <em>Devil May Cry</em>. Although there is nothing else innovative in the game, everything from those different genres of games seem to be implemented. The Spidey Sense works like thermal vision from <em>Splinter Cell</em>. There are different emblems to collect, abilities to upgrade, storylines to follow, and it felt fun without being too shallow, even if you get the impression that you&#8217;ve seen it all before. This game looks like it is a must try for <em>Spiderman</em> fans.</p>
<p><a href="http://gamenorth.ca/tag/spiderman-shattered-dimensions"><em>Spiderman: Shattered Dimensions</em></a> releases for the PS3, Wii, X360, and DS on September 7th, 2010, with a PC release date still to be announced.</p>
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		<title>X&#8217;10 &#8211; Dead Space 2</title>
		<link>http://gamenorth.ca/2010/08/19/x10-dead-space-2/</link>
		<comments>http://gamenorth.ca/2010/08/19/x10-dead-space-2/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 16:30:35 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=5309</guid>
		<description><![CDATA[Isaac Clarke is about to have another really bad day.]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } -->Having guided engineer Isaac Clarke through the USG Ishimura three times, I was eager to get my hands on <a href="http://gamenorth.ca/tag/dead-space-2/"><em>Dead Space 2</em></a> when I heard that it would be playable at Microsoft Canada&#8217;s X&#8217;10 event. I was really <a href="http://gamenorth.ca/2009/05/01/review-dead-space-pc-ps3-x360/">impressed</a> with both the gameplay and the innovative design of the original <a href="http://gamenorth.ca/tag/dead-space/"><em>Dead Space</em></a>, and I was looking forward to catching up with Isaac to learn how both he and the franchise have changed since the first installment.</p>
<div id="attachment_5313" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/deadspace2screen03.jpg"><img class="size-medium wp-image-5313   " title="deadspace2screen03" src="http://gamenorth.ca/wp-content/uploads/deadspace2screen03-300x168.jpg" alt="That looks infected" width="300" height="168" /></a><p class="wp-caption-text">Excuse me, that looks infected</p></div>
<p>One of the first things I noticed upon sitting down with the game was the visuals. While beautiful in their own right, the graphics found in the original <em>Dead Space</em> were somewhat monotonous and repetitive; a series of dark and dreary corridors, barely illuminated by the fluorescent glow from nearby computer terminals and flickering lights. With <em>Dead Space 2</em>, Visceral Games has opted for a much more varied visual presentation, which is made possible thanks to the diversity of the game&#8217;s setting: a massive, densely populated space station known as the Sprawl. As players navigate the station, they will find themselves exploring industrial, residential, and commercial zones, each with their own decor and design, and will even get the opportunity to visit the infamous Church of Unitology. On a whole, the <em>Dead Space 2</em> experience that I had was much more colourful and visually appealing than its predecessor.</p>
<p>The demo featured many noticeable gameplay enhancements as well. Those that hated having to access their inventory screen whenever they needed to replenish their stasis reserve will be pleased to know that Isaac&#8217;s stasis supply will now slowly regenerate on its own. Furthermore, players will no longer have to search for save points in order to save their progress, as <em>Dead Space 2</em> now employs an auto-saving checkpoint system. Saving happens seamlessly while you play, so the gaming experience isn&#8217;t interrupted, and the checkpoints are placed intelligently. For those that are concerned that the implementation of such a system would make the game easier, don&#8217;t worry, I still managed to die several times while playing, and while the setbacks weren&#8217;t substantial, they were definitely noticeable.</p>
<div id="attachment_5314" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/deadspace2screen02.jpg"><img class="size-medium wp-image-5314  " title="deadspace2screen02" src="http://gamenorth.ca/wp-content/uploads/deadspace2screen02-300x168.jpg" alt="The kids aren't alright." width="300" height="168" /></a><p class="wp-caption-text">Adventures in babysitting</p></div>
<p>Most of my deaths came while I was adjusting to the increased number of enemies Isaac encountered. While it was common in the original <em>Dead Space</em> to get ambushed by one or two Necromophs at a time, that number has significantly increased in the sequel. While exploring the Sprawl, I was frequently attacked by groups of five or six Necromorphs at once, surrounding me from all sides. It made for an intense and often painful experience, but being the butt-kicking engineer that he is, Isaac came prepared, and packing some new tools. My favourite new weapon was the Javelin Launcher, which hurls massive spikes toward Isaac&#8217;s enemies at terrifying velocity. A direct hit with one of these bad boys will propel its unfortunate victim across the room, impaling them on the wall. However, due to the nature of the Necromorph psychology, while such an attack may incapacitate them, it&#8217;s not guaranteed to kill them. Thankfully, the Javelin Launcher comes equipped with a secondary attack that will send a powerful electrical current through impaled javelins. Necromorph shish kabob!</p>
<p>Isaac has also learned to use a Necromorph&#8217;s own body against it, thanks to the kinesis field emitted from his suit. Using the deadly precision of his weapons, Isaac can shoot one of the javelin-like arms off of a Slasher Necromorph, lift it with the kinesis field, and shoot it right back at them. It&#8217;s not as powerful as the Javelin Launcher itself, but it&#8217;ll help Isaac save more ammo to deal with the swarms of Necromorphs that he&#8217;ll inevitably face, and let&#8217;s face it, it&#8217;s devilishly fun. This strategy isn&#8217;t just limited to using the arms of a Slasher, either. Remember those Necromorphs that had a giant, exploding tumor for a hand? Rather than shooting the tumor itself, Isaac can now shoot the entire arm off and use it as an explosive projectile.</p>
<div id="attachment_5315" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/deadspace2screen01.jpg"><img class="size-medium wp-image-5315" title="deadspace2screen01" src="http://gamenorth.ca/wp-content/uploads/deadspace2screen01-300x168.jpg" alt="I can see my house from here!" width="300" height="168" /></a><p class="wp-caption-text">I can see my house from here!</p></div>
<p>Another welcome change is the new and improved low gravity gameplay. Instead of jumping from wall to wall, or floor to ceiling during low gravity segments, Isaac can float and fly around freely, thanks to a series of small propulsion boosters built into his new suit. These segments not only feel more natural as a result, but also allowed Visceral Games to be more creative with their low gravity environments. During one segment of the demo, I had to fly up through a series of rotating fans and automated doors, both of which required use of the stasis module in order to survive. It was a fun diversion from the combat gameplay, and it sure beat fiddling with the camera to figure out where your next low gravity leap should take you.</p>
<p>My experience with <em>Dead Space 2</em> didn&#8217;t disappoint, and I&#8217;m looking forward to the title now more than ever. It looks like Visceral Games took the already stellar foundation of their first offering, gave it some polish, ramped up the horror, and made the act of surviving all the more fun. Admittedly, my sample size was small, but it certainly left me wanting more. If Visceral&#8217;s vision remains consistent throughout the whole experience, then we&#8217;re in for a beautiful, terrifying treat.</p>
<p><em>Dead Space 2</em> is planned for release in January, 2011.</p>
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		<title>Review &#8211; StarCraft II: Wings of Liberty (PC)</title>
		<link>http://gamenorth.ca/2010/08/06/review-starcraft-ii-wings-of-liberty-pc/</link>
		<comments>http://gamenorth.ca/2010/08/06/review-starcraft-ii-wings-of-liberty-pc/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 12:38:38 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<category><![CDATA[Starcraft]]></category>
		<category><![CDATA[Starcraft II]]></category>
		<category><![CDATA[StarCraft II: Wings of Liberty]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5225</guid>
		<description><![CDATA[Can the sequel to one of the best-selling PC games of all time hold up under the weight of global expectations?]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t envy the designers of <em>StarCraft II</em> one bit. It is as if someone came to them and said, &#8220;We want you to reinvent hockey.&#8221; How could such expectations be met? Twelve years of familiarity and mastery of the original <em>StarCraft</em> would not dethroned easily, and yet that&#8217;s exactly what <em>StarCraft II</em> (<em>SC2</em>) has set out to do: to supplant Korea&#8217;s national (e)Sport. All &#8220;gaming is serious business&#8221; type issues aside, though, how is <a href="http://gamenorth.ca/tag/starcraft-ii"><em>StarCraft II</em></a> as a game? It&#8217;s fantastic.</p>
<p>The single player campaign is magnificent. There&#8217;s nothing ground breaking here, but Blizzard did manage to make it interesting enough that it doesn&#8217;t feel like you&#8217;re just playing a bunch of multiplayer maps, which is something the older Blizzard strategies always had trouble with. Despite strong plots in both <em>StarCraft</em> and <em>Warcraft III</em>, the single player campaigns were lacking to me. This time around, Blizzard gives you an entirely different experience in single player as you can command completely different units than in multiplayer, get special upgrades for your buildings and units that don&#8217;t exist outside the single player campaign, and you can talk to people on your ship in order to get a better feel of the story and characters. The story is told in a much better way this time around and the single player experience simply feels way more cohesive than it did back in the day, even if we only get the perspective of the Terrans (humans) in this one. The plot was even quite surprising and takes a turn I did not expect. It&#8217;s not <em>Odyssey</em> or anything like that, but it certainly ain&#8217;t bad.</p>
<div id="attachment_5232" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/starcraft-ii-nuke.jpg"><img class="size-medium wp-image-5232" title="starcraft-ii-nuke" src="http://gamenorth.ca/wp-content/uploads/starcraft-ii-nuke-300x225.jpg" alt="Nuclear launch detected" width="300" height="225" /></a><p class="wp-caption-text">Nuclear launch detected</p></div>
<p>The cinematics are a treat as expected from Blizzard, but the in-game engine looks so good that it&#8217;s not a jarring switch. Moreover, as if to ensure you that it is in fact a Blizzard product, all the good looks doesn&#8217;t come with hefty requirements for your system. If you have a good system then the game will look better, but even on my four-ish year old PC it is gorgeous. Blizzard wants you to play their games, and they&#8217;re not going to let an old machine stop you! Since the engine is 3D this time around, zooming in will give you nice and up close visuals of the units or landscape, but if you zoom out to the regular camera, everything still looks&#8230; pleasant. I&#8217;ve heard some higher level players say that they like to turn the graphics down in order to not have so much visual input to distract them &#8211; that&#8217;s how much detail there is in the animation. My favourite little addition is that when units die to a fire attack, they are incinerated and fried up in a neat animation.</p>
<p>The voice acting is very good. The dialogue itself is very heavy and a bit on the serious side, aside from the newscasts and commercials on television, but the actors did a good job of making everything believable. One hilarious commercial in particular is the space marine iPod parody with a silhouetted marine touting an &#8220;iGun&#8221;. The game does not have the best voice acting out there. It didn&#8217;t quite impress me the way <a href="http://gamenorth.ca/tag/dragon-age-origins"><em>Dragon Age: Origins</em></a> did, but it was solid. The music in the single player campaign is fantastic, with the likes of covers of <em>Sweet Home Alabama</em> and <em>Suspicious Minds</em> while the jukebox is on. During a mission, there are great musical scores to go along with building up armies and crushing the souls of your enemies under your metallic boots. The unit sounds are standard Blizzard fare and thankfully none of them are annoying, though some of them are still humourous.</p>
<div id="attachment_5233" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/starcraft-ii-mengsk.jpg"><img class="size-medium wp-image-5233" title="starcraft-ii-mengsk" src="http://gamenorth.ca/wp-content/uploads/starcraft-ii-mengsk-300x127.jpg" alt="You villain, you!" width="300" height="127" /></a><p class="wp-caption-text">You villain, you!</p></div>
<p>The mission variety itself is great, and better than in previous games. Even though achievements are old news in this industry, and I normally don&#8217;t worry about them, the addition of them still added a great deal to the experience for me. Every map has an award for achieving all the objectives, which is something I&#8217;d do normally anyway, but it&#8217;s nice to receive some recognition for my <span style="text-decoration: line-through;">OCD</span> dedication. You can go back to clear a previous level at any time through the mission archives, even after you&#8217;ve completed the game, so that is a great addition to the longevity of the game, even just considering the single player alone. On top of the various difficulties you can play through, there are also 3 missions where you have to choose branching paths, and one secret mission. Thankfully, the alternate paths can be explored through the aforementioned archives, but unfortunately the secret mission can&#8217;t be unlocked after you clear the campaign, so it looks like I&#8217;ll have to play through it again at some point. In addition to the campaign, the single player experience also includes tutorials for people that are new to the franchise or real-time strategies, and it also includes a series of challenges that are intended to get the player ready for multiplayer. These challenges include multitasking, micromanagement (topics covered in our <a href="http://gamenorth.ca/2010/05/11/how-to-become-mediocre-at-starcraft-ii-really-fast-part-i/"><em>StarCraft II Guide</em></a>) and other skills you&#8217;ll need to not feel completely helpless.</p>
<div id="attachment_5234" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/starcraft-ii-lasers.jpg"><img class="size-medium wp-image-5234" title="starcraft-ii-lasers" src="http://gamenorth.ca/wp-content/uploads/starcraft-ii-lasers-300x225.jpg" alt="It's true. This game has lasers." width="300" height="225" /></a><p class="wp-caption-text">It&#39;s true. This game has lasers.</p></div>
<p>As great as the twenty-hourish single player campaign is, <em>StarCraft II</em> is really about the multiplayer. There has been a lot of debate about Battle.net 2.0 and its lack of various features, but since Blizzard has agreed to fix most of the issues, I won&#8217;t evaluate them here. What has been added to Battle.net is pleasant. Players can view their profiles, see their match history, look up their opponents&#8217; profiles, and it includes the ever important replay system, which itself is vastly improved over the <em>Warcraft III</em> replay system. The look of it is much much nicer and there is a cross-game IM type service embedded that will allow you to chat with your friends that are playing <em>World of Warcraft</em> while playing <em>SC2</em>. The cross-game functionality unfortunately comes at the cost of sharing your real email address, so it might not be for every one of your guildmates, but it&#8217;s a pretty cool idea nonetheless. The matchmaking and ladder system has also been improved over <em>Warcraft III</em> and <em>StarCraft</em>, as now players will play 5 placement matches to determine their skill. Thereafter, they get placed in a league where they can be promoted or demoted from, but otherwise will play people of around the same skill level. No matchmaking system will be perfect, but I like the idea of placement matches so that people don&#8217;t get too frustrated when they first start playing against other people. The feature that was surprisingly lacking was clan support, which games like <a href="http://gamenorth.ca/tag/heroes-of-newerth"><em>Heroes of Newerth</em></a> has done a great job of implementing.</p>
<p>Blizzard has gone great lengths in order to make the game more accessible. Even casual players won&#8217;t be too overwhelmed with trying to control many units as they can put them into one control group now, and the algorithm to determine the path that your units take (called pathing) has been greatly improved so that your units don&#8217;t run around stupidly and get stuck behind everything in the universe. Doing the advanced things and clicking faster is still a benefit to you, but you can still play without incredible skill.</p>
<div id="attachment_5235" class="wp-caption alignright" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/starcraft-ii-zerg.jpg"><img class="size-medium wp-image-5235" title="starcraft-ii-zerg" src="http://gamenorth.ca/wp-content/uploads/starcraft-ii-zerg-300x225.jpg" alt="There's too many of them!" width="300" height="225" /></a><p class="wp-caption-text">There&#39;s too many of them!</p></div>
<p>As a watchable eSport, <em>StarCraft II</em> is much more entertaining than the original. There are a variety of strategies, and though maybe 12 years of refinement will stamp out most of them, the improved spectator UI and graphics alone make it more of a delight to watch. There are already massive tournaments (as well as smaller ones) being organized, paying winners over $80,000 USD, so there is no doubt in my mind that it will succeed as an eSport as players will flock to where the money is. Even though there is so much infrastructure dedicated to <em>Brood War</em>, it will all be replaced in time.</p>
<p>Blizzard had to make a great game with <em>StarCraft II: Wings of Liberty</em>, not because they had to sell a lot of units, but because it might be <strong>twelve years</strong> before we see StarCraft III. As a big fan of the original, I can honestly say I am not disappointed with the sequel. They have made the game more accessible, more fun to watch, more fun to play, and it still has the depth of strategy as its predecessor. It doesn&#8217;t add anything innovative to the genre like <em>Company of Heroes</em> did, but it had an extremely delicate balance to uphold. It couldn&#8217;t shed all the history and fans before it and yet it had to be new. I wouldn&#8217;t call it refreshing, but gaming is certainly a better place now that <em>StarCraft II</em> has arrived.</p>
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