12th July 2010

Know Your Stuff Because It Could Be Important

Make It RightYesterday while we were at the grocery store, I was killing time at the checkout by perusing the magazine stand, and noticed that Mike Holmes (Holmes on Homes, Holmes Inspection) has a magazine. Who knew? So, being a fan of his shows and because it had an article on smart homes, I bought the magazine. (I wonder if the sales guy we’ve been dealing with for our modular home design is tired of hearing “Mike Holmes said…or…I saw on Mike Holmes’ show…”) One of the magazine’s features is a “bookmark it” blurb, and this issue’s featured bookmark was the Insurance Bureau of Canada’s home (or office) inventory tool, Know Your Stuff™. This is a very handy – and free – tool that those of us with an abundance of high-tech and high-priced equipment should use – just in case. IBC

According to the IBC’s info page, “The Know Your Stuff™ tool will help you to build a room–by–room record of your belongings and calculate replacement costs. A home inventory will help you get the right insurance coverage and make it easier to file a claim, should you need to. And with IBC’s free, secure, online storage you will have access to your inventory anywhere, anytime.”

MaRSMaRS today launched a new commercialization program called TechStart! Consumer, following an open call for promising start-ups in the consumer digital media space. A total of 15 aspiring ventures have been chosen for the 16-week intensive boot camp program led by MaRS Advisors and subject matter experts from the industry.

The program was created in response to the growing demand of consumer-facing digital media companies seeking advisory services, mentorship and market connections from MaRS to help refine their business models and market penetration strategies. The TechStart! program combines advisory, peer-to-peer interactions and focused sector-specific education into one intensive, fast-paced program.

In the last year alone, MaRS’ client portfolio – the approximately 600 Ontario-based companies actively working with MaRS advisory services – has seen a 61 per cent increase in digital media ventures. Today, digital media companies represent 50 per cent of the broader information technologies practice area.

TechStart! Consumer is composed of 10 intensive advisory-driven sessions that cover a range of important business-building topics including: market assessment; user experience design; business modeling; consumer branding; and market launch.

“We hope that TechStart! Consumer will allow us to further our business model and refine our strategy,” says Kuhan Puvanesasingham, Co-founder of Price My Ride, one of the participating companies. “Not only will we be able to closely work with a broad group of seasoned MaRS advisors and experts, we’ll also be able to share our energy and enthusiasm amongst other participants.”

“The TechStart! Consumer program is the first of its kind in Ontario. Creating a meaningful experience for 15 companies is challenging, but the program has been designed to meet the considerable demand from entrepreneurs for this type of immersive learning experience, working closely with both advisors and other entrepreneurs,” says Krista Jones, the MaRS Practice Lead who is spearheading the program. “We have benchmarked a number of acceleration programs internationally in the design of TechStart!, and we believe that the program will help catalyze, scale-up and enrich our entrepreneurial ecosystem.”

In addition to launching TechStart! Consumer, MaRS is also renaming its ICT practice to ICE – Information technology, Communications & Entertainment – to better reflect the growth of consumer facing start-ups working with MaRS.

“Repositioning our practice name is the right response to a fast-changing marketplace,” says Jones. “It better reflects the types of clients we attract and work with today. ICE is just a more succinct, sharper and relevant way to describe our focus and expertise beyond traditional ICT to include consumer and entertainment-based ventures.”

Winnipeg’s Indigo Rose Software has released AutoPlay Media Studio 8 Personal Edition for use on Microsoft Windows 7, Vista and XP. This new version of the company’s popular visual software programming environment is being offered free for non-commercial users. The program is designed to help encourage the development of free software applications and utilities by students, hobbyists, open-source programmers and freeware developers. Read the rest of this entry »


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posted in Action Adventure, Books, Business News, Digital Products, Mature, New Releases, Software, Upcoming Releases By: Tami | Print This Post Print This Post

16th June 2010

The Ultimate Guide to Video Game Writing and Design

Ultimate Guide to Video Game Writing and Design
Title: The Ultimate Guide to Video Game Writing and Design
Authors: Flint Dille and John Zuur Platten
Publishers: Watson-Guptill Publications
Year: January 2008
Softcover: 260 pages

The Ultimate Guide to Video Game Writing and Design is mistitled, but only slightly so. For any designer or writer with aspirations of success in the gaming industry, this book will aid them. However, the book should not be the last guide an amateur buys,i nor the first. The Ultimate Guide to Video Game Writing and Design is not ultimate, simply thorough, with solid advice for both novice and veteran writers. The book’s great weakness is that its authors only seem able to address half of their audience at a time; this is no one’s ultimate guide.

Each half is well-written and concise, if festooned with typos. The first half provides a walkthrough of the process of developing a strong, marketable property, and the second half teaches its readers how to see that property through the corporate minefield. The first half errs on the side of simplicity; it’s difficult to conceive of a would-be game designer unaware of the basic history of video games, or who would need to be reminded of the difference between onscreen and offscreen dialogue. A newcomer will benefit from the learning exercises provided, if they’re the sort of writer who works well with templates, but writers who fancy themselves experienced creators may find Dille and Platten’s fill-in-the-blanks approach demeaning.

The second half of the book contains valuable advice for staying hired at a development agency, but their suggestions about how to ease into the industry are not only basic, but common. Even a reader completely unconnected to the industry will find their advice rather obvious; in 2010, it is unlikely that aspiring designers are not already aware of their need to network and check for jobs online. Fresh hires will find the chapter on the various uses of lawyers, managers, and agents useful, but only if they can afford them, and the glossary will be useful only so long as the references are relevant—and references to plot devices like the Giant Rat of Sumatra may not be relevant as long as the authors seem to think.

The guide may be penultimate, but it does have its strengths. Dille and Zuur Platten both are warm, considerate writers who want their readers to succeed in the field. But the odds of any novice being guided to chairmanship through this guide alone are slim to none. The readers and writers both would be better served through an expansion of this book into a two or three volume set to give the writers the breathing room to be more cohesive, and the vast scope of readers more distinct attention. Dille and Zuur Platten have the necessary skills and ambition to make an ultimate guide to videogame writing; this just isn’t it.


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posted in Books By: Sumari | Print This Post Print This Post

24th May 2010

Murphid Addiction Alert

Decapod StudiosI’ve spent the past week or so playing Murphid, the debut title from Vancouver-based Decapod Studios. Murphid’s game play is, to an extent, a mix of the Tetris and Collapse 3 styled games. It is also quietly addictive. Released on the XBox Live Marketplace on May 13th, Murphid is priced at a very reasonable 240 MS Points. In my opinion, it’s worth the price – plus there is a free demo available, so you can try Murphid before putting your points on the line.Murphid Arcade Mode

Murphid has a very short learning curve and does offer on-screen tutorial hints for the first few minutes of play – this is the game’s sneaky way of drawing you into its clutches. Don’t get me wrong, I totally enjoy playing Murphid, and I think Decapod did a fantastic job with its development. I particularly like that there is no annoying music, just the game’s sound effects for audio. I can’t count the number of arcade-styled games in which I turn the music completely off because it grates on my nerves. Not so with Murphid. The sound effects fit pleasantly into the game play, and even losing sounds okay. This is nice when playing at the end of the day, winding down and trying to enter some semblance of relaxation mode. Jarring arcade music just doesn’t seem to help with that.

The UI for Murphid is bright and colourful, and there are really only two things that I would like to see added – a time counter for Survival Mode and for Microsoft to enable achievements for indie titles. Survivor Mode does tell you how many lines you’ve survived, but in my opinion, a timer would be better. Murphid also rewards players with the following eight awards:Murphid Awards

Me Not Noob – Break 600 marbles
Take The Red Pill – Complete the 1st stage in Campaign Mode
Anabolicious – Earn 300 power ups
Another Brick Off The Wall – Break 1000 blocker marbles
Serious Pam – Survive 30 minutes in Arcade Mode
Captain Darwin – Survive 60 minutes in Survival Mode
New Way To Say Hooray – Break 100 000 marbles
Friends Call Me Puffy – Earn 99 lives in Campaign Mode

In true “level up” fashion, each award has a progress line which shows you how close you are to winning it, and the awards fly out from the right whenever you hit a milestone. There is also a High Score board and there appears to be some very interesting characters who have been playing Murphid. I do believe that I have now taken over every spot on the board – at least on my screen.

Murphid Anabolicious ProgressMurphid’s game play differs from all of the others in that you are unable to rotate your game pieces. You can switch over to the next piece if it is more advantageous to your strategy, but there’s no rotating, and you cannot “slide” your pieces to the left or right, either. Unless you’re in Arcade Mode. Then you can “slide” – but only if you’re quick. Campaign and Survival Mode do not allow “sliding” but they do offer shadowy arrow tracks to help you place your pieces. To add to challenge, some of the marbles are “stapled” to each other, which means you must eliminate one marble to free the other. If you plan your strategy well, this can often work out quite well for you and result in some very large matches and resulting chains.

Campaign Mode has 12 stages, with each stage divided into 6 levels. The game saves automatically as each Campaign stage is cleared, with difficulty ramping up the further you get into the game. Difficulty comes with shortened room for clearance, a slightly faster Murphid Campaign Modemoving wall of marbles, and the addition of more colours to clear. The only time I had any difficulty with the additional colours was in the closeness of hue for the two variations of red.

Arcade Mode offers endless play – unless you fail to clear the marbles – again, with increasing difficulty the longer you play. Survival Mode is just what it sounds like – it starts off challenging and gets harder the longer you survive. For the curious, no, I have not won the Captain Darwin award yet. But I will.

There are several power ups to assist you with your game play. These randomly generated power ups include the standard row (fireball) or column-clearing (lightning bolt) bombs, as well as the non-discriminatory marble-blasting WMD (weapon of marble destruction) bomb. Another useful power up is the Chainsaw, which will clear a few marbles out of a column. This comes in handy for getting rid of overhanging marbles or X-blockers. Another power up will clear all of the X-blocker marbles, while the paint drop power up will convert several marbles, including the X-blockers, to match the colour of the paint drop. If you place this power up right, you can convert a very large number of marbles to one colour, allowing for an easy and large area clearing. Another power up will clear all marbles of one colour from the screen, which can also lead to some very nicely chain matches, and the multi-coloured Joker power up will Murphid Survivor Modecomplete a matched set for you, getting rid of more pesky marbles.

Rounding out your power arsenal is the coveted power medallion. Interspersed throughout various Campaign Mode levels, these medallions come in a variety of colours. Match its colour to capture the medallion, which then be iheld for you on the left side of the screen. These medallions come in very handy as they will clear half the screen for you should the marble wall advance past your defenses to the top of the screen. Players are also rewarded with bonus points for combo matches. Your current bonus multiplier is always displayed to the right of your screen.

According to Decapod’s dev blog, the studio is working on Murphid’s first update which will be available in a few weeks. One thing that I hope they do not change is the non-rotation of marbles. Some may see this as a fault, but I do not. I believe that the non-rotation factor makes the player (namely, me) pay more attention and come up with plans which I must deploy in rapid succession in order to stop the advancement of the Coloured Marble Liberation Army. Grab the demo, buy the game – either way, I recommend giving Murphid a go. I rate this title at 5/5 on the scale of puzzle games I will play over…and over…and over…


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posted in Casual, Everyone, Game Reviews, New Releases, Puzzle By: Tami | Print This Post Print This Post

15th May 2010

Grown Up Digital

Grown Up DigitalTitle: Grown Up Digital
Author: Don Tapscott
Publisher: McGraw Hill
Year: October 2008
Hardcover: 368 pgs.
Companion Website: Grown Up Digital

Don Tapscott has a deserved reputation as a prolific, adept, and enthusiastic futurist author. However, his personal realities make him an ill-serving advocate for the ‘Net Generation’.  The book’s opening salvo of corporate approval rightfully informs a young reader of the work’s intended audience. This work is about the Net Generation, not for it, and if the axiom of never trusting anyone over thirty is to be adhered to, the sixty-three year old Tapscott deserves a double-dose of scrutiny.

According to Grown Up Digital, the twenty year span of individuals aged between eleven and thirty-one at the time of the book’s publication has acquired a reputation for being selfish, narcissistic, violent, and, worst of all things, unemployable. Tapscott supplies strong evidence to the contrary from the research conducted by his thinktank nGenera; with approximately ten thousand interviewees of all ages, no one can fault the project’s scope . And he is right–this is a bright generation, with ingenuity and conviction. However, he is perhaps more selective with examples than he should be if he hopes to address the needs and wants of the Net Generation at large. Effie, the Princetonian Google employee mentioned in Chapter Six, exemplifies only the most privileged of current graduates; his chapter on education advocates the proper introduction of technology into the classroom without mentioning how failing school districts should acquire the money to do so. Chapter Six may advocate a utopian, Googlesque workplace, but the capital investment required for such a heaven is too considerable to ignore.

The book does have its strengths; the writing itself is strong and concise, though Tapscott’s fondness for juvenile neologisms remains–Growing Up Digital introduced his readers to the word  ‘cyberbro’, this work gives us ‘N-Fluence’– and his tendencies towards self-aggrandization  are as strong as ever. He reminds us that he has eleven books to his name and a rip-snorting family band, but he can’t be bothered to include the name of the Ogilvy “young Australian” who developed the award-winning Dove ‘Evolution’ television spot (Tim Piper).

After eleven books, his ability to write a readable sociological text is not up for discussion, yet the book suffers from its clashing purposes. The first four chapters pay tribute to the strengths of the Net Generation; his only real concern is a generational ignorance of Facebook filters. This is not unwarranted, and the notion that a respected technological guru wants to shepherd the development of the Net Generation has its charms. But Tapscott is just as happy to tell marketers exactly how to get us to spend our money, and the final chapter, ‘In Defense of the Future’ is founded on concept that the future that young people strive for is one that Baby Boomers have good reason to fear.

Don Tapscott may be for the Net Gen, but I can’t say the same for Grown Up Digital. There’s no particularly strong reason for a twentysomething to read this book, but if you happen to be a middle-aged bureaucrat without a younger friend to connect with over a beer, this is the book for you.


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posted in Books, National News By: Sumari | Print This Post Print This Post

16th April 2010

Spies Freelancers Awards and Great Canadian Events

Do you want to learn more about Deep Packet Inspection in Canada and who is using it? Deep Packet Inspection Canada is a website which is meant to be the largest repository of publicly accessible information concerning the use of deep packet inspection in Canada, so that Canadians gain insight into how the technology is used by Canadian Internet Service Providers (ISPs) and why they are using the technology. I recommend this site if you want to learn more about service throttling and the hot issues being discussed around it.

Breaking Into Freelance IllustrationLate last year, I was a participant in a conversation with game design students regarding freelance work. I came across a book today in my morning email travels which, while I haven’t read it (but I probably will), was written by Canadian freelance illustrator and author Holly DeWolf. While many students are lucky and easily find work at established studios, it has been a topic of conversation about how schools don’t really prepare their graduates for the freelance world.

Holly agrees with this line of thought, stating that “many institutions are not preparing students for the realities of the work world. It’s important for freelance creative types to see themselves as a business in order to make it. There is a real need for recent graduates, freelance illustrators and designers plus self-taught artists to have the proper resources they need to make it as a self-employed creative”.

To that end, Holly filled that need in the artistic community with her 2009 book, Breaking Into Freelance Illustration: The Guide For Artists Designers and Illustrators. This book helps readers to develop skills in the business side of artistic practice, addressing many questions which Holly found being asked throughout her many years as a post-NSAD graduate and mentor. This book has received some very good reviews on Amazon.ca, so I can feel confident in recommending this title even though I haven’t yet personally read it. I have a huge stack of books already waiting for my perusal, and I feel that this one needs to shared with students and grads now, not when I have time to finally buy it and read it – especially as someone else just recommended another title I should read.

Don’t forget that the Early Bird discount period for the Banff World Television Festival ends on April 20th – the Banff World Television Festivalfestival is about far more than just television – check it out. Dentyne Gum has launched their new interactive site with a new AR contest – you could win $25 000.00 with the symbol on the pack of Dentyne gum you’ve purchased. Canada 3.0 Forum has just announced that David Usher (ex-Moist) has joined the great line-up of speakers for this year’s event which will be MC’d by Global TV news anchor Kevin Newman. Taking place in Stratford on May 10 & 11, Canada 3.0 offers a unique opportunity to engage in seminars and discussions about Canada’s future in the tech industry.

DejeroCongratulations are due to Waterloo tech company Dejero – creator of the new Dejero LIVE Platform, the company has been awarded a Broadcast Engineering Pick Hit award at the 2010 National Association of Broadcasters (NAB) international tradeshow in Las Vegas. The Dejero LIVE Platform is a ground-breaking new way to broadcast live high-quality video without the high cost or complexity of satellite or microwave transmission. Dejero was selected from 1,500 companies that exhibited at NAB for their introduction of the Dejero LIVE Platform that is set to transform live television. Read the rest of this entry »


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posted in Associations, Awards, Books, Business News, Careers, Contests, Digital Products, Education, Events, Government, National News, Social Media By: Tami | Print This Post Print This Post

9th April 2010

E is For Ethics

E Is For Ethics

E Is For Ethics
Author: Ian James Corlett
Illustrator: R. A. Holt
Published: December 2009
Hardcover 106 pages
Interactive Companion Website: E is For Ethics

I recently came into possession of this book, and if I had to choose just one word to describe it, I’m not sure that I could pick a word which would completely do it justice. E Is For Ethics is certainly inspiring and timeless. While my kids are both long past the age of being read to, they aren’t too old for productive and ethical discussion or debate – something which we still engage in, particularly during our weekly Sunday night family dinners.

Elliott and Lucy

Elliott & Lucy

While there are many “self help” books about parenting on the market, I feel that Ian’s book is different because as he says in his introduction, his only qualification in writing this book is the fact that he is a parent. To me this speaks volumes, because it really doesn’t matter how many doctorates or letters you have after your name – nothing can prepare you for being a parent other than the moment you become one. Ian has created real situations involving his two lead characters, Lucy and Elliott, along with supporting family and general public characters put in real life situations to which children can easily relate.

Each of the 26 stories told in E is For Ethics leaves its ending unresolved, leading to multiple results and opening up the chance for discussion on how the story could go. Each chapter, from honesty to respect, offers discussion ideas and quotes from both the famous and the infamous. Ian has artfully found a way through his very short scenarios for parents to gauge how their children perceive the world in general and how these little people think about what is right and what is wrong.

The Old Code

When my kids were young, one of their favourite movies was DragonHeart. As they watched it obsessively, I took the opportunity to discuss The Old Code which Bowen tries to follow. They both knew it by heart, and I believe that they both still try to incorporate those words into their daily lives – although sometimes I do have to wonder at some of the things they say or do. The important thing is that they are free-thinkers, they definitely don’t follow the crowd, and they both have a social conciousness about them. While I certainly won’t take 100% of the credit for that, I know that I gave them a good foundation, and this is precisely the ongoing value of E is For Ethics.

Ethics are timeless, and should you find yourself faced with difficulties in teaching moral lessons to your children, E is For Ethics offers some great starting points, minus all of the psych-speak. Simplicity is often best – because complicated is, well, complicated and unclear. As Ian writes in his book’s conclusion, “…even if you think you know about something or how to do something, there is always a new twist or a new way to try it. And it’s the same way we learn about ethics. Every situation is different and so is how a family deals with it.” One point which I truly admire Ian for is the fact that he is not really telling you what to teach your children, he is simply giving you, as parents, a starting point and then leaves the rest up to you.

Much like The Old Code, E is For Ethics covers those areas which are important characteristics for an honourable, compassionate and productive member of society – many of which seem to have taken a back seat in terms of importance for many people today. For example, last week I was talking with a guy who grew up in the same neighbourhood I did, which was a tight-knit, mainly agricultural community. Our discussion revolved around how much our little town has changed, and how people in general don’t seem to be as honourable as they used to be. We are the current generation running long-time family businesses, and we would like to know what happened to the time when a handshake and your word was enough to honourably seal a deal. Your conduct in business was your reputation, and growing up in a small town meant that everyone knew whether or not you truly were as good as your word.

I feel that in many ways society has forgotten about many of those values, and Ian’s book is a great way to perhaps rediscover those values for ourselves as we discuss the scenarios with our children. One of the greatest gifts we can give our children as they grow up is time, and to borrow A & E TV’s slogan, reading and discussing E is For Ethics with our children is time well spent. I would be completely remiss in not giving this little book a huge recommendation to parents and grandparents everywhere. Even if you aren’t a parent yet, chances are you might become one – pick up E is For Ethics and keep it for the future. You’ll be glad you did. Ian definitely gets five stars from me for E is For Ethics.

* The Old Code from DragonHeart

A knight is sworn to valor, his heart knows only virtue, his blade defends the helpless, his might upholds the weak, his word speaks only truth, his wrath undoes the wicked.

The right can never die, if a man still remembers him. Words are not forgotten, if a voice pronounce them clearly, The Code always shines, if a heart preserves it brightly…


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posted in Books, Editorials By: Tami | Print This Post Print This Post

14th March 2010

Journeys Around The Galaxy In Mass Effect 2

Mass Effect 2Developer: Bioware Corporation
Publisher: Electronic Arts
Release Date: January 26 2010
ESRB Rating: Mature
Genre: Science Fiction RPG Action-Adventure
Platforms: PC and Xbox 360
Number of Players: One
Official Website

Mass Effect 2 was very high up on my list of most-wanted games for the first quarter of 2010, and also placed a very close second in our own Readers’ Choice Awards for Most Anticipated Game. Mass Effect 2 even won a convert in our house – The Cavechild did not like Mass Effect 1, but the changes in Mass Effect 2 won him over right through to the game’s final frames and has him looking forward to Mass Effect 3.

For my first play-through of Mass Effect 2 (Collector’s Edition) I chose to begin with a new character instead of importing from ME1, so that I could experience all that the story-line had to offer without paying for the sins of my Mass Effect 1 character. Well, along with the fact that I have not yet finished Mass Effect 1 (again) due to a forced re-start of the game because some less-than-honourable gamer stole my 360’s 120gb hard drive during a LAN tournament.

The opening cinematics for Mass Effect 2 are impressive and set the stage for much of the shiny newness that makes up Mass Effect 2. One of the primary new additions to the Mass Effect world is the Cerberus Network, which is available for free with all new Mass Effect 2 games. According to the Mass Effect site, gamers who either rented the game or purchased it used can still access the Cerberus Network by purchasing the option for 1200 Microsoft points. Messages about new DLC and other ME news will be sent to the gamer through the Cerberus Network interface, and much of the DLC for ME2 is free for those who have the Network enabled in their game files.New Captain's Cabin

It’s hard to not give out any spoilers to those few who have not yet played the sequel – but it was cool having my female Commander Shepard become the new Jaime Sommers, even if we seem to owe allegiance to the Illusive Man for our resurrection – and it appears that much has happened at The Citadel in Commander Shepard’s absence as well, including a reduced explorable area and a different format for stores. That said, we do get to visit some new and interesting locations, such as the miscreant hangout known as Omega and the decadent Illium, where we find Liara T’Soni in her new occupation as an information broker.

There many new and shiny things in Mass Effect 2, not the least of which is the rebuilt Normandy. While maintaining the basic layout of the ship, the technology and amenities have been updated, giving Commander Shepard fancy new Captain’s Quarters which can be decorated with spaceship models, a cute little pet and an aquarium in which to collect exotic fish. I was happy to see that Joker still pilots the Normandy, because I would’ve missed his dry wit. His interaction with the ship’s AI adds an amusing level of conversation to the game, and there are many, many homages paid to SCI FI icons throughout the game. I’m not going to spoil it for anyone who hasn’t played ME2 yet, but suffice to say that it’s important to speak with ME2 Level Up Screenas many characters as possible throughout the game, as well as eavesdrop on conversations whenever possible.

As with Mass Effect 1, you gain Codex entries and experience points for talking to people and finding bits of information as well as for completing missions and assignments. The storyline takes a number of interesting twists, and regardless of all the Illusive Man (voiced by actor Martin Sheen) appears to be doing to help out, I do not trust him. Not one bit. Something in his eyes says he’s up to something, and I’m sure we’re going to find out what it is in Mass Effect 3.

Naturally, your actions throughout the game will effect how the story goes for your character, and will also effect the appearance of your Commander Shepard. Sometimes the conversation choices are not easy to make, regardless of how predictable they may seem as far as Paragon/Renegade choices go. Sometimes you will not find out until very late in the game how a conversation option you chose has effected the storyline, which can prevent you from getting an achievement. One new addition to conversation options is Interrupt, and Shepard’s ability with Interrupt, which allows for more physical action, is usually related to the Paragon/Renegade level.

Arc ProjectorOne change in the game that I definitely did not like was the planetary scanning and mining. I liked being able to land on planets in the “rover” and drive all over the place and using the big gun to blow enemies into little bits. Those of you who have read my other reviews know that I am not a skilled video game vehicle driver, but I still derive much amusement from commanding and destroying vehicles. Unless there’s a race that I have to win, then it can be a bit frustrating. But, back to Mass Effect 2. Bioware did redeem themselves on the lack of a rover with the newly announced Firewalker Pack, which includes the M57 Hover Tank and five new missions. The Firewalker Pack is scheduled for a late March release, which follows the recently released Arc Projector – a very nifty Heavy Weapon which unleashes more mayhem and destruction on the enemy.

I did not find the new “scan and shoot probes” interaction to be engaging at all. I would much rather have been able to land more often and either have a scanner/probe function built into the rover or have the old method of locating something and then getting out of the rover to investigate. The number of actual landings often involved very limited explorable areas and quite often jumped to a cinematic when it became necessary to leave a location in a hurry. I liked having to run through collapsing archaeological digs in Mass Effect 1, and would’ve liked to have continued that type of game play in Mass Effect 2. I did find the space travel parts of the game somewhat more interactive than it was in Mass Effect 1. Now the player has to watch fuel consumption when flying around the galaxy, as well as stock up on probes. The only dog-tag collecting The Illusive Manmission was okay, but I personally like having lots of things to collect, and there doesn’t appear to be as much to collect as there was in Mass Effect 1.

I did like the new method of obtaining and upgrading weapons, armour and the Normandy. Using the computer terminals to research new technologies was much better than unlocking crates and storage units – and often forgetting that I was carrying a lot inventory. That said, it was also nice in Mass Effect 1 to be able to sacrifice some of that extra inventory for omni gel when it was needed. There are lots of new and improved weapons to obtain, and we all know that one can never have too many big guns.

For character attributes, I preferred all of the options which were available in Mass Effect 1. In Mass Effect 2 there doesn’t seem to be as much thought required for where experience points get put, which to me means that you don’t need to put as much thought into how you balance your team. I found that I often used the same characters on each mission, unless a choice was forced due to the story line. That said, I suppose that part of the reasoning behind this change was that this is a sequel – and Shepard should by now know how to use all of his/her skills – the same with the highly trained band of misfits in the squad. So, I can see the logic in this change. There are also many new powers to learn, and ammunition is handled differently than it was in ME1. Another change I greatly appreciate is the ability to map powers on the 360 controller. I found that playing Dragon Age: Origins has made me a better Mass Effect player in regards to squad skills, and the extra mapping just adds to this, so thank you, Bioware.

One thing that I did like was how team members and characters from Mass Effect 1 were worked into Mass Effect 2’s plot line, and Mass Effect 2 knew which (if any – don’t want to spoil it for anyone who hasn’t played YMIR MechME1 yet) team member may have been “sacrificed” during the Virmire Assault. This was especially interesting for me, because Mass Effect 2 was making choices for me based on my original (prior to my hard drive being stolen) ME1 game play, not my current play-through, which hadn’t yet reached Virmire. I have since completed that mission, making different choices than I did with my original play-through, so it will be interesting to see if my next full play-through of ME2 registers the changes I am making with this new ME1 voyage.

I found the writing much improved in Mass Effect 2, although at times I felt that the voice-acting for some of the characters was at times just a bit 0ff. In my opinion, the proper vocal inflections were often not achieved, particularly in the human characters. This tended to make the conversations seem a bit stilted when I was hoping it would be improved over Mass Effect 1. I did enjoy the diverse character stories and backgrounds, and often spent time “talking” with characters in order to learn more of their stories. Codex and experience points had nothing to do with that. They were just a side benefit to sometimes finding out some very surprising and humourous tidbits about my crew members.

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Thus far, I have found the assassin Thane to be the most interesting new character with the greatest amount of depth to his story, but I am looking forward to another play-through which will add Morinth to my squad – just to see how that will effect the story and character interactions. I am also looking forward to adding Kasumi Goto to the squad once she becomes available in April via DLC for 560 Microsoft points.

Thane KriosIt is important to note that Mass Effect 2 is not really a game which can be rushed through in the way that some gamers seem to enjoy rushing through a game as fast as they can, often skipping key game components. If Shepard is taken into the end game missions without due preparation of the entire squad, chances are the mission will not succeed, and Shepard may even end up in deceased mode. A deceased Shepard cannot return to gameplay after the credits nor be imported to Mass Effect 3, so therefore the player must plan to stay alive – and hopefully the full squad survives as well.

The only real problem I have with Mass Effect 2 is that my character gets stuck every so often – either by falling into a hole, getting pushed up on top of a crate by squad members, or stuck in an invisible wall – or a wall that is there but with a partial travel path through it. These events are very frustrating, because there is no way out. For some reason Shepard cannot jump down off of a crate or up out of a hole, and can’t back out of a wall. While Shepard can leap over cover, this is not possible to escape a hole because the walls of that hole are not recognized as cover. This meant that I had to start over from my last save point, and if I had overlooked saving my progress recently, this was sometimes really, really maddening.

I was not at all disappointed with Mass Effect 2 and I would highly recommend it to those who enjoy single player RPG adventures. While others have said the game doesn’t hold that much replayability for them, I feel quite the opposite. I feel that the Mass Effect franchise has loads of replayability, not only for various story outcomes, but also different experience levels, plus the direction of the story line in Mass Effect 3 has led to much debate and conjecture in the Village Gamer house.


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posted in Action Adventure, Game Reviews, Mature, RPG - MMORPG By: Tami | Print This Post Print This Post

26th January 2010

The Saboteur – Review

The SaboteurDeveloper: Pandemic
Publisher: EA
Release Date: December 2009
Platforms: Xbox 360, PlayStation 3 and PC
Number of Players: Single Player
Genre: Action-Adventure
ESRB Rating: Mature

I have logged approximately 140 hours of gameplay in Pandemic’s final title, The Saboteur, and overall I did enjoy the game. I have completed 100% of the freeplay targets as well as the mission campaign, but still have to obtain 1 gold perk and 4 achievements. In my OCD gamer style, I have spent alot of time driving or running around exploring the map, collecting cars, contraband and running into cows. The Saboteur as a game has lots that I like, but it’s impossible to not compare many of the elements to other titles such as Assassin’s Creed, Grand Theft Auto and Prototype.

The game opens at a car race where Sean first The Saboteurencounters the nasty Kurt Dierker from Team Doppelsieg. As the game’s hero, you play as Irishman Sean Devlin, who drives for Team Morini. Your best friend Jules Morini, is dead before the first chapter ends, setting the stage for Sean’s thirst for revenge against the Nazis and in particular, Dierker. Sean carries a heavy load of guilt as he heads for Paris with Jules’ sister Veronique and their father, Vittore. It is this guilt and vow of revenge that will enable the British to use Sean as a pawn in their battle against the Nazis. As you delve deeper into the game and storyline, there are more characters who enter the plot – Skylar, the mysterious woman from Sean’s past, Luc who heads up the Resistance, and that sneaky Bond-wanna-be from Britain, Bishop. There are other characters who play minor parts throughout the story, but these are your main game characters. Of course, only Sean Devlin is actually playable by the gamer.

The SaboteurI am impressed with the amount of game time offered by The Saboteur – there is certainly a lot to do in the way of collecting postcards, blowing up sniper nests and playing with some really big guns. On the converse side, those of us who have spent much time playing Asssassin’s Creed will be somewhat disappointed with the climbing and jumping abilities which have been given to the main character, Sean Devlin. Granted, he is a race car driver and not an assassin like Altair and Ezio, but I would have expected there to have been better climbing mechanics in a game which places such importance on the ability to reach building tops in order to carry out missions and destroy freeplay targets. There were times when Sean would grab ledges when I didn’t want him to, and times when he wouldn’t make a simple jump or grab a ledge to prevent a suicidal fall, even though I had specified through the controller that he do so. There were several times when I found the game’s controls to be somewhat clunky or unresponsive, and this did lead to some frustration.

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19th January 2010

Meanwhile, on the other side of the century: A Drupal House’s Adventures in Social Media

by 80elements.com

What began as intermittent tweets and a few flickr images has been transformed into a nearly full time job. Social media today is seen as essential for business. The Business To Client broadcast model is dead, many maintain, and conversations between users on forums and facebook pages are becoming the norm. One-way brick and mortar business is simply not enough.  As overheard in a recent social media course, “for many people today, if you don’t exist online, then you don’t exist in real life.” A pretty big statement to make, no doubt, but there is a definite basis for this.

A year ago, a twitter account, a facebook group, and a flickr page were in use by 80elements to increase social media presence – all were set up, but keeping each active was not viable due to a deficit of time to devote to active creation. A solid message is difficult to maintain without this consistency, and so the 80E social media image was blurry.  Today, 80E blogs, vlogs, facebooks, tweets, and updates linkedin along with a real aim towards consistency in time and identity. This shift has created a full time commitment towards social media and has brought the entire team into the mix, affecting each of us in different ways. As a business, especially in web and iPhone app development, if we aren’t active online, we do not exist. Social media time is thus allotted into the production and promotion schedules. So far, so good, but time will identify the true long-term return on investment.

As one can quickly learn from blogs and google searches, the reasons for a business to move into social media are both numerous and necessary. Each business will soon be aiming towards creating online identity through Facebook, twitter, LinkedIn, google profiles, Youtube, blogging and all sorts of other new social sites coming and going. The data and content to pull it off can be staggering. To top it off, it can be very easy to have your content become part of the blur of data that passes us by online. “Every minute, 20 hours of video is uploaded to YouTube.” That is a HUGE amount of data to contend with, and equal to the very viral J*zz In My Pants by The Lonely Island being uploaded 480 times per minute or 28800 times per hour. A unique branding strategy is necessary to keep people interested, and keep your brand visible and searchable online.

Where does all this data go after it’s no longer viral/live? Thankfully for search, it stays online. Like your status updates on Facebook, your data is not deleted from the system – it is merely backed up.  In 50 years, if YouTube continued to receive the same upload levels as current (doubtful as it will of course fluctuate), then J*zz In My Pants could be stored 12 614 400 000 separate times. A twitter update, or an occupation field on LinkedIn, are not that data heavy – if twitter were to have similar data creation rates, in 50 years, this would be equivalent to  4 054 628 571 541 200 tweets of 140 characters. All of it stored, backed up and, in the end, no longer owned by the creator/user.

Personally, if I am approached to work with a person or business, I first look online. If I find little/nothing, it can be a definite hindrance to moving forward. Questions may spring to mind: “why are they not online? What are they hiding? Should I be concerned about this?” and I find it more difficult to make a decision. Indeed, many employers do this with potential employees as well (LinkedIn, Facebook). Which identity is more valid? After finding more information online, my opinion of my real life experience can most definitely be changed. Research and reassess after all, and this comes into play with all identities. In 10 years, the line between online and offline identities will be much less defined, let alone half a century from now.

As social networks expand, our personal data is pulled out further and further from its source.  If you wanted to remove your presence from the internet today, could you? How about in 50 years, when Facebook has shut down (or not) and all that data is still on its servers, owned by someone other than yourself. Remember Friendster, the old ICQ and sixdegrees.com? They’ll remember you. A demand exists for those who want to get out of the game. A successful social media suicide app, designed by developer mobblr_, would delete your online presence but has now been banned by Facebook. Terms of use violation, Facebook asserts. Attempted data loss, definitely.

As a company, this may not be a big issue, but as a private individual, this may be the start of a change in how we interact.

“In 2006, AOL voluntarily released the search data of 650,000 of its users over a three-month period — some 20 million Web queries in total. Although the AOL user name had been changed to a random ID number, one could analyze all the searches done by a single user and deduce who the person was. Understandably, the online community was outraged, and AOL acted swiftly, removing the data and issuing apologetic press releases.” For users, its too little, too late.

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Where will social media be in 50 years? This is a big question and one that requires an answer and major goals to be set. If this is not brought up in the present, then the future design and architecture of our online (read: new reality) world will be out of the hands of those it affects most: the users. These users are people, governments, businesses, and even religions (yes, the Vatican has a Facebook Page).  When/if privacy concerns overwhelm the system, a big shift will occur once again.

In the end, I of course do not have an answer for how or what will happen, but I do assert that if it is not the public that steps forward to maintain its rights to information and to identity, then it will be out of the public’s hands. If I am not in control of my identity, then someone else will be. If online and offline identities are blurred, where will I end up? Where will I exist in the world?

“Web 3.0″ will necessitate a rebellion.

by Ryan at 80elements.com

ryan@eightyelements.com

Feed – twitter.com/80elements

Vlog – youtube.com/ryan80Elements

FB – facebook.com/ryan80e


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10th January 2010

Our Thoughts On Left 4 Dead 2

Left 4 Dead 2Developer: Valve
Publisher: Valve
Distributor: EA
Release Date: November 2009
ESRB: Mature
Platform: Windows PC and Xbox 360

In many areas, the CaveChild and I have very different views on this title. He is more of an online-multiplayer gamer than I am, and he did, for the most part, like the multi-player portions of this game, except when his 360 headset wasn’t functioning and he’d get kicked from a game because Left 4 Dead 2he couldn’t communicate with other players. With teamwork and communication being a huge part of the play, if you are a gamer who does not like to converse with others when playing, this portion of the game is probably not for you. In the online play, you can choose to be either a Survivor or one of the Zombie Bosses, but whichever team you are on, strategy and planning play a huge part in being the victor.

I am a gamer who likes to collect things – this mode of game play feeds my OCD-ishness, and for me at least, is an important part of the enjoyable gaming experience. Other than weaponry, there wasn’t anything to collect and horde. Characters are not given a large capacity to carry items, and for those of us who primarily play RPG-style games, this is a huge challenge. The developers have forced players to use their resources effectively, and the “pray and spray” method of killing massive numbers of enemies isn’t really an option. Thankfully there is a large selection of melee weaponry available – there is something oddly satisfying about whacking a zombie upside the head with a frying pan or cricket bat. Nothing, however, says “Die Zombie!” quite as nicely as the limited-use chainsaw.

While there are a number of drops to gain extra ammunition, molotov cocktails and other new items such as the bile bomb, in my own opinion it would’ve been a nice option to gain a hunter’s flap jacket at the gun store, thereby legitimately adding a little bit of extra storage capacity, instead of only being able to carry one “bomb item” and one medical kit.

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One of the areas which I found to be particularly frustrating was in not being sure which way I was supposed to go. While the five maps are not overly large, there are specific areas which gamers must work towards in order to get to the Safe Houses. Some areas were reasonably easy to work through with a well-marked path, while other areas seemed to lack the all-important player clues as to what needed to be done and where. The ability to wander around in a Left 4 Dead 2semi-open world is always nice, but so is having a clear idea of where you need to be, particularly when The Director is throwing huge numbers of infected zombie folks at you. There were also too many invisible walls for our preference – and a few areas which could’ve made some great sniper nests were not available. It is somewhat evilly satisfying to literally snipe a zombie’s legs out from under him or her.

The atmosphere and setting for the game was appropriately eerie, and I will give the level designers and audio crew extra points for this. However, there were also many instances of clipping failures and targeting problems – there were times when it would take 8 or 9 shots to fall a zombie who was squarely in my sights. It was lots of fun to use the Safe Houses as “duck huts” and snipe zombies or pile up the bodies of those who rushed the door. Having an endless supply of ammo while in the Safe House was also a bonus and added more than just a few minutes to overall game time. Left 4 Dead 2

I would have liked to have had a longer campaign, simply because that is where my game style preference focuses. I don’t that I would consider Left 4 Dead 2 to be a hugely impressive sequel to Left 4 Dead, but it’s not a complete disappointment, either. With the different play modes which are available and with The Director looking after the AI experience and interaction for horde management and difficulty scaling, there are a decent number of hours of play available to the gamer. On the Village Gamer scale of game approval, we’ve settled on a range of 7.5 to 8.0 for Left 4 Dead 2’s overall product presentation, additions and improvements.


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29th November 2009

Assassin’s Creed 2 An Historic Adventure

Assassin's Creed 2The CaveChild and I have been playing Assassin’s Creed 2 almost non-stop since release day, and in my opinion, this is truly the best IP sequel title I have yet to play. Yes, it trumps Modern Warfare 2 in my game selection. We both appreciate the incredible amount of historical research and accuracy that went into Assassin’s Creed – right down to the speeches delivered by the heralds. I am probably one of the few people who actually pays attention to the entire ambience of a game’s environment and utterances of the NPCs. Mike covers much of the game play in the accompanying review video, but there are a few areas I wanted to touch on as well, so we decided to do a joint game review. He has completed the game, whereas I am about 80% complete on the storyline.

While there are small parts of Assassin’s Creed (both iterations) that are less than my favourite things to do in the game, they are inconsequential to the overall player experience. I have never been a fan of the race events, although I found the “collect the flag” races in AC1 easier than the gateway races in AC2, this is simply because the flags were easier for me to see on rooftops than the swirling white light effects used in AC2. I could make more use of Eagle Vision during these races, but that seems to add to my mild vertigo reactions to the speed and heights experienced in Assassin’s Creed 2. There have been a few times when I’ve experienced that “roller coaster feeling” throughout the game.

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My favourite part of game play in Assassin’s Creed 1 were the missions and stealth tactics – and I was well pleased to see this not only continued but built upon in Assassin’s Creed 2. The new assassin abilities and weapons which have been given to Ezio added so much depth to his forays into a corrupt and dark Renaissance Italy, that I keep being disappointed when I run out of Assassin Contracts to fulfill for Lorenzo. For some reason, I find the combat skills in Assassin’s Creed 2 easier to use than when I played through Assassin’s Creed 1, but I’m not really sure why, considering that they are pretty well the same Eziobuttons. At times I do get frustrated with movement control, because it seems that Ezio is not wanting to do as he’s told, he’d rather move in a different direction or grab onto something I didn’t want him to, but all is overcome with perseverance – in my opinion it’s better to have to work at something and practice to get it right than for it to be too easy.

Speaking of practicing and levels of difficulty, the many puzzles in Assassin’s Creed 2 range from easy to OMG am I ever going to solve this one or beat the timer. It took a fair bit of work to earn those Assassin’s seals to gain Altair’s armour – but it was quite satisfying when I did it, and now Ezio gets to honour Altair by wearing his armour and brandishing his sword.

One of the new features in Assassin’s Creed 2 which I really like is ownership of the villa. I enjoyed restoring the town, collecting weaponry, artwork and armour. I only wish that there had been more to do with the villa and town, because I had all of the town’s upgrades completed by the time I had finished the Tuscany map. I also like the addition of the merchants – the doctor is a very welcome NPC and the ability to easily replenish my stocks of poison, medicine, throwing knives, bullets and smoke bombs. I really, really like the smoke bombs. I like being able to swim as well – and I think that the canals of Venice are now a little shallower due to all of the dead guards I’ve sent to their depths. Being able to dive into the water has also save me from countless guard attacks, and also that one time when I couldn’t see if there was a wagon of hay to leap into from the top of a church tower – so I dove into the water instead. Definitely like the non-drowning death improvement – now I just need to work on not falling to my desynchronization from great heights while climbing things.

Two of the challenges that I really had fun with were the wild carriage ride and flying on da Vinci’s wings. I only killed Leonardo once on the wild chase through the mountains, and really it’s not my fault that he leaned too far over and tipped the carriage over. My speed and cornering abilities had absolutely nothing to do with it. Flying was a challenge on a whole different level. It only took me a few attempts to get the hang of it and make it to the palace on time. Sort of.

Instead of collecting area or faction specific flags as in Assassin’s Creed 2, players now collect the six seals of the Assassin’s Tombs to gain Altair’s armour, the Codex Pages to gain knowledge and weapons in partnership with Leonardo da Vinci,  and the feathers which Ezio’s younger brother Petruccio treasured. Ezio must also find glyph symbols hidden around the towns in order to find out more information about the mysterious Subject 16, and taken piece by piece the video clips really don’t make much sense – until you get the big picture. The puzzles attached to the glyphs and Subject 16 are incredibly imaginative, and some of them have taken a lot of hit and miss guessing to solve. No matter their difficulty, though – each one has something of historic value to teach, which I do appreciate.

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23rd November 2009

Canadian IP Law For Dummies A Must Read

Canadian Intellectual Property LawA few weeks ago I told you all about a special edition book titled Canadian Intellectual Law For Dummies. Written by Henri Charmasson, John Buchaca, Neil Milton and Diana Bryon and published by John Wiley & Sons Canada Ltd. with support from Export Development Canada, the book is currently available free of charge through an online request at Milton’s IP. After reading this book, anyone involved in creative properties would be remiss in not taking advantage of the information given by the authors.

Many books about law are often dry, tortured reading. Not so with Canadian Intellectual Property Law. The authors have conveyed a massive amount of information in an easy-to-read and easy-to-understand method, interspersed with a sprinkling of humour.

The 119 pages of Canadian Intellectual Property Law covers everything from concept to protection, how to find the right IP legal professional, and addresses the many misconceptions about patents, trademarks, copyrights, industrial designs, trade secrets and contractual rights. Knowing the correct protections to obtain and how to leverage your protection to increase income are also important components in this book. While the authors target Canadian-based properties as their primary subject, they do discuss international treaties and how to obtain IP protections in foreign countries. There are also references for getting more information from government agencies about Intellectual Property, and in For Dummies tradition, there are plenty of clearly marked tips, warnings and reminders. The only addition I would have liked in this book is a quick-reference section listing online resources which are available to the general public.

As with all complex legal issues, it is always best to consult with the professionals in regards to IP protection, this book will give creative companies and individuals a head-start in understanding how to protect themselves, and how to find the best IP professional for the tasks at hand. When all is said and done, not taking advantage of Canadian IP Law for Dummies may cost you and your company money it could have earned – if only you’d been aware.


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10th November 2009

48 Hours Into Dragon Age: Origins

Dragon Age OriginsI have now logged over 48 hours of game play (probably closer to 58 now, because I started writing this yesterday) in Bioware’s Dragon Age: Origins (Xbox 360 CE), and there are many aspects I really like, but there are some that may take a bit of warming up to. Having read both of the prequel novels written by Dragon Age lead writer David Gaider, I knew a fair bit of the back-story and my progress through the game has been greatly aided by that knowledge. I am still amazed at the amount of story yet to be revealed through the Codex additions – I have lots of reading of the story’s bits and pieces I have picked up so far through quests, conversations and random items. This is a positive aspect, because I like games which tell a good story. The writing in Dragon Age is tight – and humorous. I have found myself at times just standing and listening to my “henchies” talk, and there has been many a time that I find myself laughing outDragon Age: The Stolen Throne loud at their dialogue. There are also a number of references to modern pop culture in the game – some of it so subtle that it can be missed if one is not paying attention. The “light” has gone on a few times after certain scenes or dialogues, when I realize what has transpired and its reference to something in our society.

I went with the human noble warrior for my first go around – I wanted to be a caster, because that is what I’m good at, but Scott talked me into trying something different. It has become (sometimes painfully) obvious that I am a far better caster than I am a warrior. Thank goodness for the ability to change which party member I can control during battle. I will, however, admit that I am getting better at melee combat. I still have a long way to go at being highly proficient in close-up and personal fighting, but I certainly like the amount of control Bioware gave us in character creation. I also really like that each character – Dwarf, Human or Elf has its own story beginning, as this adds to the replayability factor.

Each of the party member’s distinct personalities and beliefs play very important roles in how the game Dragon Age Templarunfolds, as does each choice you make in the dialogue trees. One could almost feel sorry for Alistair as he goes through relentless teasing at the hands of Morrigan, whose own jaded view of the world at large often prevents her from seeing the simple good in people as anything other than weakness. During last night’s play, I caught Wynne also giving Alistair a rough time about filthy socks. Meanwhile Leliana appears to be the complete opposite – she is strong in her belief of all things good,  although I have a feeling that this is going to change at some point in time. Just a hunch – and some advance reading on Scott’s part. I haven’t made a lot of use of Zevran and Sten yet, but I’m sure they’ll get their chance in battle as well.

I’ve read many online comments about areas where players aren’t happy with the Tactics menu, or they aren’t happy with some of the sudden difficulty spikes. Maybe it’s just my play style, but I am not disappointed by any of it. Yes, some of the battles are insanely difficult and my hero may end up as a pile of ashes after being blasted by a huge fireball, but thanks to the Save Game function which I mostly remember to use, it’s “try, try again” for me. I probably died a dozen times trying to defeat Flemeth before going and doing some different quests first in order to level my Grey Warden some more and perhaps gain a little more help in the way of additional party members. Once I completed the quest for Shale and kicked Alistair out of the party for this particular task, I did it in one go. Shale is a very effective tank when equipped with the right crystals for the job. Next time around I will have to Dragon Age Originsremember to go get Shale before hunting for the urn. Perhaps then I won’t turn into a crispy critter because I just had to ring the gong to see what it did. Apparently the dragon landing on the cliff edge was supposed to be a clue. Maker bless the Load Last Save function.

While I sometimes find the long cinematic conversations frustrating, I realize that they are an important game component – dispelling knowledge and opening different paths in the story, but geez sometimes I just want to get on with eliminating the vile creatures who are trying to take over my map.  On the plus side is the ability to skip forward through the conversations to get to where you want to be – whether it’s to retry a battle or to try a different path in the dialogue trees. On my next play-through I might just take the time to solve the puzzle and let the little girl live instead of allowing Kitty to possess her.

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22nd September 2009

Enter The Faunasphere

FaunasphereFor those who have never heard of Faunasphere, I will borrow a few words from the game’s official site. Please feel free to click on the thumbnails placed through out this article to get a better look at the environment and features, or hover over them for image descriptions.Ellie

Faunasphere is a “browser-based CMO (Casual Multiplayer Online) game, players adopt and care for cute and quirky creatures known as Fauna and collaborate to build and explore beautiful virtual worlds. From the creator and lead designer of Asheron’s Call, Faunasphere engages a broad casual gamer audience through non-violent game play, rich social networking elements, and an immersive storyline. The game is free to play, and features micro-transactions and premium membership to enhance the game play experience.”

Mire KnollOfficially launched by Big Fish Games on August 12 of this year, Faunasphere has several game play features:

* Fauna lay eggs as they level up. Eggs can be hatched to create new Fauna or traded between players.

* 12 Fauna breeds to adopt and care for, with an endless array of visual variations to explore. Players can try to breed Fauna for specific traits, or can purchase special items to transform them.Zapping Pollution

* Players can customize their own corner of the world by designing a Faunasphere to shelter their Fauna. Items to decorate and improve a player’s Faunasphere can be collected via game play, traded between players, or purchased.

* Players advance through the world via unique, non-violent game play. Fauna clean up pollution and complete tasks to earn game currency and level up.

Happy Food For a Happy Fauna* The game can be played as a no-commitment diversion, but offers deeper involvement for committed players.

Features not listed above but which I feel are important to include:

Faunasphere is very easy to play. While reading is required, the game play is simple to pick up, the characters are cute – and sometimes very unique depending on how their caretakers have customized them, and the game’s community is incredibly friendly. That is one aspect of the game that really Home Sphere Buildingstruck me. I know from reading through the game’s community forums that there have been problem users, just like in any online game. That said, the players who inhabit Faunasphere are friendly and even considerate. They even give you items if they think they somehow “stepped on” something you were doing or planning to do. They readily offer assistance should anyone require help with a task or cleaning up some of the higher-level pollution monsters.

Rock GardenFor my adventures into the Faunasphere, I chose to look after one of the Hoofers, which are horse-like characters. Players can choose from a Hoofer, Sniffer or Scooter, each with its own set of attributes, likes and dislikes. Each character likes different food, comfort, beauty and amusement items. These likes and dislikes are important to bear in mind when building a faunasphere, and particularly when you create a Den for your Fauna to rejuvenate in. Your Fauna likes to be in a place which makes it happy, so it’s important to use the “Happy” items which your Fauna prefers.

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13th September 2009

Gamer – The Movie

GamerGamer
95 minutes
Rated R
Lionsgate

We went. We saw. We were not disappointed. We weren’t in awe either, but it was still some decent escapist entertainment – just like a video game. It’s not a movie I would recommend for someone who has absolutely no involvement in video games, because much of the movie plot would be lost on them. The good points include the fact that I think they cast their lead characters well. Gerard Butler makes a very good video game hero and Michael C. Hall played a convincing digital media mogul evil end-game boss while Logan Lerman did very well as the tech-geek-MMO-FPS player.

This was a movie which was definitely meant to cater to the typical male gamer crowd as its audience, but the storyline was at least somewhat redeeming. Game world cliches were bountiful in both visual and Gameraudio moments, some very subtle, some not so subtle. I’m not sure I like that the token girl gamer got her head blown off so early in one of the levels, either.  At least there was at least one other tepidly strong female character in the movie – and I’m not talking about the female characters portrayed “in game” either.

The writers crammed as much about the gaming world into this movie as they could, and it would be very easy to miss many of the references if one wasn’t paying attention, such as the tea-bagging which occurs early in the movie or the Blade Runner costume which appears later. Then again it’s hard to miss the parallels drawn between what can go on in the gaming world and the real world, such as the waffle eating mega-sized apartment-dwelling male who overly enjoyed controlling a female character in the movie’s parody of Second Life with a “real life” game called Society.

There were many similarities between Gamer and Death Race, and even possibly Condemned. There were some excellent explosions and vehicle wrecks, but the weaponry was fairly basic with one or two upgrades. The story also brought in some interesting concepts in order to flesh out the evil digital media mogul’s dastardly plan. Without spoiling the end of the movie for those who may not yet have seen it, there is one final subtle message soon after the “boss battle” which involves some of the boss’ henchies but before the hero drives off into Game Over land with his rescued damsels in distress.

Gamer isn’t a movie which we’ll be rushing out to purchase when it’s released on DVD, but I’m sure it will take its place in gamer lore along with Hackers and War Games. We will probably catch it when it hits the small screen on Movie Central, just to see what other subleties we missed.


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