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	<title>gamenorth.ca &#187; X360</title>
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		<title>Gears of War 3 Beta Preview</title>
		<link>http://gamenorth.ca/2011/04/16/gears-of-war-3-beta-preview/</link>
		<comments>http://gamenorth.ca/2011/04/16/gears-of-war-3-beta-preview/#comments</comments>
		<pubDate>Sat, 16 Apr 2011 16:27:26 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
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		<description><![CDATA[We had some time with the <em>Gears of War 3</em> Beta, and here's what we learned.]]></description>
			<content:encoded><![CDATA[<p>The <em>Gears of War 3</em> Multiplayer Beta is almost upon us. Epic opens the Beta this Monday to those who purchased the Epic edition of <em>Bulletstorm</em> and on April 25 for those who pre-ordered <em>Gears of War 3</em>. However, thanks to our fellow Gears at Microsoft, we were able to sit down with the Beta last week, which gave us a chance to bloody our chainsaw and traditional) bayonets and to experience all the new gameplay features first-hand. For those of you eager to curb stomp some Locust heads, here&#8217;s what to expect once the Beta goes live:</p>
<p><span style="color: #ff0000;"><strong>The Mantle Kick</strong></span></p>
<p>How many times have you taken cover at a conveniently-located chest-high wall only to discover that, rather inconveniently, your opponent has chosen the same wall to take cover behind? You each switch to your trusty Gnasher Shotgun and fire off some rounds of blind fire to break the ice, then dance back and forth, surreptitiously popping up to take a proper shot at your opponent. It plays out like a game of Whack-A-Mole, except the hammers are shotguns, and the mole in question is trying to kill you. To do away with such antics, Epic has introduced the Mantle Kick. Executed by pressing the &#8216;A&#8217; button, the Mantle Kick will send your character vaulting over the wall, delivering a solid kick to anyone foolish enough to be sitting on the other side. Successful execution of the Mantle Kick will leave a victim momentarily stunned, and horribly vulnerable to all manner of blades and bullets. Take that, you stupid mole!</p>
<p style="text-align: center;"><a href="http://gamenorth.ca/wp-content/uploads/gearsofwar3screen01.jpg"><img class="aligncenter size-large wp-image-6843" title="gearsofwar3screen01" src="http://gamenorth.ca/wp-content/uploads/gearsofwar3screen01-1024x576.jpg" alt="gearsofwar3screen01" width="614" height="346" /></a></p>
<p><strong><span style="color: #ff0000;">Spotting</span></strong></p>
<p>The <em>Gears of War</em> games are all about teamwork, and while a single player can sometimes run the table and massacre an entire team, it usually takes a co-operative effort in order to secure victory. One of the best ways to co-operate is through communication, but with the advent of Party Chat and the sometimes volatile environment found in online games, communicating with the entirety of your team may prove difficult or painful. Thankfully, <em>Gears of War 3</em> features a new Spotting mechanic that allows players to pinpoint the location of enemies in a non-verbal manner. Clicking the left stick while your crosshair is trained on an enemy will place a marker over their head for a few seconds that can be seen by all teammates, even through walls and obstructions. The best part? If a teammate kills an enemy that you have spotted, you get an XP award. High five!</p>
<p><strong><span style="color: #ff0000;">Tac/Com</span></strong></p>
<p>The Tac/Com, short for Tactical Communication, isn&#8217;t anything new to <em>Gears</em> players. However, having practical applications for it in multiplayer matches is! Activated by pressing the Left Bumper, the new and improved Tac/Com will give players much more information during matches than its predecessor, including the ability to see the location of teammates, where weapons spawn on the map, and it will even identify wall-tagged grenades as being friendly or not. Additionally, we learned that Leaders in the new Capture the Leader mode can use the Tac/Com to see the location of their enemies, allowing them to issue more helpful orders to their subordinates. I&#8217;m going to miss sneaking up on leaders to steal a victory, but I&#8217;ll settle for them quaking in their boots as they see me coming.</p>
<p><strong><span style="color: #ff0000;">Map Preview</span></strong></p>
<p>Knowing where to find the best weapons on any given level offers a huge strategic advantage, so Epic has included a new Map Preview feature that gives players the skinny on where to find the good stuff. Before each match begins, an illustrated overhead view of the map is shown, complete with designated names for each area of the map, such as &#8216;The Crane&#8217; and &#8216;Concession Stands&#8217;, to aid players in describing the maps. Furthermore, if players view the map during the game, it will be updated with the location of weapon spawns. This is immensely helpful to new players, and helps me plan my strategy from the moment the match starts, which typically amounts to &#8220;I&#8217;m heading to the Torque Bow!&#8221;</p>
<p style="text-align: center;"><a href="http://gamenorth.ca/wp-content/uploads/gearsofwar3screen02.jpg"><img class="aligncenter size-large wp-image-6842" title="gearsofwar3screen02" src="http://gamenorth.ca/wp-content/uploads/gearsofwar3screen02-1024x576.jpg" alt="gearsofwar3screen02" width="614" height="346" /></a></p>
<p><strong><span style="color: #ff0000;">Meatshield Tagging</span></strong></p>
<p>Using an enemy as a meatshield to protect yourself from his or her understandably upset teammates is a hobby of mine. Sometimes I even perform a ventriloquism act, saying things like &#8220;if you kill me, you&#8217;ll never get that money I owed you,&#8221; or, &#8220;you wouldn&#8217;t shoot a Locust with glasses, would you?&#8221; Okay, so I don&#8217;t actually do that &#8211; not out loud anyways. However, for those looking to add a little more fun to their meatshield experience, Epic has included an awesome new feature: Meatshield Tagging! If you&#8217;re carrying a meatshield and have grenades in your possession (any will do), you can press up on the d-pad to attach your grenade to the meatshield, then send the bundle of joy hurtling toward your enemies for an explosive reunion. Even better, if you&#8217;re fresh out of grenades, but your meatshield was carrying them, you can use theirs instead! &#8220;Get ready for a surprise!&#8221;</p>
<p><strong><span style="color: #ff0000;">Control Tweaks</span></strong></p>
<p>Here&#8217;s the situation: Don and I are about to secure the Torque Bow when a Locust Grunt rushes around the corner, frothing at the mouth, and downs Don with a single shot of his active-charged Gnasher Shotgun. Not wanting to face the rabid brute on my own, I quickly press the &#8216;X&#8217; button to revive my fallen teammate. However, instead of reviving him, I unexpectedly pick up the Torque Bow and get gibbed during the ensuing pick-up animation. While I typically value the Torque Bow higher than Don&#8217;s life, things probably would have played out differently had I actually revived him. Unfortunately, such accidents were common in the first two <em>Gears of War</em> titles, but it has finally been addressed. Epic has made a distinction between actions that use the same buttons by changing some of them to a hold function. To revive a teammate, you tap &#8216;X&#8217;, and to pick up a nearby weapon, you now hold &#8216;X&#8217; for a second. The same is true for executions; you tap &#8216;Y&#8217; to quickly curbstomp an enemy, and hold &#8216;Y&#8217; for the more bloody and satisfying, weapon-specific executions. This should help us avoid situations like the one described above, but I guess it means that I can no longer lie to Don about whether or not I actually intended to revive him instead.</p>
<p>In our brief time with the beta, we fell in love all over again. It has all of the makings of what made the first two Gears of War titles great, but polished to perfection. Veteran Gears will feel right at home, and thanks to many of the new features, players new to the franchise will find it easier to pick up and play than previous instalments. Join us on Monday when we review each of the four maps found in the Beta, as well as post a Q&amp;A with Epic&#8217;s crazy canuck, Rod Fergusson.</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>
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		<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; Castlevania: Lords Of Shadow (PS3, X360)</title>
		<link>http://gamenorth.ca/2010/12/23/review-castlevania-lords-of-shadow-ps3-x360/</link>
		<comments>http://gamenorth.ca/2010/12/23/review-castlevania-lords-of-shadow-ps3-x360/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 16:30:41 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
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		<description><![CDATA[Not a single sparkle is found in this review of <em>Castlevania: Lords of Shadow</em>.]]></description>
			<content:encoded><![CDATA[<p><em>A dark figure enters a huge, vacuous atrium of an ancient castle. As he maintains a steady pace along the tattered carpets adorning the dusty floor, he passes by ancient relics from generations past. Suits of armour, candelabras, and cabinets line the walls of the hall, and something sinister lurks in the shadows. The steady clink of the heavy steel cross on his belt rings out into the depths of the building, summoning up a primeval hunger and fear in the residents of this forbidden place.  Tapestries line the windows, forced up flush against the glass by boards of wood, obscuring all but the tiniest glimmers of sunlight from entering.  Suddenly, an ear-splitting cry flies forth into the reaches of the room, and a hand made of sinew stretched across bone claws its way out of the shadowed deep. Fangs glisten as wings beat rhythmically with the clinking of the cross.</em></p>
<p><em>The figure stops and rests his hand upon the sturdy relic before drawing it out of the loop. More wings begin to beat in unison, more fangs drip with insatiable hunger. With a small flick of his wrist, a long, spiked chain hits the floor with a heavy thud, liberated from the confines of the cross. The wings all halt for a brief second, and there is naught but breathing between the horde and the strong, imposing form of Gabriel Belmont, first of the famous clan.</em></p>
<p><em>Then &#8211; a battle cry from both sides, the whip chittering in anticipation along the stone floor, and the slaughter begins.</em></p>
<p><a href="http://gamenorth.ca/wp-content/uploads/CLOS_screen3.jpg"><img class="alignleft size-medium wp-image-6412" src="http://gamenorth.ca/wp-content/uploads/CLOS_screen3-300x167.jpg" alt="CLOS_screen3" width="270" height="150" /></a>This is the world of <em>Castlevania</em>. I have not seriously played any other <em>Castlevania</em> game, so I suppose I was immune to a lot of the criticism that fell upon this 3D endeavour.  Some would say that makes me unqualified to review this iteration, but I think it enables me to judge it on its independent merits alone. <em><a href="http://gamenorth.ca/tag/castlevania-lords-of-shadow">Lords of Shadow</a></em> is one of the most enjoyable games I&#8217;ve played this year. It combines a host of themes and gameplay styles from a number of different titles, but envelops them all in a distinctive style. I have not seen such beautifully crafted landscapes in a long time, and while part of the appeal of it was its linearity (having played little but free roamers for so long), the scope and dedication to the design resonates in the execution.</p>
<p>Gabriel travels through the deep recesses of an ancient city, the titular Castle, bogs, marshes, ruined mountain towns, and what seems to be the dusty ends of creation itself, and it all is beautifully designed and sculpted from the same vision.</p>
<p>Gabriel is an enjoyable character. He is both mired by his conviction to his quest and riddled with self-doubt and agony over the death of his beloved. His quest is to not only defeat the various Lords of Shadow, but also to reincarnate his wife. They recruited convincing vocal talent, including Patrick Stewart as Zobek, a knight errant of the same order as Gabriel, who narrates every level opening, and Robert Carlyle (<em>T</em><em>rainspotting</em>,<em> </em><em>The Full Monty</em>) as Gabriel.</p>
<p>I think one of the reasons I found this game so satisfying, aside from the art direction and gameplay, was after all the comparisons my friends kept making to <em><a href="http://gamenorth.ca/tag/god-of-war">God of War</a></em>, I enjoyed this experience more than Kratos’s forays into madness. Gabriel is a human character and he hurts and emotes as you go through the game, whereas Kratos just rages all the time nonstop without end. Whereas some would say the combat is stolen from <em>God of War</em>, I would argue that <em>Castlevania</em> did everything <em>God of War</em> did first.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/CLOS_screen1.jpg"><img class="alignright size-medium wp-image-6410" src="http://gamenorth.ca/wp-content/uploads/CLOS_screen1-300x167.jpg" alt="CLOS_screen1" width="300" height="167" /></a>The musical accompaniment is suitably haunting with riveting accelerations during tense boss battles and quiet, contemplative tracks during the many puzzles. The puzzles were especially enjoyable, shifting back and forth between obvious and devious like a pendulum. As you encounter each Lord of Shadow, you discover more and more about the order you belong to, the Guardians of Light, and the intrinsic sense of balance of the world. This follows suit all the way up to the game’s powerful conclusion and intense ending.</p>
<p>The gameplay is laced with an interesting magic concept revolving around light and dark magic, which is activiated by either the left or right shoulder buttons, and gives you the ability to either heal yourself by dealing damage (light side) or simply deal <strong>more</strong> damage (dark side). There’s no moral compass, it’s just more of a “you must know the dark to see the light” sort of jazz. The game takes a fervent and intense turn when you’re forced to switch back and forth on the fly during later boss battles. I found myself intensely focused on the proceedings, due to the whole split-second response time necessary. The various weapons and abilities you unlock are cool and actually appear on your body as you acquire them, which resolves something that has always bugged me about some games. By the end of the game, you’re decked out in some pretty awesome gear. The only thing I would’ve loved more is if Gabriel looked all harrowed and beat up like Batman did by the end of <em><a href="http://gamenorth.ca/tag/batman-arkham-asylum">Arkham Asylum</a></em>. However, it works within the context of the game, so I didn’t exactly hate that they didn’t do it. The animation is brilliant as well, whether it be in game, or cinematic. The boss kills are always very impressive and satisfying.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/CLOS_concept8.jpg"><img class="size-medium wp-image-6414 alignleft" src="http://gamenorth.ca/wp-content/uploads/CLOS_concept8-300x167.jpg" alt="CLOS_concept1" width="270" height="150" /></a>One of the best aspects I really have to admire about <em>Castlevania: Lords of Shadow</em> is that the game has a great sense of progression; every aspect of the game ramps up in awesomeness. You start off encountering small titans for certain <em>Shadow of The Colossus</em>-inspired boss battles, then each subsequent battle after that the scale is increased ten fold! The combat starts off simple, then gets steadily harder and more complex as more abilities and flourishes become available. Even the environments start off almost conservative, then as you advance, you’re shifting whole towers around and scaling massive, impossible land masses. The castle that you spend about a third of the game exploring is so massive that it seems to be a whole mountain range, ascending to scrape the sky and plunging deep into the earth.  In the various scrolls you uncover on the corpses of your fallen brothers, you read tidbits of information that help you sink further into the universe, give you bits of information about enemies or puzzles ahead, or even give nods to other great games, such as a “Great ‘Dekuh’ Tree” or “The Cake is a lie” references that litter the corners and forgotten passages of the world.</p>
<p>As I&#8217;ve stated before, the concept art behind this game cannot be overlooked for it is simply divine. It is some of the most beautiful and detailed work I&#8217;ve ever seen go into a game. Whether it is the simple ink illustrations in your skillbook that animate and show you different combo abilities, the gorgeous, massive, wallpaper-worthy works that are unlocked after various encounters and levels, or the awesome quick storyboards showing the progression of the final kill animation, I adore them all. I wish I could capture each one in a print book because I tend to buy those things the instant they&#8217;re offered.</p>
<p>Aside from minor grievances like &#8220;I shouldn’t have jumped there,” or the occasional glitch, my main complaint would be the saving bug that affected the game a few months prior, and stopped my play entirely for about a week or so, but has since been remedied by the developers. I had progressed up to the final boss battle when my console froze and abruptly restarted with all of my progress locked away. Another complaint is the locked camera. It encounters issues if you move back and forth in certain areas, or if you push yourself into a corner, which disorients it. Mostly, if you avoid those areas, you tend to be rather well off, especially considering this is one of the best implementations of fixed cameras I’ve seen in a game.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/CLOS_screen2.jpg"><img class="alignright size-medium wp-image-6411" src="http://gamenorth.ca/wp-content/uploads/CLOS_screen2-300x167.jpg" alt="CLOS_screen2" width="270" height="150" /></a>I’ve since beaten the game again and unlocked a number of things past that point, so the save complaint is moot. The length added to the frustration with losing the save game because this is not a short adventure. I was pleasantly surprised that this game took at least 40 hours or so to finish, and that was on medium difficulty. With many of the encounters already being quite a struggle, I can only imagine how difficult the two later levels would become.</p>
<p><em>Castlevania : Lords of Shadow</em> is a stellar title, and with the hearty dose of artwork to unlock at the end of each level, I was subjected to one of the most engaging, immersive, dark, and beautiful games I’ve ever seen. I recommend this title for anyone looking for a good third-person platformer, a videogame art-nut, or really anyone looking for some good old-fashioned fun, with a new flavour. Castlevania will offer all you need to waste a week away.</p>
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		<title>Review &#8211; New Xbox 360 Controller</title>
		<link>http://gamenorth.ca/2010/12/23/review-new-xbox-360-controller/</link>
		<comments>http://gamenorth.ca/2010/12/23/review-new-xbox-360-controller/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 14:21:15 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Controller]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Peripherals]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6388</guid>
		<description><![CDATA[We put the new Xbox 360 controller through its paces and give our hands-on impressions. Get it? Hands-on? Anyone?]]></description>
			<content:encoded><![CDATA[<p>I have put many video game console controllers through their paces in my time, from the Atari 2600 joysticks to gimmicky, plastic instruments, and I have broken them all. Not because I was needlessly hard on them (with the exception of that time I bit my controller in rage while playing <em>Battletoads</em> on the NES), but because I use them all so damn much. Case in point: All six of my Xbox 360 controllers, distributed among two consoles in my house, show a great deal of wear and tear. The grip nubs on the analog sticks are worn away, the controllers often register directional input while in a neutral position, and the buttons sometimes stick. Furthermore, all of my battery packs are depleted and refuse to hold a charge. Thankfully, taking note of my current plight, Microsoft saw fit to release an updated version of the 360 controller, complete with a few new bells and whistles*. I recently grabbed one, and like the controllers that came before it, began to put it through its paces.</p>
<p>*Controller doesn&#8217;t actually have bells or whistles.</p>
<p><strong><span style="color: #ff0000;">Analog Sticks</span></strong></p>
<p>I never had any real complaints about the analog sticks on the original 360 controller, save for the texture. During extended and strenuous gaming sessions, in which my hands would begin to sweat, I often found that my thumbs would begin to slip. This led to inaccuracy and having to readjust my thumb position during gameplay, a split-second distraction that can often lead to death in games like <em><a href="http://gamenorth.ca/tag/gears-of-war">Gears of War</a></em> or <em><a href="http://gamenorth.ca/tag/halo">Halo</a></em>. The analog sticks have little grip nubs, but as I mentioned above, they wear away with heavy use, leaving a slick surface.</p>
<p>Microsoft addressed this problem by changing the texture of the analog sticks to provide more friction. Additionally, they chose to use a more pronounced indent at the top of the analog stick in place of the nubs to give your thumbs a more defined resting place. Overall, I find them much more comfortable to use and they definitely provide more grip. If you love shooters, like me, you&#8217;ll definitely appreciate this change.</p>
<p><span style="color: #ff0000;"><strong>D-Pad</strong></span></p>
<p>Microsoft&#8217;s most touted feature of the new controller is the redesign of the directional pad, and with good reason. The original d-pad was a circular disk that acted as an eight-way directional input, with a raised cross devoted to the four primary directions. Due to the nature of the disk design, accidental diagonal inputs were common, as were residual inputs, where pressing one direction would sometimes result in another directional input being registered immediately afterwards. Do you know what happens to a COG soldier when they switch to their shotgun as an enemy approaches, only to accidentally switch to their smoke grenade a moment later? They become wall art.</p>
<p>This lack of precision also made playing fighting games on the controller a pain in the butt. Even the most talented of <em><a href="http://gamenorth.ca/tag/tekken">Tekken</a></em> veterans would have been hard-pressed to pull of an Electric Wind God Fist on the old controller, but what about the new one?</p>
<p>Well, Microsoft decided to give gamers the best of both worlds with a new hybrid d-pad design. The new d-pad can transition between the original disk design (for those that took a liking to it, through some twisted form of peripheral Stockholm Syndrome) and a traditional cross design with a simple twist and click.</p>
<p>While the d-pad still feels loose and springy in disk mode, the cross mode feels much tighter. However, due to the d-pad being noticeably smaller than the cavity in which it resides, it slides around a bit when being used. Despite this movement, my experience with the d-pad in cross mode has been a very positive one. Individual direction inputs, such as choosing a weapon in <em>Gears of War</em>, feel much more deliberate and no longer result in residual inputs. Inputting more complex strings, such as those found in most fighting games, benefited from the accuracy of the improved design as well. I borrowed a copy of <em>Tekken 6</em> for my Xbox 360 (I usually play my fighting games on the PS3), and with little adjustment, I was pulling off my characters&#8217; most complicated strings and juggles. Definitely an improvement, but in my opinion, this new d-pad design is still inferior to that of the DualShock for fighting games. It is a very good substitute though, and if you don&#8217;t own a PS3, it may be your best option.</p>
<p><span style="color: #ff0000;"><strong>Buttons</strong></span></p>
<p>The buttons on the new controller remain the same as those found on the old controller, with the exception of their colour, or lack thereof. Throwing the red, yellow, blue, and green colour scheme out the window, Microsoft has chosen to adopt a monochromatic colour scheme instead. While this change certainly makes the controller look more sleek and modern, and less like a toy, the new colour scheme no longer matches the on-screen tips seen in most games. This isn&#8217;t a huge issue for those that already know the controller like the back of their hand, but for those that play less frequently, or for those that aren&#8217;t familiar with the console, finding buttons by colour was both quick and helpful.</p>
<p><span style="color: #ff0000;"><strong>Summary</strong></span></p>
<p>The new Xbox 360 controller is a big improvement. The new design is slick and easy on the eyes, the analog sticks provide more grip, and the new d-pad design is very welcome. Hardcore gamers, especially shooter and fighting game aficionados, will get the most out of the controller, but these days, the casual gamers <a href="http://gamenorth.ca/tag/kinect">are their own controller</a> anyway. So if you&#8217;re in need of a new 360 controller or just want more precision at your fingertips, I&#8217;d strongly recommend picking one of these puppies up.</p>
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		<title>Microsoft releases a new and improved controller for the 360</title>
		<link>http://gamenorth.ca/2010/11/08/microsoft-releases-a-new-and-improved-controller-for-the-360/</link>
		<comments>http://gamenorth.ca/2010/11/08/microsoft-releases-a-new-and-improved-controller-for-the-360/#comments</comments>
		<pubDate>Mon, 08 Nov 2010 20:35:14 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Controller]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6123</guid>
		<description><![CDATA[Starting tomorrow, you can remove one more annoyance in your life.]]></description>
			<content:encoded><![CDATA[<p>Aside from the buttons being a little hard, the bumpers a little rigid, and the D-pad being worse than the original NES controller&#8217;s D-pad, the Xbox 360 controller is pretty good. The analog sticks feel very accurate and maneuverable, it has rumble (even though this is a <a href="http://www.1up.com/news/sony-rumble-generation-feature">last generation feature</a> according to Sony&#8217;s Phil Harrison, I still like it), and the triggers are perfect for shooters of any perspective.</p>
<p>Microsoft is not settling for just &#8220;pretty good&#8221; though. Tomorrow they&#8217;re launching a new <a href="http://majornelson.com/archive/2010/08/31/new-xbox-360-wireless-controller-featuring-a-transforming-d-pad.aspx">controller</a>, which tackles the D-pad issue with a rather fancy solution. By twisting the disc on the D-pad, you can alternate between a flat mode (the way it is on the current controllers) and a raised mode. We&#8217;ll call this mode the Good mode. Did my words confuse you? Would you like to see it in action? Luckily, Major Nelson has us covered:</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/kz6aTTKE6hE?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/kz6aTTKE6hE?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>In addition, the controller features a sleek new colour scheme that distracts me with shininess. The controller will only be available in the Xbox 360 Play and Charge Kit, <strong></strong>which is currently listed on Gamestop.ca for $70 CAD, which means you could probably find it for $65 when it&#8217;s listed elsewhere.</p>
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		<title>Interview with Craig Flannagan at Microsoft&#8217;s Kinect launch event in Toronto</title>
		<link>http://gamenorth.ca/2010/11/03/interview-with-craig-flannagan-at-microsofts-kinect-launch-event-in-toronto/</link>
		<comments>http://gamenorth.ca/2010/11/03/interview-with-craig-flannagan-at-microsofts-kinect-launch-event-in-toronto/#comments</comments>
		<pubDate>Thu, 04 Nov 2010 02:53:17 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Kinect]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=6092</guid>
		<description><![CDATA[We travel all the way to downtown Toronto to watch people dance. Oh, we talk to the Xbox Canada's Marketing Manager, too.]]></description>
			<content:encoded><![CDATA[<p>We interviewed Craig Flannagan, Xbox Canada&#8217;s Marketing Manager, in a glass box above the Yonge and Dundas Square, which overlooked six tents with the Kinect launch titles set up so that any pedestrian could stop at and try. Unfortunately, a light drizzle settled over the outdoor event, but that didn&#8217;t stop some curious bystanders from taking a shot at <em>Dance Central</em> and other offerings. Everyone I watched seemed to have fun &#8211; even the little tykes that were having some difficulty getting the gadget to do what they wanted. With the determination of the Springtime of Youth, they flailed their limbs until they got their desired effect. Most people did not have any trouble though. There was a stage nearby with a DJ that proved if you plop down some loud tunes in the middle of downtown Toronto, whether it&#8217;s raining or not, people will start dancing.</p>
<p>In less than two hours, Kinect will be released into the wilds. Will it change the course of gaming history? As Mr. Flannagan says: &#8220;This is the beginning.&#8221;</p>
<p>GN: It was recently announced that Microsoft is spending 500 million dollars in marketing for Kinect. How much of that budget did you get here in Canada?</p>
<p>CF: &lt;laughs&gt; I don&#8217;t know the specifics of that one. What I can say is that we are really behind this, and it&#8217;s going to be huge. What you see here is a celebration, and it&#8217;s a celebration worthy of the launch we&#8217;re going to have. We&#8217;re really excited about the Kinect. We have some great feedback so far and it really makes you the controller and people are really digging it, it&#8217;s good.</p>
<p>GN: It was reported today that the US is giving away a free Kinect to every Boys and Girls club. Do you have any plans for marketing like that in Canada?</p>
<p>CF: We&#8217;re really just at the beginning now with Kinect. I think between now and the holiday you&#8217;ll see a lot more from us for Kinect for sure.</p>
<p>GN: One of the worries about Kinect is from the hardcore fanbase. It was made especially significant because of your E3 presentation where it was mostly Kinect and there were a lot of casual games. I don&#8217;t think there is a really hardcore title at launch. Where do you see that market going with the new technology here?</p>
<p>CF: Again, I say we&#8217;re at the beginning with Kinect. Our strategy has been clear from the beginning; we really wanted to secure the core when we launched the Xbox 360 and we did. There are amazing games and Xbox 360 is the number one console for playing blockbuster games on. When it comes to Kinect &#8211; we&#8217;re at the beginning. We think gamers will gravitate and love Kinect. We&#8217;re seeing a lot of our hardcore Xbox community out here tonight, because the games for Kinect are fun. They&#8217;re great to play and that&#8217;s what it&#8217;s all about at the end of the day. We think the gamers will love it. And with great features like being able to talk to your console, being able to navigate your dashboard with your hand while sitting on your couch &#8211; it&#8217;s a pretty cool feature, so we think gamers will be pretty excited about it.</p>
<p>GN: One of the disconnects [diskinects??] I see is with <em>Kinectimals</em> specifically where you&#8217;re petting or the pet is trying to lick your face, but you don&#8217;t have the tactile feedback. How do you get around that challenge?</p>
<p>CF: That&#8217;s actually one of my favourite games in the lineup. <em>Kinectimals</em> does do a pretty great job of breaking the mold for videogames and breaking down the barriers. It&#8217;s an interesting game where at different points you kind of forget you&#8217;re playing a game. You&#8217;re not holding any controller with Kinect, so that&#8217;s a good start, but when you actually start being able to interact with these exotic cats, when they&#8217;re in their beautiful high def[inition], when they come right up to the screen, there are some pretty cool moments [and] you kind of get lost in the <em>Kinectimals</em> world.</p>
<p>GN: I did see a kid down there enjoying it, it was pretty funny.</p>
<p>CF: Yeah, it&#8217;s a lot of fun. You have a number of exotic cats to choose from, mostly of the African variety. You can come up and pet your cat, you can play with your cat, you can teach your cat tricks. There&#8217;s a robust and in-depth storyline to the game and a lot of progression and achievements so it&#8217;s a great game. I think that one will surprise a lot of people.</p>
<p>GN: If there was any franchise that you would want on the Kinect, which one would it be?</p>
<p>CF: I&#8217;m a fan of a lot of the games that we&#8217;ve already got coming. I&#8217;m a huge fan of sports, and I&#8217;m a big fan of <em>Dance Central</em>. And I think I&#8217;ll start to get a little bit more fit with <em>Your Shape Fitness Evolved </em>from Ubisoft. But it&#8217;s just the beginning &#8211; every developer in the industry has a development kit for Kinect right now and they&#8217;ve been working on them for two E3s, so I think, like I said before: this is the beginning and we&#8217;re going to see a lot of cool games. At Tokyo Game Show, there were a lot of core games announced, so it&#8217;ll be interesting to see some M rated titles and see where they go.</p>
<p>GN: Are there any plans to backwards patch any of the games like the Move did?</p>
<p>CF: Not at this time. It&#8217;s important to know that everything you see at launch was built from the ground up for Kinect. So everything was built with Kinect in mind, everything was built to take advantage of the Kinect sensor and the innovation that&#8217;s there. So no, you won&#8217;t see a lot of porting.</p>
<p>Did he just say that <em>Kinectimals</em> has an in-depth storyline? Now I&#8217;m pretty intrigued. Kinect launches in about an hour for $150 CAD, or $300 CAD if you want the bundle that comes with an Xbox 360.</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>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>
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		<category><![CDATA[Puzzle Quest]]></category>
		<category><![CDATA[Puzzle Quest 2]]></category>
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		<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; Sonic the Hedgehog 4: Episode 1 (PS3, Wii, X360)</title>
		<link>http://gamenorth.ca/2010/10/19/review-sonic-the-hedgehog-4-episode-1-ps3-wii-x360/</link>
		<comments>http://gamenorth.ca/2010/10/19/review-sonic-the-hedgehog-4-episode-1-ps3-wii-x360/#comments</comments>
		<pubDate>Wed, 20 Oct 2010 01:33:31 +0000</pubDate>
		<dc:creator>Dana Russo</dc:creator>
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		<category><![CDATA[Sonic]]></category>
		<category><![CDATA[Sonic the Hedgehog 4]]></category>
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		<description><![CDATA[Sixteen years in the making, Sonic the Hedgehog finally returns in a 2D format.  But was it worth the wait?]]></description>
			<content:encoded><![CDATA[<p>The last time I sat down to play a <em>Sonic the Hedgehog</em> game, it was <em>Sonic and SEGA All Stars Racing</em>.  That game was great, but it wasn’t exactly what you’d call a true blue Sonic game (pun intended).  Sonic hasn’t been treated well since <em>Sonic &amp; Knuckles</em> for the SEGA Genesis in 1994.  After playing <a href="http://gamenorth.ca/tag/sonic-the-hedgehog-4"><em>Sonic the Hedgehog 4: Episode 1</em></a>, I am still under the impression that SEGA has a ways to go before recapturing the hearts of the Sonic-scorned.</p>
<p>At the start of the game, you’re immediately thrown into the action without any explanation as to where Sonic has been all these years and what he’s been doing.  This actually required a little bit of research on my part, so I headed to the <a href="http://www.sonicthehedgehog4.com//us/index.html">official <em>Sonic the Hedgehog 4</em> website</a>.  Here’s the situation since <em>Sonic &amp; Knuckles</em>:</p>
<p>Sonic has destroyed Dr. Eggman’s space station, the Death Egg.  Sonic decides that after his task is finished, he’s going to split up from Knuckles and Tails and take a break somewhere on his own.  Unfortunately for him, the vacation’s over before it ever really begins because Dr. Eggman has survived the events of <em>Sonic &amp; Knuckles</em>.  Sonic must then traverse through four different zones in order to defeat his latest robotic creations.</p>
<p>It would have been nice if this had been explained at the start of the game, but oh well &#8211; not a big deal I guess.  What <em>is </em>a big deal is how frustrating the game can become in such a short amount of time.  You start off in the Splash Hills Zone, which should definitely look familiar to anyone who has ever played a 2D side scrolling Sonic game.  However, it differs from the Sonic formula in that it is a 2.5D side-scrolling game.  For those who are unsure of what 2.5D means, it&#8217;s when the graphics are 2 1/2 dimensional and give the illusion that something is in 3D when it really isn&#8217;t.  The music isn’t terrible but compared to its predecessors it just doesn’t hold a candle.  After a while it even becomes mildly irritating and just isn’t nearly as catchy as it should be.  Moving Sonic with the thumb stick is leaps and bounds easier than using the D-Pad, which is a little odd but is nothing too vexing.</p>
<p>All of the early Sonic elements are present, and yet something feels&#8230;off.  Something is missing.  Don’t get me wrong, this is not a bad game by any stretch of the imagination.  It isn’t broken, though the physics are not the best.  The difficulty curve is downright ruthless: It starts off nice and simple in the Splash Hills Zone and then once you hit the Casino Street Zone, you may find yourself screaming at your television.  It’s challenging, which is great considering the game’s length, but it’s far from a pleasant experience overall.</p>
<p>The level designs often give you the impression that the developers just don’t like you very much. The enemy placement is almost cruel, giving you very little time to  react.  The special stages are all pretty cool and instead of moving  Sonic around the swirly kaleidoscope maze, you move the entire level  around him.  They’re well done, though I almost never got to experience  them since I kept missing the giant ring at the end of each level.  I  would run so fast I’d miss it completely and the game doesn’t allow you  to quickly correct yourself and run backward.  Nope, you’re done.  If  you missed it, that’s too bad.  Try slowing down next time.  Each of the four zones  includes 3 acts and of course, a boss fight.  The boss fights range from  dull and simple to obnoxiously difficult.  The level select screen is a  nice new touch and is esthetically pleasing to look at it.  If you grow  tired of the Casino Street Zone, you can try your hand at Lost  Labyrinth instead.</p>
<p>The graphics are crisp but lack the usual Sonic charm and are devoid of any personality whatsoever. SEGA didn’t completely screw up, I just don’t think <em>Episode 1</em> is worthy of a $15 price tag.  The game is a short albeit difficult romp that may prompt dyed-in-the-wool Sonic fans to cringe in distaste.  I felt many periods of déjà vu.  Haven’t I played the Lost Labyrinth Zone already?  I could have sworn I did in a previous Sonic game.  Those who have never played a 2D Sonic game may become easily frustrated and discouraged from making it to the final boss.</p>
<p><em>Sonic the Hedgehog 4: Episode 1</em> gives me funny feelings.  This game lacks a soul, but maybe I feel this way because the game doesn’t feel like a true sequel.  It&#8217;s not bad and it&#8217;s not good but I still feel vaguely disappointed.  It feels a lot more like a remake than anything else, which is okay but just doesn’t nourish the desire for a direct and canon sequel.  After sixteen years I still don’t feel sated, but perhaps this is a strong indication that it’s time to finally let go.  Or, I could just wait for<em> Sonic Colors</em> to come out.</p>
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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>
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		<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>
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		<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>NHL Prospects rise to the Challenge with &#8216;NHL 11&#8242;</title>
		<link>http://gamenorth.ca/2010/09/01/nhl-prospects-rise-to-the-challenge-with-nhl-11/</link>
		<comments>http://gamenorth.ca/2010/09/01/nhl-prospects-rise-to-the-challenge-with-nhl-11/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 04:31:22 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PS3]]></category>
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		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[EA Canada]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[NHL 11]]></category>
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		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5464</guid>
		<description><![CDATA[Taylor Hall, Tyler Seguin, Nazem Kadri, and more go head-to-head in the NHL 11 Rookie Challenge.]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } -->With the focus in the National Hockey League shifting from acquiring proven talent during the off-season to building a team through the draft, more often than not, young hockey players are finding themselves in the spotlight these days. Will they be the next Sidney Crosby or Mario Lemieux? The right draft pick could revitalize a floundering franchise and bring glory to the team. With each draft class, fans and media alike debate over who will be the next coming of the Great One, and who will be the next Jiri Tlusty. At the NHL 11 Rookie Challenge in Toronto today, Electronic Arts sought to end this year&#8217;s debate once and for all.</p>
<p>Gathering the best prospects from around the league, including the likes of first overall pick, Taylor Hall, second overall pick, Tyler Seguin, and the Toronto Maples Leafs top prospect, Nazem Kadri, Electronic Arts held a single-elimination <a href="http://gamenorth.ca/tag/nhl-11/"><em>NHL 11</em></a> tournament to see who had what it took to lead their draft team to Lord Stanley&#8217;s Cup. The rules were simple: Each player had to use the team that drafted them, the game was to be played on the default settings, and to determine who held the home ice advantage, the players would engage in a cut throat round of rock, paper, scissors. Exhilarating!</p>
<p>The tournament started off with a bang: Taylor Hall and Tyler Seguin were slated to face each other in the opening round. Drafted first and second overall, debates raged all summer long about who was the better player. EA wasn&#8217;t messing around; things were about to get real.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/nhl11rookie07.jpg"><img class="size-medium wp-image-5474 alignleft" title="nhl11rookie07" src="http://gamenorth.ca/wp-content/uploads/nhl11rookie07-300x199.jpg" alt="Hall and Seguin getting serious." width="300" height="199" /></a></p>
<p>Contrasts between the two prospects came early as Seguin changed his control scheme to the Classic layout, claiming that he was an old-fashioned player. Hall stuck to the new controls, feeling more comfortable using the franchise&#8217;s signature Skill Stick. The puck hit the ice and the tension in the room rose. Within seconds of the faceoff, Hall broke through the Boston defense to challenge young goaltender and former Leafs prospect, Tuuka Rask, mano-a-mano. He weaved left, then right, causing Rask to bite early, allowing Hall to return to his backhand and roof it over the young goaltender&#8217;s shoulder. Seguin looked stunned. Moments later, shortly after the subsequent faceoff, Hall was at it again, bursting across the blueline with a two-on-one. He made a last-minute pass, just out of the reach of a diving defenseman, and tapped the puck past Rask on the short side. If only Seguin had <a href="http://www.youtube.com/watch?v=_Xqe5lB5GIw">Jonas Gustavsson</a> in net.</p>
<p>Hall had scored on each of his first two shifts, and would continue to dominate throughout the rest of the game, going on to win by a score of 5-1. After the game, when asked about his disappointing performance, Seguin said, “I&#8217;m going to have to hit the exercise room right after this and get my thumbs in shape, so I can be better prepared for the next one &#8230; It&#8217;ll be a little different in real life, obviously, but in this game it&#8217;s all about past experience, and I didn&#8217;t have it, I guess.” So much for Classic controls.</p>
<p>The rest of the first round went by in a flash, with Colorado Avalanche prospect, Kevin Shattenkirk, eliminating Predators prospect, John Blum. Detroit Red Wings prospect, Tomas Tatar, falling to Blackhawks prospect, Kyle Beach, in a classic Western Conference battle. Jacob Markstrom sinking Calvin Pickard, Calvin de Haan ousting Magnus Paajarvi-Svensson, and Zach Hamill beating Ryan Johansen. Then it was time for the hometown hopeful to take centre stage, as Nazem Kadri of the Toronto Maple Leafs squared off against Erik Gudbranson of the Florida Panthers. Could Kadri finally bring glory to the Buds? In short, no.</p>
<p>Throwing the tournament rules out the window, Kadri convinced his opponent to select random teams instead of their draft teams. After some deliberation, and a few rolls of the virtual dice (Gudbranson wasn&#8217;t keen on Kadri using his first result, the Western Conference All-Stars), Kadri ended up with the Boston Bruins and Gudbranson: the Detroit Red Wings. How many Maple Leafs prospects do the Boston Bruins have now? I&#8217;m losing count.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/nhl11rookie11.jpg"><img class="size-medium wp-image-5470 alignright" title="nhl11rookie11" src="http://gamenorth.ca/wp-content/uploads/nhl11rookie11-300x199.jpg" alt="The Bruins? Really?" width="300" height="199" /></a></p>
<p>Within minutes of the opening puck-drop, it becomes clear that Kadri would be a lethal opponent regardless of which team he chose. He danced and weaved around Gudbranson&#8217;s players like they were pylons, dominating the game with four unanswered goals, winning 4-0. It&#8217;s obvious when watching him play that he possess offensive creativity, and when asked if he could pull off such goals in real life, he claimed, “Totally. Most of the moves that I pulled off in that game were the moves I use in real life. That&#8217;s me, that&#8217;s how I play.” When the topic of playing with the Maple Leafs this coming season came up, he was asked who his ideal line mates would be. “Kessel and Versteeg,” he said with a smile.  Did you hear that, Ron Wilson? Make it happen!</p>
<p>The next round saw Kadri once again eschew his draft team in favour of choosing randomly, urging his opponent, Zach Hamill to do the same. Kadri took to the ice using Anaheim, and Hamill lucked out by landing the offensively-stacked Washington Capitals. However, with little effort and plenty of flair, Kadri sent Hamill packing with a 5-2 win in regulation. Across the room, Taylor Hall entertained guests with another dominating win. Could this be leading to a Kadri vs. Hall for all the marbles?</p>
<p>With wins by Kyle Beach and Ryan McDonagh, the stage had been set for the semi-finals. Kadri vs. McDonagh; Hall vs. Beach.</p>
<p>Hall and Beach played a real nail-biter of a game, with neither team scoring, despite many great chances, until late in the third period when Taylor Hall scored a beauty of a one-timer while on the power play. Beach pulled his goalie in the final minute in an attempt to tie it up, only to surrender an empty netter moments later. Edmonton&#8217;s first overall pick, Taylor Hall, had earned himself a spot in the finals. When asked about the secret to his success throughout the afternoon, Hall responded, “I&#8217;m just taking it one game at a time, staying focused on the things that matter, and getting pucks deep.” Sounds like someone has been practising his canned media responses.</p>
<p>Across the room, Kadri once again broached the idea of choosing random teams. Much to Kadri&#8217;s surprise, his opponent, Ryan McDonagh, opted to stay with his draft team, the New York Rangers. He had been successful with them thus far, so why not? Despite this, Kadri still opted to let the Fates decide which team he&#8217;d play. Their answer? The &#8216;09-&#8217;10 Stanley Cup Champions, the Chicago Blackhawks.</p>
<p>The game got off to a quick start, with Kadri scoring two goals in the first period, including one by former Toronto Maple Leafs winger, Viktor Stalberg. However, the Fates would soon betray him. Kadri&#8217;s defense began falling apart in the second period, and McDonagh adapted quickly to Kadri&#8217;s style of play. With renewed focus, McDonagh scored three unanswered goals in the second, dominating Kadri at both ends of the ice, and later added a fourth goal late in the third. As the seconds dwindled, so did the hopes of the Leafs fans in attendance. At least he never lost in the blue and white!</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/nhl11rookie04.jpg"><img class="size-medium wp-image-5476 alignleft" title="nhl11rookie04" src="http://gamenorth.ca/wp-content/uploads/nhl11rookie04-300x199.jpg" alt="The final showdown!" width="300" height="199" /></a></p>
<p>The finals were upon us. Would Taylor Hall prove himself worthy of being the first overall pick, or would McDonagh pull off the upset? Both players laced up in the skates of their respective draft teams, and the room fell quiet as the game began. McDonagh drew first blood, scoring on a breakaway with none other than Sean Avery. He added a second off a beautiful one-timer before the end of the first, taking a commanding 2-0 lead. Hall had responded early in the second, bringing the game within one, when he tripped McDonagh while he was on a breakaway. Unfortunately, this led to a penalty shot with Rangers sniper, Marion Gaborik, who McDonagh had a great deal of success with throughout the day. McDonagh worked his Skill Stick magic, earning a cheer from the gathered crowd, then roofed a backhand past the goalie. If this game was real, that would have been the TSN Turning Point.</p>
<p>Both Hall and McDonagh would add a few more goals each, making the score 5-3 in the final minutes of the game. Due to a hooking penalty, Hall went on the power play with just over two minutes of regulation remaining, and manage to convert it for a goal. Within one goal, Hall poured on the offensive pressure, frantically slapping at rebounds and putting pucks on net. The arena announcer declared the last minute of play, and Hall didn&#8217;t hesitate to pull his goalie. However, even with the extra attacker, his efforts were not enough. With a final score of 5-4, Ryan McDonagh wins the NHL 11 Rookie Challenge!</p>
<p>Whether or not this is indicative of things to come, I couldn&#8217;t say, but we had an awesome time at the tournament, and it seems that the players did too. During each game, the players would banter back and forth with hockey lingo, and talk about great plays as though they happened on a real sheet of ice. Not only has EA succeeded at earning the approval of real NHL players with <em>NHL 11</em>, but as a group mostly eighteen year old guys, these prospects are also hardcore gamers. What more could you want?</p>
<p><em>NHL 11</em> hits the ice on September 7 for the PlayStation 3 and Xbox 360.</p>

<a href='http://gamenorth.ca/2010/09/01/nhl-prospects-rise-to-the-challenge-with-nhl-11/nhl11rookie14/' title='nhl11rookie14'><img width="150" height="99" src="http://gamenorth.ca/wp-content/uploads/nhl11rookie14-150x99.jpg" class="attachment-thumbnail" alt="" title="nhl11rookie14" /></a>
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		<title>X&#8217;10 &#8211; Microsoft Kinect</title>
		<link>http://gamenorth.ca/2010/08/27/x10-microsoft-kinect/</link>
		<comments>http://gamenorth.ca/2010/08/27/x10-microsoft-kinect/#comments</comments>
		<pubDate>Fri, 27 Aug 2010 16:48:58 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<category><![CDATA[Xbox 360]]></category>
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		<description><![CDATA[We jump and flail our limbs like fools in order to drop the truth bomb about Kinect.]]></description>
			<content:encoded><![CDATA[<p>Neither Richard nor I have tried PlayStation Move or WiiPlus, so we can&#8217;t compare them, but what I can tell you is this: Kinect is pretty accurate. It took Richard a few tries to move the slider that started <em>Kinect Adventures</em>, but once the game started, it tracked our bodies and limbs quite accurately. I tried giving it a thumbs up but it didn&#8217;t track my digits, but that&#8217;s probably more than can be expected from current consumer technology (or maybe our avatars just couldn&#8217;t move their digits).</p>
<p>There was also a strange problem when we started the second game that it lost Richard completely. I guess I should&#8217;ve also turned sideways to see if it would lose me (as I am basically two dimensional when viewed from the side), but I didn&#8217;t think about it. After a little bit of moving and jumping around, Richard mysteriously re-appeared though and we went on our second adventure.</p>
<p>There is a little bit of delay between our motion and the action appearing on screen, which messed up some of our dodging. It appeared to me that jumping had the most lag, and is especially noticeable with some warping when going from crouch position to jumping. It could&#8217;ve been the setup in the room we were in, but I don&#8217;t have any conclusive data either way.</p>
<p>It was kind of fun to jump around, though it didn&#8217;t feel any more exciting than when I first played <em>Wii Tennis. </em>Having been very impressed with the original Kinect unveiling (when it was still called Natal), I probably expected more from the experience than I received. But then again, it&#8217;s still in its infancy, and there could still be some very cool things to come in the future.</p>
<p>Kinect releases for $150 CAD on November 4th, 2010 for the Xbox 360.</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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		<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; NHL 11</title>
		<link>http://gamenorth.ca/2010/08/19/x10-nhl-11/</link>
		<comments>http://gamenorth.ca/2010/08/19/x10-nhl-11/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 19:58:24 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=5326</guid>
		<description><![CDATA[We sit down with EA Canada's good ole hockey game.]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } -->It&#8217;s that time again, when hockey fans the world over begin frothing with speculation about the expected performance of their favourite teams. Do they have what it takes to make it to the playoffs this year? Will the latest prospects rise to the challenge and make the team? Will Tomas Kaberle waive his no-movement clause and get traded to a contending team at the trade deadline? Unfortunately, none of us can see the future, so it&#8217;s impossible to say, but EA Canada may be giving us the closest thing to a crystal ball with the upcoming release of <a href="http://gamenorth.ca/tag/nhl-11/"><em>NHL 11</em></a>.</p>
<p>With a new real-time physics engine for unique and exciting hits, broken and dropped sticks, revamped face-off mechanics, an improved passing system, and the inclusion of the three regional leagues that make up the Canadian Hockey League, <em>NHL 11</em> may very well be the most accurate hockey simulation to date.</p>
<div id="attachment_5333" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/nhl11screen01.jpg"><img class="size-medium wp-image-5333" title="nhl11screen01" src="http://gamenorth.ca/wp-content/uploads/nhl11screen01-300x168.jpg" alt="Kane lunges for the puck like it's a taxi driver" width="300" height="168" /></a><p class="wp-caption-text">Kane lunges for the puck like it&#39;s a taxi driver</p></div>
<p>The new physics engine is fantastic. Every hit looks unique and in context, and adds a great deal of realism to the game. Slam someone into the boards and you&#8217;ll see them crumple to the ice in a satisfying manner, or line them up for a hip check in open ice and watch as they tumble head over heels through the air. In one of the games that we played, we demolished a player with a devastating Luke Schenn hip check. As Schenn&#8217;s hip collided with the other player&#8217;s right leg, they tumbled over in an awkward and painful manner, resulting in a leg injury. It was a beautiful thing to watch.</p>
<p>This addition doesn&#8217;t just benefit the large, thunderous hits, either, as the more subtle physical game is also well represented. Bumping or shoving a player will result in a momentary loss of balance or stumbling, sometimes just enough to displace them from the puck. Furthermore, the physics allow the puck to interact realistically with lost or broken sticks laying on the ice. These errant sticks can accidentally intercept passes, knock the puck off the stick of a rushing forward, and even redirect the puck toward an unsuspecting goalie. I don&#8217;t know why it took so long for a physics system to be implemented in a hockey game, but there&#8217;s no going back now.</p>
<p>The changes to the face-off mechanics are also a huge step forward, and for the first time, they give players a variety of strategic options as the puck drops. First, players must determine whether or not to use a forehand or backhand grip by moving the right analog stick to the left or right. Depending on the handedness of your player, either option could be more appropriate. It doesn&#8217;t end there, though. As the puck hits the ice, you have the option of pulling it back toward your defensemen, or attempting to pass it through the opposing center&#8217;s legs. Additionally, if you&#8217;re not interested in securing the puck yourself, you can attempt to tie up with the opposing center, allowing one of your wingers to swoop in and snatch the puck. In one game against the Detroit Red Wings, we used this strategy, allowing Nikolai Kulemin to snatch the puck out of the circle, rush into the slot, and fire a well-placed wrist shot over Jimmy Howard&#8217;s shoulder.</p>
<div id="attachment_5335" class="wp-caption alignleft" style="width: 310px"><a href="http://gamenorth.ca/wp-content/uploads/nhl11screen02.jpg"><img class="size-medium wp-image-5335 " title="nhl11screen02" src="http://gamenorth.ca/wp-content/uploads/nhl11screen02-300x168.jpg" alt="Laying down on the job" width="300" height="168" /></a><p class="wp-caption-text">Laying down on the job</p></div>
<p>The differences in the passing game between <a href="http://gamenorth.ca/2009/10/13/review-nhl-10-ps3-x360/"><em>NHL 10</em></a> and <em>NHL 11</em> are subtle, but will definitely be noticeable to veterans of the franchise. In previous installments, the pass was executed upon pressing the pass button, and now it&#8217;s executed when the pass button is released. This change allowed EA Canada to implement a new feature that allows players to control the speed of the pass itself. The longer you hold the pass button down, the harder the pass will be once it&#8217;s released. The slow, more accurate passes, are ideal for cycling the puck on the power play, and the faster passes are great for setting up a one-timer during an odd man rush. It&#8217;s a simple mechanic, but it works.</p>
<p><em>NHL 11</em> was one of the first games we decided to play upon arriving at the X&#8217;10 event, and throughout the rest of our stay, the game just kept calling to us. <span style="text-decoration: none;">We played four full games in total, and watched others play a few more. Even as spectators, we found ourselves cheering and jeering the players on the virtual ice. It&#8217;s an exciting game, to both watch and play, and we can&#8217;t wait to drop the gloves and get our hands on it.<br />
</span></p>
<p><em><span style="text-decoration: none;">NHL 11</span></em><span style="text-decoration: none;"> will be released in North America on September 7 for the PS3 and Xbox 360.</span></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>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Dead Space]]></category>
		<category><![CDATA[Dead Space 2]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Visceral Games]]></category>
		<category><![CDATA[X'10]]></category>
		<category><![CDATA[X360]]></category>

		<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>And the &#8216;Gears of War 2: All Fronts Collection&#8217; winners are&#8230;</title>
		<link>http://gamenorth.ca/2010/07/22/and-the-gears-of-war-2-all-fronts-collection-winners-are/</link>
		<comments>http://gamenorth.ca/2010/07/22/and-the-gears-of-war-2-all-fronts-collection-winners-are/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 14:15:57 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Contest]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Gears of War]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Gears of War 3]]></category>
		<category><![CDATA[Oh Canada!]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5207</guid>
		<description><![CDATA[We announce the winners of the article to right before this one!]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } -->The time is almost upon us; a time in which our adversaries will transform from ugly bags of mostly water into pi<span style="font-family: Times New Roman,serif;">ñ</span>atas filled with a heaping mound of experience point delights, and perhaps even candy. When the doors of the San Diego Comic-Con fly open at <strong>9:30 AM PST</strong> this morning, Executive Producer at Epic Games and fellow Canadian, <a href="http://twitter.com/GearsViking">Rod Fergusson</a>, will flip a magic switch that will grant <a href="http://gamenorth.ca/tag/gears-of-war-2/"><em>Gears of Wars 2</em></a> players an unprecedented 20X experience point multiplier. To put that into perspective: For the duration of this event, each wave of Horde will be worth <strong>3000 XP</strong> on the Casual setting. <em>Casual!</em></p>
<p>So, without further ado, we&#8217;d like to announce the winners of our <a href="http://gamenorth.ca/2010/07/16/gears-of-war-2-all-fronts-collection-giveaway/">Gears of War 2: All Fronts Collection Giveaway</a>, which will give five lucky readers the chance to enjoy this event while playing on all 19 of the <em>Gears of War 2</em> DLC maps. Our winners are:</p>
<p><span style="color: #ff0000;"><strong>InsaneBreakout</strong></span></p>
<p><span style="color: #ff0000;"><strong>Wick</strong></span></p>
<p><span style="color: #ff0000;"><strong>Ian790</strong></span></p>
<p><span style="color: #ff0000;"><strong>maidenfan666</strong></span></p>
<p><span style="color: #ff0000;"><strong>AddyRuffs</strong></span></p>
<p>Congratulations! We will be contacting you via the email address supplied with your contest entry comment, so be sure to keep an eye on your inbox. I&#8217;ll be doing my best to reach level 100 and earn my wings this weekend, so feel free to send me a friend request if you&#8217;d like to play. My Xbox LIVE gamertag is <span style="color: #ff0000;"><strong>Ithilis</strong></span>. See you on the battlefield(s), Gears!</p>
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		<title>&#8216;Gears of War 2: All Fronts Collection&#8217; giveaway</title>
		<link>http://gamenorth.ca/2010/07/16/gears-of-war-2-all-fronts-collection-giveaway/</link>
		<comments>http://gamenorth.ca/2010/07/16/gears-of-war-2-all-fronts-collection-giveaway/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 15:40:20 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Contest]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Gears of War]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Gears of War 3]]></category>
		<category><![CDATA[Microsoft Game Studios]]></category>
		<category><![CDATA[Oh Canada!]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5187</guid>
		<description><![CDATA[<em>Gears of War 2</em> fans are about to earn an unprecedented amount of experience, and we want to help them do it in style.]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } -->It&#8217;s no secret that we&#8217;re huge <a href="http://gamenorth.ca/tag/gears-of-war/"><em>Gears of War</em></a> fans here at GameNorth. We&#8217;ve spent many a cold Canadian evening huddled near the warmth of our over-heating Xbox 360s while chainsawing wave after wave of Locust, Canadian-style, which involves apologizing politely before, during, and after the bloody act takes place. As such, we were delighted when Rod Fergusson, Executive Producer of the <em>Gears of War</em> franchise, and fellow canuck, announced his brilliant, if not slightly misguided, plans for a <a href="http://gamenorth.ca/tag/gears-of-war-2/"><em>Gears of War 2</em></a> bonus XP weekend set to take place during San Diego Comic Con (<strong>July 22 – 25</strong>), where Epic will giving fans a chance to play <a href="http://gamenorth.ca/tag/gears-of-war-3"><em>Gears of War 3</em></a>.</p>
<p>For those that haven&#8217;t caught wind of his zany plans, Rod will be awarding <em>Gears of War 2</em> players with an experience points multiplier equal to the sum of his <a href="http://twitter.com/GearsViking">Twitter</a> followers divided by 500. When he originally proposed the idea on Wednesday, July 14, he had 3000 followers. As of time of writing this article, he has 10,793, but chose to cap his campaign at 10,000 followers and a 20X experience points modifier. That&#8217;s a lot of XPs!</p>
<p><span style="color: #ff0000;"><strong>The Contest</strong></span></p>
<p>To honour Rod&#8217;s crazy idea and his ongoing dedication to the <em>Gears of War</em> community, we&#8217;ve decided to award <strong>five</strong> lucky readers with <em>Gears of War 2: All Fronts Collection</em> codes, giving them the chance to enjoy all 19 DLC maps while earning truckloads of XP!</p>
<p>To enter, simply tell us what excites you most about Epic&#8217;s upcoming <em>Gears of War 3</em> by commenting on the article below. On the morning of <strong>Thursday</strong>, <strong>July 22</strong>, to coincide with the opening of the San Diego Comic Con, we&#8217;ll draw <strong>five</strong> names out of a hat and announce the winners. Remember: only Canadians need apply! You can still leave a comment if you&#8217;re not Canadian &#8211; as we&#8217;re always happy to hear and talk about <em>Gears</em> &#8211; you just won&#8217;t be eligible to win a prize.</p>
<p>For further rules and eligibility, please consult our official <a href="http://gamenorth.ca/contest-rules/">contest rules</a>. Failure to comply with these rules will result in a merciless chainsawing. Canadian-style, of course.</p>
<p><strong>Good luck!</strong></p>
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		<title>Review &#8211; Alpha Protocol (PC, PS3, X360)</title>
		<link>http://gamenorth.ca/2010/07/13/review-alpha-protocol-pc-ps3-x360/</link>
		<comments>http://gamenorth.ca/2010/07/13/review-alpha-protocol-pc-ps3-x360/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 13:17:03 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
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		<category><![CDATA[Alpha Protocol]]></category>
		<category><![CDATA[Obsidian Entertainment]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Role-Playing Game]]></category>
		<category><![CDATA[SEGA]]></category>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=5130</guid>
		<description><![CDATA[We grab our cloaks and/or daggers for our foray into espionage action in <em>Alpha Protocol</em>.]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://gamenorth.ca/tag/alpha-protocol"><em>Alpha Protocol</em></a> you play agent Michael Thorton, a new recruit for the titular secret agency, which works above and beyond the laws and regulations of the government. Thorton is drawn into a world of conspiracy, betrayal, and corruption as he is framed for a crime he did not commit, and forced to travel across the world to remedy this situation.</p>
<div>
<p><em>Alpha Protocol</em> was an interesting approach to a spy thriller, giving you your own choice system akin to (most famously) <a href="http://gamenorth.ca/tag/mass-effect"><em>Mass Effect</em></a> and other RPGs.  The three dialogue choices revolve around three different personalities of the spy genre. Aggressive deals with the classic brash persona of a die-hard badass with a bone to pick with everyone, taunting enemies or regularly taking the fast way out of a situation which involves a lot of bullets. Suave is the James Bond archetype, which either seduces the various ladies you meet throughout the game (with varying success) or casually banters with a given assailant before killing them. Professional is the dyed-in-the-wool expert of espionage, acting courteous and polite in emails, matter of fact in conversations, and coldly analytical in ethical debates.  Each archetype is fun to play in its own right, and it is one of the saving graces of the game. Also, the conversation gives you only a couple of seconds to choose a answer, which keeps you on your toes as the timer often starts before the person finishes talking, forcing you to really choose on the fly.</div>
<p><a href="http://gamenorth.ca/wp-content/uploads/alpha-protocol-screenshot-131.jpg"><img class="alignleft size-medium wp-image-5158" src="http://gamenorth.ca/wp-content/uploads/alpha-protocol-screenshot-131-300x168.jpg" alt="alpha-protocol-screenshot-13[1]" width="300" height="168" /></a>This leads to interesting social interaction, especially with various love interests as you try to seduce or flirt and select the wrong type, and end up annoying everyone in the room. There is no morality system in <em>Alpha Protocol</em>, so much as there is a manner in which you get things done. The right or wrong is replaced by individuals liking or disliking you, and the consequences that brings. Often this is demonstrated in the emails you can return to contacts in the field, which can be written in any of the three styles, resulting some pretty fun responses from the characters. Email is surprisingly useful in this game, as it deals with your dossiers and intelligence on a given mission as well, and was one aspect I particularly enjoyed. The ability to purchase satellite images of the engagement zone, bribe an arms dealer to bring extra goods for you to procure once you arrive, or even a sniper rifle dead-drop were all pretty cool, and purchasing information about contacts or factions through your information brokers was fascinating as well. Each dossier can be completed and it gave you more of an incentive to search every nook and cranny in a level for a computer or laptop filled with relevant data.  Once you have a dossier complete, a secret fact about the character is unlocked, and you can use that to your advantage when you encounter them again, pulling it out as a sort of  trump card, which can change the playing field powerfully if properly deployed.</p>
<p class="mceTemp">The combat is classic third person shooter fare, with cover mechanics at the touch of a button and shooting at people who don&#8217;t enjoy your company. However, because this is an RPG, often your weapon and tactical abilities are not very high during the first few firefights, making your aim rather bad. This serves to make the end result a little more satisfying though, when your expertly trained pistol specialist pops out of cover to score a headshot blind, then ducks back without taking a bullet. There are simple upgradeable hand-to-hand combinations you can unlock, which look cool the first time, and vary on which direction the controller is facing, but get old fast.</p>
<p><a href="http://gamenorth.ca/wp-content/uploads/Alpha_Protocol_-_E3__Emb__15th_July___5pm_-PS3_Xbox_360_PCScreenshots14871AP_Screenshot_E32008_011.jpg"><img class="alignright size-medium wp-image-5159" src="http://gamenorth.ca/wp-content/uploads/Alpha_Protocol_-_E3__Emb__15th_July___5pm_-PS3_Xbox_360_PCScreenshots14871AP_Screenshot_E32008_011-300x168.jpg" alt="Alpha_Protocol_-_E3__Emb__15th_July___5pm_-PS3,_Xbox_360,_PCScreenshots14871AP_Screenshot_E32008_01[1]" width="300" height="168" /></a>That is the biggest problem with a lot of <em>Alpha Protocol</em>. It is not a bad game, but it is not great either. The level design is flawed when you have trained out your spy to have stealth skills, and are then forced at every turn (especially near the end) to violently blast away opponents that deal incredibly high damage due to your lack of health upgrades, or when you are constantly setting off alarms for dropping one guard far away from everyone else. The different areas  you visit are initially cool and exciting, but I was hoping for a bit more free roam in the game. You simply arrive at a safe house, a mission hub of sorts, and then choose your actual assignment, check your emails, or flirt with death at your leisure. The graphics are underwhelming and occasionally graphics pop in and out of texture, or create a caustic black “burn” across some characters&#8217; faces for a second. This game was clearly pounded out rather quickly or at least with less than full foresight, and it shows in the delivery. I did not hate this game, but it could’ve really benefited from a few more months in the pressure cooker of design. Everything felt half-rudimentary. Whereas the sincerest form of flattery is imitation, <em>Alpha Protocol</em> brought little that was new to the table, aside from the spy thriller theme and the slight conversation-dynamic upgrades.</p>
<p>When all is said and done, I would recommend that you pick it up to at least try it out, but don’t expect an epic experience. The game has its moments, but nothing that you’ve not seen before if you’re into games such as <a href="http://gamenorth.ca/tag/deus-ex"><em>Deus Ex</em></a> or <em>Mass Effect</em>. Ultimately, <em>Alpha Protocol</em> still feels like it’s in Beta testing. Not in all areas, but enough of them to make this game a mediocre experience.</p>
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		<title>PSA: Free &#8216;Medal of Honor&#8217; Beta keys</title>
		<link>http://gamenorth.ca/2010/07/13/psa-free-medal-of-honor-beta-keys/</link>
		<comments>http://gamenorth.ca/2010/07/13/psa-free-medal-of-honor-beta-keys/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 12:54:10 +0000</pubDate>
		<dc:creator>Christian Metaxas</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
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		<category><![CDATA[Medal of Honor]]></category>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=5129</guid>
		<description><![CDATA[Here's your chance to try out the modern <em>Medal of Honor</em>.]]></description>
			<content:encoded><![CDATA[<p><em>Medal of Honor</em> is back, baby &#8211; this time with a present day war. The EA game with multiplayer by DICE of the <em>Bad Company</em> series looks very promising as an upcoming shooter in late October 2010. You can now obtain your free beta key without a pre-order <a title="Best Buy" href="http://www.bestbuy.com/site/olspage.jsp?_dyncharset=ISO-8859-1&amp;id=pcat17071&amp;type=page&amp;ks=960&amp;st=Medal_of_Honor_2010&amp;sc=Global&amp;cp=1&amp;sp=&amp;qp=crootcategoryid%23%23-1%23%23-1~~q4d6564616c5f6f665f486f6e6f725f32303130~~ncabcat0700000%23%233%23%233&amp;list=y&amp;usc=All+Categories&amp;nrp=15&amp;iht=n" target="_blank">here</a>. The site is American but it works all the same as far as I can tell. The PS3 and PC tests will run all of July, and will then begin on the Xbox360 after, so that they get two months of public testing instead of just one. So hold the codes until the download goes live, and have fun with what looks to be an entertaining game!</p>
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		<title>EA Sports reveals its `NHL 11` cover athlete and a top prospect tags along!</title>
		<link>http://gamenorth.ca/2010/06/24/ea-sports-reveals-its-nhl-11-cover-athlete-and-a-top-prospect-tags-along/</link>
		<comments>http://gamenorth.ca/2010/06/24/ea-sports-reveals-its-nhl-11-cover-athlete-and-a-top-prospect-tags-along/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 22:36:39 +0000</pubDate>
		<dc:creator>Don Tam</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<category><![CDATA[hockey]]></category>
		<category><![CDATA[NHL 11]]></category>
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		<guid isPermaLink="false">http://gamenorth.ca/?p=5068</guid>
		<description><![CDATA[Find out what Stanley Cup champion and Olympic Gold Medallist, Jonathan Toews and draft prospect Tyler Seguin think about playing for Toronto!]]></description>
			<content:encoded><![CDATA[<p>As both a gamer and a hockey fan, I was honoured to be invited to the EA Sports reveal of their cover athlete for this year&#8217;s <em>NHL 11</em>. When Richard and I get together with our friends, we usually play the 2k series, but <a href="http://gamenorth.ca/tag/nhl-11"><em>NHL 11</em></a> might just change that. The look of the new physics engine is simply amazing. Every hit looks different and the organic look and feel that fans have been looking for has taken a huge step forward, as the stable animations of old has been scrapped. Something about it being the 20th anniversary of EA&#8217;s NHL franchise has driven the team to new heights, and in talking with Line Producer Sean Ramjagsingh it is obvious why: The <em>NHL</em> team tries to compete with all the sports games, not just other hockey games (the full interview follows the article).</p>
<p>I couldn&#8217;t get anyone to admit to any Kinect, Move, or 3D integration in the future but it seems unlikely for this iteration. However, Executive Producer Brent Nielsen promises that there will be more news in months to come &#8211; maybe a PS3 special edition? One of the new features that is being heavily promoted, mostly because it has been requested from the fans, is that sticks can now break. Once your stick as broken, you can either try to play without a stick, get one from a teammate, or get a new one from the bench, just like in real life. Sadly, there is no option to switch to a wooden stick to avoid breakage. The physics engine makes the game so dynamic that Nielsen claims they saw 25 new scenarios that they had not seen before during the E3 show. Either way, EA is pimping over 200 gameplay improvements, so I&#8217;m looking forward to this one.</p>
<p>Also new to this year is integration with the CHL minor league so that you can experience the Memorial Cup tournament with your favourite minor team. There is also going to be a feature like the Dynamic Season in <a href="http://gamenorth.ca/2009/11/02/review-nba-live-10-ps3-x360/"><em>NBA Live</em></a> (which was by far the best feature in <em>NBA Live</em>), where updates to &#8220;a couple of thousand&#8221; game states can be pushed to consoles during the season.</p>
<p>The other cool thing about the reveal is that EA actually brought the cover athlete, Jonathan Toews, and top prospect Tyler Seguin to the reveal so that us peasants get to bask in their glory and badger them with questions. Find the full interviews, along with the Line Producer for the game, below.</p>
<p><span style="color: #ffffff;">Interview with Sean Ramjagsingh, Line Producer for <em>NHL 11</em>:</span></p>
<p>GN: Are you aware that 2K is not producing a sports game &#8211; an NHL game &#8211; this year? How did that affect you guys?</p>
<p>SR: Yes, we are. We get the same information same way as you do; through the internet, so we&#8217;re aware of that. But to be honest with you, [over] the past couple of years, our goal every single year is to be the best sports game in general. So we compete with the <em>Madden</em>s of the world and <em>FIFA</em>s of the world and that&#8217;s who we judge ourselves against and we try to raise the bar every year so that we&#8217;re on the top of that list. So whether they make a game for the PS3 or 360 doesn&#8217;t really affect us.</p>
<p>GN: Speaking of the PS3, from the Sony press conference at E3, it seems like there is a partnership with Sony. Are there going to be any PS3-specific features?</p>
<p>SR: Nope. We are partnered with Sony &#8211; we&#8217;re partnered with them for this event, but the versions will mostly be on par with each other. So no console-specific features.</p>
<p>GN: So no 3D integration or anything like that?</p>
<p>SR: No, I mean 3D&#8217;s real hot right now. We&#8217;re just going to sit back and see what other people are going to do with it. When we do something we really want to do it right, and not do it just for the sake of doing it. So definitely something we&#8217;ll look at down the road, but no plans for it right now.</p>
<p>GN: Any confirmation on Kinect or Move integration?</p>
<p>SR: Again, we&#8217;ll sit back and see how other people break ground with it and then when it&#8217;s the right time for us [we'll do it]. It&#8217;s definitely on our radar right now with Sony and Microsoft making a big push for it. But we&#8217;ll monitor to see when the time is right then you might see something.</p>
<p>GN: And do you watch a lot of hockey yourself?</p>
<p>SR: Oh yeah, I watch a lot of hockey.</p>
<p>GN: So what is your favourite team?</p>
<p>SR: Well, our studio is in Vancouver so our entire dev team are Canucks fans, so having Jonathan Toews on the cover here, you know I had to tell him: two years in a row now you knocked our team out, and he says there&#8217;s no team he likes beating better than the Canucks.</p>
<p>GN: Do you slip your favourite teams some ratings? Like, knock the Sedins up a couple of notches *laugh*?</p>
<p>SR: Well, you know we get accused of that every once in a while, but we actually have a pro scout who does the ratings for us. With the integration with the CHL this year, [we're] just making sure everyone is on par with reality. So as much as we like to and talk about that, we don&#8217;t do that.</p>
<p>GN: One of the biggest problems I found with last year&#8217;s EA game is the lack of goalie animation. Have you guys improved that?</p>
<p>SR: Yeah, you&#8217;re right. Coming off 09 there were these guys that found some glitch goals so we put some moves in just so the goalies would be able to make those saves. This year we worked on making the goalie look more natural looking and more realistic. This year you&#8217;ll actually see the goalie [as you're] coming down the ice, playing one side or cheating one way or another so that you can score a goal from the slot. Just trying to make the goalies more natural looking and less robotic.</p>
<p><span style="color: #ffffff;">Interview with Brampton, Ontario&#8217;s highly touted prospect Tyler Seguin:</span></p>
<p>GN: You said you played these games when you were young. When did you start and who was your favourite player?</p>
<p>TS: First game was NHL 97 over there on the board [<em>They had all the old games set up on old consoles in the room - Don</em>]. My favourite player back then was probably Wayne Gretzky. You know, I was only like 5 years old so I&#8217;d probably go with him.</p>
<p>GN: Is it different now?</p>
<p>TS: Oh it&#8217;s way different now. Now the physics that they&#8217;ve put into it, with the broken sticks and you can go change it and flip it over to people, it&#8217;s almost surreal.</p>
<p>GN: Speaking of broken sticks, do you prefer the wooden or composite sticks?</p>
<p>TS: Composite, yeah.</p>
<p>GN: You just had a pretty good year. I&#8217;m guessing that your rivalry with Taylor Hall will be a pretty big deal for the next few years. What do you think about that?</p>
<p>TS: Yeah, I&#8217;m sure it&#8217;ll continue. I think that we&#8217;re both super competitive guys chasing the same dream and goal and in this past year we&#8217;re getting better on the ice. You know, if I get 5 points in a game and he got 4, then next game he&#8217;ll try to get one more. Just examples like that.</p>
<p>GN: Everyone knows you&#8217;re going in the first two picks. How much does it mean to you to be the first overall pick?</p>
<p>TS: I think going #1 overall would obviously be something amazing. I want to be first, I want to be the best. But in the end, that was never the goal, so if that doesn&#8217;t work out then I&#8217;m not going to be sitting there crying. But if it does then I&#8217;ll be very excited.</p>
<p>GN: It&#8217;s probably not too politically correct to discuss this, but which of the two teams are you hoping to go to?</p>
<p>TS: I don&#8217;t have a preference. Both teams are phenomenal, and there can always be a trade. So I&#8217;m not really expecting anything.</p>
<p>GN: As a Leafs fan I have to ask: How do you feel about playing for Toronto some time in the future?</p>
<p>TS: Well that would be cool cause all my friends could come out here, but first thing first, I have to make the NHL still. I hope to have a great summer this year, earn a spot, and be an impact player in my rookie year.</p>
<p>That&#8217;s right, you heard it here first: Seguin to Toronto! Of course, this interview only served to remind me that we probably could have drafted him if we had kept our draft pick this year. And finally, we have an interview (in collaboration with <a href="http://www.msxbox-world.com/">MSXbox World</a>) with Jonathan Toews, the captain of the Chicago Blackhawks, Winnipeg native, and all around cool guy.</p>
<p><span style="color: #ffffff;">Interview with Jonathan Toews:</span></p>
<p>GN: Thanks for taking the time to talk with us.</p>
<p>MSXW: What are your impressions of the game?</p>
<p>JT: It&#8217;s awesome. You play every game every year, and they always push the limits and it gets better and better and they&#8217;re taking it to a whole new level. The graphics are amazing. The controls and specific details of the moves you can do on the ice are so realistic. You look at every guy&#8217;s face and they&#8217;re so recognizable &#8211; [even] the equipment they use and is obviously original with what the player actually does use when he&#8217;s playing. So it&#8217;s amazing what they&#8217;ve been able to do and put it in this game.</p>
<p>GN: I noticed they&#8217;ve implemented the broken stick mechanic in this game. Personally do you prefer the wooden or composite sticks?</p>
<p>JT: I don&#8217;t think there&#8217;s anybody left with a full wood stick with the NHL so everyone seems to prefer the composite. So the unfortunate thing you have to deal with is breaking sticks in the middle of shifts. It&#8217;s part of the game, it happens, so it&#8217;s pretty cool that they brought it into this.</p>
<p>MSXW: I just came back from E3, and basically E3 was all about motion controllers. PlayStation has got the Move, Xbox has got Kinect, and I know for a fact this game won&#8217;t be supporting either device. But what do you think about the future in which we may be using no controllers at all, or the Move controller to control your motions?</p>
<p>JT: It depends on what people prefer. It&#8217;s still fun to go back and play the old school games like [on] the Super Nintendo and Sega Genesis. Again, this game has brought it to a whole new level. With Sony&#8217;s new remote, if that&#8217;s what it evolves to I&#8217;m sure people will try it out. I dunno, we&#8217;ll see what we&#8217;ve got but I like this game.</p>
<p>GN: I know an external scouting agency decides all the ratings for the players for this game. But if you could give your linemate Patrick Kane a rating, what would you put his overall rating at?</p>
<p>JT: *joking* You have to take into consideration his defensive play, which is very sub-par. His play on the defensive side of the puck, his back-checking, physical play: really lacking. So I&#8217;d have to take his average down a little bit. Fortunately he&#8217;s a pretty gifted offensive player so taking everything into consideration, I&#8217;d give him high 70s to low 80s.</p>
<p>GN: *laugh* And finally, how do you feel about playing for the Leafs in the future?</p>
<p>JT: Playing <em>for</em> the Leafs? *laugh* That&#8217;s funny. In the future?</p>
<p>GN: In the future!</p>
<p>JT: I dunno, I&#8217;m going to stick in Chicago as long as I can. They&#8217;ve been great and in my opinion is the best hockey city in the NHL. You know, best of luck to your Leafs by all means but uh, I don&#8217;t think you&#8217;ll be seeing me in a Leafs jersey any time soon.</p>
<p>GN: Aww, you break my heart.</p>
<p>MSXW: Which system &#8211; Xbox or PS3?</p>
<p>JT: I have an Xbox, that&#8217;s kind of the leading one for me. In the playoffs we played a lot of the Wii as a team. But my first system was a Sega Genesis and that&#8217;s when I started playing the game and I kind of evolved slowly. I was always behind the game &#8211; I never had the newest system, I was always one or two behind so Sega was definitely the classic one that I mastered.</p>
<p>MSXW: Which game?</p>
<p>JT: Probably 95 or 96. Sonic and stuff and Donkey Kong games I was all over that too.</p>
<p>And there you have it: Gold Medalist, Stanley Cup champion, Conn Smythe Trophy winner, EA Sports <em>NHL 11</em> cover athlete, and gamer. Is he dreamy or <em>what</em>?</p>

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		<title>Review &#8211; Red Dead Redemption (PS3, X360)</title>
		<link>http://gamenorth.ca/2010/06/24/review-red-dead-redemption-ps3-x360/</link>
		<comments>http://gamenorth.ca/2010/06/24/review-red-dead-redemption-ps3-x360/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 10:54:04 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
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		<description><![CDATA[We scowl down the business end of Rockstar Games’ latest Western blockbuster, <em>Red Dead Redemption</em>.]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">
<p style="text-align: left;">The West is a horrible place. Death in all its forms is present here. Larceny, rape and corruption pass and swell like the clouds in the sky. Through all of this, John Marston has persevered, surviving in a domain which mercilessly snatches people away as each day passes. He wears this constant struggle in the scars that adorn his face like trophies. In <em>Red Dead Redemption</em>, he saddles up one more time to fight for the most crucial thing to him &#8211; his family.</p>
<p style="text-align: left;"><a href="http://gamenorth.ca/tag/red-dead-redemption"><em>Red Dead Redemption</em></a> is a study in wonderful game design, specifically in open-world gaming. The designers understand all the steps necessary to create a great experience, and all the staples of <em>Grand Theft Auto 4</em> are still there, with the map and travel banter still intact. Everything has been further refined though, and the art and details really shine through to make this game a super set of good design choices. The horses behave like the cars of the last game, except a loyalty system has been worked in, so that the longer you stay with one horse, the longer it can sprint for you. This makes losing a horse a frustrating ordeal. As one of the two staples of a Western, horses have received a lot of attention. Motion capture (using a real horse in a studio) along with exquisite modeling and textures have crafted the most lifelike and realistic looking horses ever in a video game.</p>
<p style="text-align: left;">
<div id="attachment_5083" class="wp-caption alignleft" style="width: 310px"><img class="size-medium wp-image-5083 " src="http://gamenorth.ca/wp-content/uploads/reddeadredemption3-300x168.jpg" alt="Red Dead Redemption - Rifle" width="300" height="168" /><p class="wp-caption-text">Shooting people is one of the more satisfying pursuits in RDR.</p></div>
<p>Shooting, the other vital part of any Western,  is beautifully executed. The guns have a powerful kick that rocks John back, and each reload animation is properly detailed, with him opening up a break-apart revolver like the Schofield, or rolling a chamber to the side with the double-action revolver and feeding in each round. Lever action rifles are common and very useful. I haven’t used such rifles in a videogame in a long time, and the solid report of each rifle as it delivers a round is very satisfying, accompanying the cocking action to free the shell. The game is very quick and dirty with the fighting, but has beauty buried in its execution. The Dead Eye mechanic is something akin to <em>Max Payne</em> (also from Rockstar) and allows you to drop multiple banditos or empty a few rounds of your pistol into a duelist’s chest. I have fond moments of high-art gunplay, such as when characters being thrown back when hit, and combatants stumbling realistically away from the point of impact. I rode up to a man at one point, and shot him point blank (knowing he was going to steal my horse) in his face. He rocked back, almost as shocked as he was injured, and then dropped to his knees, grabbing onto a bench beside him, before lying still. Moments like this are hard to find anywhere else, and the formula is refined from <em>GTA4</em>.  The fine touches are both beautiful and greatly appreciated: blood that paints a wall from a shotgun blast, or pools around a bandit as he meets the business end of your pistol. The variety of body destruction achieves its goal with exit wounds and churned flesh where needed, adding to the brutality of combat.</p>
<p style="text-align: left;">The multiplayer must not be over looked. A variety of classic game modes, including Capture the Flag, Team Deathmatch, and Deathmatch, are rounded out by the innovative online free roam. This last mode allows you to assemble a posse of up to 16 players and travel to wherever you like within the map of the full game. You can hunt bears as a group or take on gang hideouts &#8211; all while seamlessly working together. You gain experience, which in turn unlocks better weapons, character models, and horses, which serve to fuel your ascent upwards, in addition to awarding arbitrary titles. An interesting feature of the Deathmatch and Team Deathmatch modes is that at the start of every battle, the players form either a circle or two parallel lines, and then are told to start shooting. Generally, you shoot at whoever is across from you, but you can pick whoever you want. This leads to interesting scenarios in the free-for-all. Dueling in such a way allows the member with the fastest draw and a decent amount of luck to get a head start, gathering any weapons or powerups they want before everyone else respawns and the game begins proper. It’s a fun and novel mechanic which serves to dish out some immediate action, and an added incentive to hone that trigger finger.</p>
<p style="text-align: left;">
<div id="attachment_5084" class="wp-caption alignleft" style="width: 310px"><img class="size-medium wp-image-5084" src="http://gamenorth.ca/wp-content/uploads/reddeadredemption4-300x169.jpg" alt="Traveling in a group has its advantages." width="300" height="169" /><p class="wp-caption-text">Traveling in a group has its advantages.</p></div>
<p>The residents of the various towns, outposts, and establishments are also very well crafted. Unlike traditional free-roaming games, which only allows rudimentary movements, <em>RDR</em> provide you with a variety of encounters, such as people chopping wood, selling wares, drinking, gambling, haggling, hunting, and behaving in any manner.  The populace will challenge you to duels, call you out for cheating at Poker (which leads to duels), ask for assistance, or attempt to beguile you into a scam on the open road. The inclusion of a fair variety of wildlife roaming the countryside is an important factor. It serves to further immerse you as you travel across wide open plains and slow rolling hills as deer prance by or trotting through the pseudo-Colorado “Tall Trees” forest, with your hand constantly on your rifle as you survey for cougars or bears.</p>
<p style="text-align: left;">The need to hunt for a source of money is pervasive, and the tools to aid you, be it bait or a survivalist map for herbs, are properly implemented. Hunting and skinning your prey can lead to the leftovers that make an animal lover cringe, but it&#8217;s worth it. The more rare or dangerous an animal, the higher the payoff when trading their pelts or claws in town. The skillful recreation of the noises of the animals, whether it&#8217;s the “rattle” of the rattlesnake in the bushes, the call of a song bird in the early morning or the frightened shriek of an elk as you startle it with a gunshot is an evocative feature. Firing off a gunshot sends creatures skittering for cover and birds into flight from the trees. I find that it serves to better communicate the impact you have on the world around you. The animals don’t constantly feel like set pieces, and they seem to breathe and interact as their own distinct characters at times.</p>
<p style="text-align: left;">The music is some of the best I’ve heard in a long time. It captures the mood of the game at every turn with a wonderful combination of modern direction with Western inflection. The sound in general is moving. As I rode through a powerful thunderstorm, I stopped for a second to enjoy the savage splendor of it, whipping around trees and soaking the terrain around me, as lightning blasts hard light across the scene. Spectacular. There are several key songs played throughout the game, which were departures from the usual “sans-vocals” background music, and awesome in their own right. The set mood and approach of each tune is a signature moment in the game, and also marks my favourite moments within the narrative. The background noise pulls away, and a slow, melancholy tone overtakes you &#8211; with a lower the chance of interruptions like random encounters &#8211; as you travel to a destination. John Marston renders a superb performance, coming across as gruff and worn, but at the same time intelligent and well-rounded. His admiration of Landon Ricketts, an old Western duelist who confronts and trains him in Mexico, adds a subtle depth which further serves to make you enjoy the ride. Even now I’m listening to track after track as I type this.</p>
<p style="text-align: left;">The inclusion of costumes that affect variables in game is not only appreciated, but awesome.</p>
<div id="attachment_5086" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-5086  " src="http://gamenorth.ca/wp-content/uploads/reddeadredemption51-300x148.jpg" alt="Red Dead Redeemed, Punk." width="300" height="148" /><p class="wp-caption-text">Know how I got these scars?</p></div>
<p>It allows the character more freedom than being stuck to one garment for the entire game, and allows players who enjoy getting into the experience the opportunity to dress up John for the locale he inhabits, whether it’s the duster accompanying the Wild West, a musky poncho thrown over his shoulders for Mexico, or a suit for more civilized destinations. The inclusion of faction costumes allows the player to disguise themselves and sneak into gang hideouts, making it fun to turn on the men around you suddenly and unleash a surprise attack.</p>
<p style="text-align: left;">The bottom line is that <em>Red Dead Redemption</em> is one of the best games to come out this year. It is the best Western ever made, and possibly the best free-roaming game in the last couple of years. This is a title that should not be missed and any minimal graphical or gameplay glitches don’t serve to sour the deal in the least. This is a game for the ages. Whether you’re nearing  100% completion (95.4% at the time of writing this) or cornering the story and then jumping into the fun and engaging multiplayer, <em>Red Dead Redemption</em> is a must have for any fan of a good story, great gameplay, and an awesome Western.</p>
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		<title>&#8216;Metal Gear Solid: Rising&#8217; gameplay trailer impressions</title>
		<link>http://gamenorth.ca/2010/06/17/metal-gear-solid-rising-gameplay-trailer-impressions/</link>
		<comments>http://gamenorth.ca/2010/06/17/metal-gear-solid-rising-gameplay-trailer-impressions/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 12:35:13 +0000</pubDate>
		<dc:creator>Jeremy Cole</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[Foxhound Studios]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[Konami]]></category>
		<category><![CDATA[Metal Gear Solid]]></category>
		<category><![CDATA[Metal Gear Solid: Rising]]></category>
		<category><![CDATA[Raiden]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamenorth.ca/?p=5047</guid>
		<description><![CDATA[Having rose to the challenge, Jeremy gives us his impressions of what's going down in the E3 2010 trailer for <em>Metal Gear Solid: Rising</em>. ]]></description>
			<content:encoded><![CDATA[<p>Raiden is back, and he’s a whole lot more interesting than before. He was pretty badass in <em>MGS4</em>, but with no ability to play him (not even in a VR mission, a la the original <em>Metal Gear Solid</em>), I personally felt a little cheated out of the hot property that was his special brand of ninja goodness. <em>Rising</em> originally seemed like a cop out, with the only information on him being revealed in an image of his face on a website that was released months ago. I recall the day it was announced, because I sat with a pony-tailed, bespectacled friend of mine and tentatively waited for it to be unlocked, and then spent a fervent lunch period gushing over the contents &#8211; just a pair of portraits &#8211; and speculating on what it was about or what it meant.</p>
<p>That was then and this is now. The game has been revealed. Not just with classically well done cinematics, which would not have served to impress me very much, but with the desperately needed gameplay to confirm its legitimacy! The slicing action, which is very <em>Afro Samurai</em> or <em>Samurai Jack</em>, seems like it’s going to be satisfying in its integration into the world by not limiting you to chopping just foes in half, but the rest of the environment as well. He can collapse building supports (architecture or stationary construction) or props such as cars or fruit. Enemies are severed precisely where they are cut, and that makes slicing and dicing take on a whole new meaning. The fighting system is a made up Japanese word, which looks great brush-stroked across a screen, called Zan-Datsu. It revolves around “cutting at will”. However, control is maintained, allowing you to finesse the depth of a cut &#8211; allowing you to kill, simply maim or wound an enemy. This precision was demonstrated with the watermelon slicing at the conclusion of the trailer. Zan-Datsu may also extend to the implementation of stealth within this game, focusing on hunting and striking from vantage points or hiding spots. The possibility to hide vertically seems to be present based on the word of the developers on hand. Stealth movement is accelerated, moving past the slow toddling pace of earlier “wait and evade” designs. This game moving in this direction is similar to the way <a href="http://gamenorth.ca/tag/splinter-cell-conviction"><em>Splinter Cell: Conviction</em></a> broke away from previously established norms for that franchise, by introducing fluid and dynamic stealth where a flow is created from cover to cover, enemy to enemy, and kill to kill.  Secondary weapons, items, and gadgets are said to be in the works, along with a game advancement mechanic of draining energy from the batteries you relinquish from dispatched synthetics to increase your own power.</p>
<p>The F.R.O.G. soldiers remain along with the P.M.C. (Private Military Company) ones. This game is set between<em> MGS2 </em>and <em>MGS4,</em> where at some point Raiden apparently gets the ORGANS ripped out of him. In particular, I was fascinated by the design of the male F.R.O.G. soldier, handling something like a gorilla with the iconic clawed feet. a machine gun was mounted on his long, heavy arms.  Slowly moving through the area, he brushed expended shells aside with his feet, implying that there was already a lengthy conflict here. I am interested to see any other diversions in the established aesthetic. The combat vest remains a centerpiece, featured on every combatant (save Raiden) &#8211; even on the more outlandish opponents like Mr. Gorilla. The hard points, bolted down armor, diagonal lines and jagged edges seem to lend more to the “Cut” theme of the trailer. I enjoy the placement of the bandage over his eye without knowing anything about the origin of the mark. The diagonal swipe of the fabric serves to break up the cold, hard symmetry of his design.</p>
<p>I originally scoffed at the idea of the white synthetic blood that made its debut when he was injured in the last game, but now I see why they chose that colour specifically. In the early concepts for Raiden &#8211; which I have deliciously laid out for me in a <em>MGS2 </em>artbook &#8211; Yoji Shinkawa, the conceptual designer, said that he wanted Raiden to symbolize purity or innocence. Colour-wise, that means he would be very close to pure white due to his whole life being spent in virtual reality. This showed itself in his hair. The white blood seemed to follow this aesthetic, not only showing the extent of his loss of humanity, but how deep the purity flowed. At the same time, this runs contrary to the battle experience that his synthetic body indicates. His armor does feature an interesting  amount of orange to it in this iteration, something the previously  monotone Raiden lacked. His eyes are also a predatory and feline orange.  Perhaps this reflects his heightened predatory state before he became  the &#8220;flawless&#8221; Raiden of <em>MGS4?</em> Or maybe this is a reference to the white/black/orange colour scheme of Grey Fox? Everything about him channels both the Cyborg Ninja, which was a beautiful expression of design and death all his own, and the long hair that made Raiden pop out in the screen. They kept the hair for two important reasons. First, if they closed off his head entirely it would make him seem to lose any humanity he had left, as the majority &#8211; if not all &#8211; of his human features are in his face. Sacrificing that would’ve been a step too far and I think the novelty of the design would have been lost. Secondly, the smooth, flowing nature of the hair provides an energetic and lightning-hot contrast with the cold hard lines of his armour. As he moves through the scene, his body moves and whips from side to side as he slashes, but all of the smooth flow of his hair helps to add a serious style to his movements. It almost reminds me of a brush traveling around a page. From a mechanic perspective, it also provides the player with a clear indication of his head the whole time, helping to maintain a spacial understanding that would be crucial during any rapid or confusing movement. Examples of this could be seen in Bayonetta, with her hot pink weapons, or Sam Fisher, with the glowing walkie-talkie and goggles. The way his hair  juts out from his head enclosure (when his helmet is down in <em>MGS4)</em> makes him seem like he’s wearing a sort of  intense tribal mask and the hair is the only piece of his humanity left in combat. He becomes a cold calculating animal, ripping everyone apart with ease that rivals the Cyborg Ninja, but with a distinct excess of mobility that the previous iterations lacked.</p>
<p>That mobility is what has me excited for this next game. I want to be able to leap onto walls and lie in wait for prey, then drop down and rip one apart, leaving the second to fumble with his gun as I run up to him in slow motion, sweeping out his legs and then slicing him in a hard diagonal across his body. It’s moments like that which make me excited for <em>Rising</em>, and also happy they’ve drawn the plot away from Snake, but left it in a fairly familiar, established setting.</p>
<p>One closing note: I think I speak for many of us when I say that during the battle with Vamp and Raiden, where Snake provided cover, I wasn’t the only person who had a friend play it through again, just so I could watch the badassery carrying on to the right of the screen. Making a whole game based on that?</p>
<p>Solid.</p>
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		<title>E3 2010 &#8211; Creator of &#8216;Another World&#8217; ready to take us to another world</title>
		<link>http://gamenorth.ca/2010/06/15/e3-2010-creator-of-another-world-ready-to-take-us-to-another-world/</link>
		<comments>http://gamenorth.ca/2010/06/15/e3-2010-creator-of-another-world-ready-to-take-us-to-another-world/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 22:43:44 +0000</pubDate>
		<dc:creator>Richard Mitchell</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Another World]]></category>
		<category><![CDATA[Eric Chahi]]></category>
		<category><![CDATA[Out of this World]]></category>
		<category><![CDATA[Project Dust]]></category>
		<category><![CDATA[Trailer]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[X360]]></category>

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		<description><![CDATA[Eric Chahi and Ubisoft Montpellier collaborate to bring us <em>Project Dust</em>, a spiritual heir to <em>Populous</em>.]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } --><a href="http://www.gog.com/en/gamecard/another_world_15th_anniversary_edition"><em>Another World</em></a>. If you like videogames and you haven&#8217;t played it, shame on you. <em>Another World</em>, known as <em>Out of This World</em> here in North America, was a brilliant, side-scrolling action-adventure game, designed and developed entirely by one man, Eric Chahi, back in 1991. To this day, it remains one of my favourite videogames of all time.</p>
<p>Knowing this, you could probably imagine my delight when I learned that Chahi, now working as a Creative Director for Ubisoft&#8217;s Montpellier studio, was working on a new game, tentatively titled <em>Project Dust</em>. Very little is known about the game at this time, but Chahi shared these words in a press release issued by Ubisoft at E3 2010.</p>
<p>“<em>Project Dust</em> is the spiritual heir to <em>Populous</em>. The game is set in an extreme version of Planet Earth where nature unleashes her power in a much more violent way than what we are used to. Tsunamis, earthquakes, floods, wildfires, volcanic eruptions are what the days are made of for the people of Dust. In this kind of God game, users will play with powers to manipulate the world around them. Ground, water, lava, fire, plants and trees &#8211; model the world like a child playing sand castles on the beach. With such powers, players will help their people resist, expand and migrate so they can accomplish their quest to find a safe place.”</p>
<p>In describing the technology used to make the game possible, Chahi said that players will be able to “manipulate ground, water, vegetation &#8211; breaching a lake open, digging craters, and flooding valleys.” The game will employ such effects through actual simulation, not just graphical visualization, utilizing realistic physics to drive a fully dynamic, ever-changing game world.</p>
<p><em>Project Dust</em> may be quite a departure from <em>Another World</em>, and subsequent Chahi titles, such as <em>Flashback</em> and <em>Heart of Darkness</em>, but I&#8217;m excited nonetheless. Chahi has proven in each of his releases that he is capable of crafting imaginative and creative worlds, and creating gameplay that is both fun and addictive while maintaining a touch of simplicity. With the money and man-power of Ubisoft Montpellier behind him, <em>Project Dust</em> has the potential to be one of his best.</p>
<p>Check out the early build E3 trailer below.</p>
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