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From: www.gamesradar.com

Dragon Age: Inquisition - Jaws of Hakkon Review

Added: 27.03.2015 20:56 | 2 views | 0 comments


It's been about four months since I've spent quality time in the world of Thedas--nearly 70 hours' worth of it. This week's content release for Dragon Age: Inquisition, Jaws of Hakkon, may have jump started my engine, reminding me what I love most about the core game: the sense of wonder, the thematic richness, a fantastic sense of place and personality. The new adventure becomes available in the second act of the game, taking your Inquisitor to the Frostback Basin, the foothills and valley near the mountain range at the southern end of Thedas. You've been called in to provide support for an archaeological survey of the region that is searching for the final resting place of the world's last Inquisitor, Ameridan. While piecing together the mystery of Ameridan, you'll have to navigate the region's complex geography and even more complex sociopolitical relationships.

The Frostback Basin is a deceptively big zone. What seems easily conquerable on the map screen is actually a sizable and intricate mix of environments. Foothills open up into plateaus, which feature deep, dangerous pits. A lakeshore runs into the bubbling, muddy shallows of the basin, and those turn into misty swamplands and damp jungles. It's all brought to life with vibrant color and fresh ambient sounds. The Frostback Basin feels distinct from the game's other zones, and it's mostly a joy to explore.

The environments in Jaws of Hakkon really show off Inquisition’s lighting engine.

I say "mostly," because sometimes it feels like BioWare is trying to stretch out the available content in Jaws of Hakkon. Over the course of eight hours in the Frostback Basin, five different missions make you "follow the trail" across territory you've already explored thoroughly in the course of doing other missions. Most egregious is a mission that sends you around to flip a number of switches scattered across the northern half of the zone. For the previous six hours of play, these switches had been visible but inactive, and I knew that they'd send me back eventually. They did. This decision is particularly strange because Hakkon doesn't need to be stretched in any way. The Frostback Basin is packed with all of the elements that made me love Inquisition to begin with: smart characterization, interesting combat encounters, and carefully written lore.

The Frostback Basin is home to two rival tribes of the Avvar, a human society that briefly pops up early on in Inquisition. The development of these groups (and of the region's history in general) is the high point of Hakkon, and you'll get the most out of this DLC if you dig into the lore about these people and their culture and religion. Dragon Age has always been at its best when the stories it tells are multifaceted and mysterious, and the same is true here: Religious iconography blurs together; magical traditions are at once remarkably similar and fundamentally different; and the final, "true" history is often left unknown.

What’s better than hanging out on a moonlit beach with some buds?

Best of all, the Avvar work to break apart the classic binaries that show up throughout the Dragon Age series. They share the Elven relationship to nature, but are human. They're human, but don't belong to any of the major political powers. They're deeply spiritual, but also incredibly practical. They have a strict system to govern the use of magic, but use terms and concepts to explain the magical world that are entirely different than those used by the Templars and Circle of Mages. All of this works to complicate the world of Thedas by providing yet another potential perspective to consider.

This makes it extra frustrating that so little of Jaws of Hakkon shares the cinematic sheen of the rest of Inquisition. Most other zones in the world of Thedas have a mix of two different sorts of quests. Firstly, there are the little, MMOG-style missions you complete for this or that character: kill ten bears, or recover a missing satchel, or perform some other small task. Secondly, there are the major story missions that take you out of the third-person perspective and into a cutscene view, where dramatic music supports characters who emote and animate as the plot unfolds. In Hakkon, only the very beginning and very end of the main questline offer this second sort of storytelling. Throughout the rest of my eight hours, I watched as world-shaking information was delivered without any pomp or luster.

Learning about the Avvar culture is a highlight.

If you told me last week that this would bother me, I'd tell you that you'd be absolutely wrong. But here I am, missing the intimate close-ups and the sweeping vistas. (Maybe this shouldn't be be surprising: Imagine an episode of Game of Thrones that never shows the detail of a character's face.) Over the course of the previous 70 hours, Dragon Age: Inquisition had quietly taught me to expect a certain rhythm: I'd meander around a zone until I was ready to commit to one of the many "big" story events. There was a sort of storytelling grammar at work, and by reducing the use of that grammar, Hakkon rarely feels as substantial as it should. Thankfully, the final hour or so of Hakkon does utilize those storytelling tools to great effect, and it joins them with some new, unique mechanics in a series of major combat encounters that build momentum and velocity until an explosive climax.

Though I wish that Jaws of Hakkon was less bloated, and though I miss the cinematic flair of the rest of Dragon Age: Inquisition, I know that in a month I'll have forgotten these quibbles. Instead, I'll remember my time spent in Frostback Basin fondly. I'll remember the sharp wit of Svarah Sun-Hair, the leader of the local Avvar clan. I'll remember the holy symbols that blur the line between competing faiths. I'll remember the mist and the mountains and the sun's light through the trees. I'll remember confronting legendary foes, and the time I got to spend with some of my favorite characters in video games.

From: www.gamespot.com

Gaming#39;s most satisfying character switches

Added: 27.03.2015 18:00 | 15 views | 0 comments


It's a real feat for a game to actually surprise you. We've entered an age where every character reveal, every playable mode, multiplayer feature, or gameplay quirk is carefully calculated and announced at the most opportune moment to build hype to an absolute fever pitch. By the time you've bought the game, you've likely already been exposed to nearly everything except the ending (and sometimes that, too).

But sometimes, the PR machine waves a character in your face with their left hand, while holding the super secret true playable character behind their back with their right. Or we already know who the characters are, but then find out you get to control the sidekick once the main hero finds themselves in quite the pickle. However it happens, a proper fake-out is a rare thing in video gaming, and these are some of the most satisfying switcheroos ever. Needless to say, there will be spoilers.

Ubisoft loves to tell people about its games. It seems that in the weeks leading to an upcoming release that Ubi can't go more than a couple of days without showing some new 'dev diary' or revealing every single, granular gameplay feature. But even after hours of behind-the-scenes footage and character profiles, fans weren't prepared to spend the first six hours of Assassin's Creed 3 as British transplant Haytham Kenway, and not his son Connor.

Say what you will about the pacing of those opening hours (OK, fine, yes, they were a tad slow), but they set the stage for Connor's own tale of revenge and redemption. This posh chap has a hidden blade! He's looking for artifacts from the First Civilization! He's… a templar? What the hell? It's a bold move for Ubisoft, and I'm surprised that the whole thing hadn't been detailed in a five part mini-documentary two months before release.

BioShock 2 puts you in the role of one of Rapture's hulking Big Daddies, but there's a surprising bit near the end that puts you in the shoes of another iconic denizen of the underwater city. After losing consciousness, a particularly adept bit of handwaving puts you in control of a Little Sister, allowing you to wander through Rapture's vents and hidden crevices. With this flip, BioShock 2 turns into a whole different game, as most of the citizens you come across don't even react to you. You even catch a glimpse of Rapture as it was during the old days, before everything went to hell, thanks to the Little Sister's special vision.

Unfortunately, the moment is fleeting, lasting only a handful of minutes. Being forced to wander around Rapture and avoiding splicers while sucking Adam out of the recently deceased could have been a twist that rivalled the 'would you kindly' of the original Bioshock. Instead, you pick up a few items and are back in the Big Daddy suit in the time it takes to watch a commercial break. Still, the brief time spent looking through the eyes of a Little Sister is hauntingly effective, revealing sight into the twisted lore of Andrew Ryan's failed creation.

Following up one of the greatest JRPGs of all time is a tall order, so there was practically no way Chrono Cross could ever hope to escape the shadow of its predecessor. Even so, it certainly has its charm, and it's got a few surprises and fake-outs of its own. Case in point: half-way through this adventure, you end up switching bodies with the main villain of the game.

Yes, technically you're still hero Serge, only now you're stuck inside of the body of an evil talking cat. But this Freaky Friday scenario actually impacts how you play, and not just because you have a different set of techs to use in combat. Now that you're the big bad, all of the heroes you've recruited this far want nothing to do with you, so you have to find a totally new set of companions to help you regain control of your actual body. It's not as bold as killing of the main character like the first game did, but it's pretty damn close.

Oh, no! We've been captured by zombies and tossed into an underground prison with no hope for escape. Though, I suppose that's better than being eaten alive, but still! Who will save us? Only thing we can do now is pray: "You are a friend who I have never met before. If you hear this message, go to the south."

And suddenly, you're not playing as Ness anymore. You're now a boarding school student named Jeff, who lives several continents away from where Ness and Paula are held captive. After receiving this mysterious telepathic message, you break out of school, cross a pond with the help of the Loch Ness monster and a monkey obsessed with bubble gum, and make your way through a dungeon built by a guy who loves to build dungeons. Finally, you find your father, who has been working in his lab on a flying machine. After an awkward exchange of pleasantries, you're off to finally rescue the best friends you've never met before.

What's a list of potential fake-outs without an appearance from Metal Gear Solid 2? You'd be forgiven if you thought you'd be spending most of your time playing as series mainstay Solid Snake. I mean, he was only featured in every E3 trailer, the demo that came with Zone of the Enders, and even the cover of the goddamn box. But nope, as soon as you beat the Tanker chapter (which will likely only take a couple of hours), you're spending the rest of the game as newcomer Raiden.

If you're like me, you probably went through the five stages of grief in real-time. It starts with denial ("Maybe he's just wearing a voice modulator… and grew his hair out… and changed his name…"), moves on to anger ("I can't believe Kojima would trick us like this!"), and trucks right on through to bargaining ("Just let me play as Snake for a few minutes, and I'll buy all your games. Even Boktai!") and depression ("...stupid game."). But then, as we looked back, we realized what a ballsy move it was to drop Snake for the second act, and that Raiden wasn't such a bad character after all. And thus, acceptance.

The Arkham series actually takes more than a few cues from the Metal Gear series, with its emphasis on stealth and its uncanny ability to surprise the player and get inside their head. The Scarecrow bits from Asylum and the Mad Hatter side quest in City both evoke that same sense of "hey, wait, is my game broken" found in the best parts of Metal Gear. They even share a similar character switching moment, though Arkham City is kind enough to give Batman back to us when it's done.

You're given control of Catwoman a few times throughout the course of Arkham City, as she goes on the prowl, looking for thugs to beat up and valuables to steal. She controls similarly to Bats, but she's much more lithe, agile, and her whip can make quick work of her opposition's weaponry. While her inclusion was announced prior to the game's release, the best part wasn't. Near the end of Arkham City, Batman is in mortal danger and Catwoman has a choice: Does she take the cash and walk out of the bank vault, leaving the city behind, or does she reluctantly drop the money and go save Gotham's last hope? Arkham City actually lets you pick option A, complete with a fake roll to credits as she strolls out of the vault.

The Last of Us features not one, but two incredibly impactful character switches. The first happens right at the beginning, when you're put in the shoes of Joel's daughter, Sarah. She wanders bleary eyed and groggy around her house, looking for her dad while teaching you basic movement and interaction controls… and finds herself smack in the middle of a zombie apocalypse. When the perspective finally shifts to Joel, you know that some truly bad shit is going down.

And then, about halfway through the game, it happens again, this time thrusting you in control of Joel's new companion, Ellie. After getting impaled by a piece of rebar, Joel is (understandably) too weak to walk, or even stay conscious. And so now you play as Ellie, as you try to combine all of the skills that Joel taught you over the months to hunt for game, look for medicine, and survive. While she doesn't have Joel's brute strength, she more than makes up for it with her resourcefulness and that knife she carries around.

As outlaw John Marston, you've travelled to Mexico and back, you've finally taken out Bill Williamson and his gang, and gained amnesty for your crimes thanks to a deal with the government. Now that you're back at home, you're running through tutorial missions again, this time teaching your son Jack how to rope horses and wrangle cattle. You've been away for a long time, but now, you can finally settle down and bequeath life lessons to your child and steer him on the right path.

Until the government reneges on their deal, shows up on your doorstep and guns you down in cold blood. This is the part where the credits are supposed to roll… except that they don't, and now you're in control of an older, angrier, hairier Jack as he attempts to get revenge on those who took his father away from him. This character switch is brilliant because it doesn't just set up the post-story free-for-all most open world games provide. It also calls directly back to the cyclical nature of violence and tragedy that Red Dead Redemption's themes have been touching on the entire time.

It's nice to get surprised by a secret playable character, and it's even better when the change makes for a dramatic turn in the story, or reveals some surprising, undiscovered detail about the world around the protagonist. What are some of your favorite character switches? Let me know in the comments!

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The Road With Russell Martin

Added: 27.03.2015 16:50 | 12 views | 0 comments


The Toronto Blue Jays catcher talks about being chosen as the Canadian cover star for the game.

Tags: With, Blue, Roll, Jack
From: feeds.ign.com

Ubisoft Toronto's Future Discussed in New Developer Interview Video

Added: 27.03.2015 2:18 | 38 views | 0 comments


Ubisoft have released a new video about the future of Ubisoft Toronto, who are celebrating their fifth anniversary this year. They released Splinter Cell: Blacklist in 2013, and contributed to other games, such as Far Cry 4 and Assassin's Creed: Unity. The video includes an interview with Ubisoft Toronto's Managing Director Alex Parizeau, who recently took over form Jade Raymond, when she left the studio to "pursue new opportunities", and he says that the developer is gearing up to take on new projects, but to do so, they need to hire a few new recruits. He also discusses the birth and growth of the studio as well as the plans for a massive expansion, as part of their plan with the Canadian government is to reach 800 staff members by 2015. This means that if you want to join the team at Ubisoft Toronto, then you can head over to their official website to explore all the current job opportunities, as they arelooking for people of all experience levels.

From: n4g.com


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