By Paul Hunter
Kojima Productions, the acclaimed studio behind the Metal Gear Solid franchise, has opened their vault for the re-release of two classic PlayStation 2 titles in their Zone of the Enders HD Collection. The compilation pack features completely remastered versions of the original Zone of the Enders (2001), plus the far superior Zone of the Enders: The 2nd Runner (2003), and even throws in a demo of the upcoming Metal Gear Rising: Revengeance for good measure.
With over ten years since we first stepped into the cockpit of Jehuty, do the original games combined with a shiny coat of HD warrant a second interplanetary trip through these mecha adventures?
Back in the early years of the PlayStation 2 era, famed producer Hideo Kojima wanted to venture outside the realm of Metal Gear Solid and helm a new franchise; the result was Zone of the Enders. Set more than a 100 years in the future, the games take place on distant colonies on Jupiter and Mars at a time when humans have recently discovered Metatron, a high-energy ore that warring factions are seeking to control. BAHRAM, a particularly ruthless military organization led by Col. Ridley (Nohman) Hardiman, are the most aggressive coveters of Metatron resources and stop at nothing -- including civilian casualties -- to further their own corrupt agenda.
In the original Zone of the Enders game, players assume the role of 13-year-old Leo Stenbuck as the forces of BAHRAM invade his space colony Antilia, which orbits one of Jupiter's moons. By happenstance, Leo stumbles upon a powerful "Orbital Frame" mecha named Jehuty which he uses to ward off his attackers. With the help of Jehuty's A.I. named ADA, the young boy sets out to rescue civilians from his colony, and defeat the BAHRAM forces that are threatening his people.
If you're familiar with Kojima's work on the Metal Gear Solid series, then it won't come as a surprise to hear that Zone of the Enders story sequences are more often than not, loquacious, convoluted and stuffed with unnecessary exposition. For a high-action, aerial combat mech game, these long-winded dialogues interrupt the action much longer than they should, and the stiff voice-acting and grainy animations certainly show their age.
Where Zone of the Enders shines is in its blisteringly intense, aerial combat gameplay. Jehuty has a range of offensive abilities including using long-range laser blasters, destructive energy bursts requiring a momentary charge, and a short-range energy sword for melee-style battles. Attacks can also be combined with a dash move, giving combat a constant high-speed feel. On the defense, Jehuty can latch on to enemies at close range and give them a nice toss, resulting in damage if aimed toward a hard surface, and can also project an energy shield capable of nullifying everything short of an enemy burst attack. The abilities of Jehuty are fast, varied and surprisingly deep, but unfortunately a great deal of this richness is lost in the simplicity of combat. Enemies, including most bosses, have paper thin attack patterns and combat rarely needs to surpass a "button mashing" strategy to succeed.
Objectives in Zone of the Enders are repetitive and monotonous, basically boiling down to traveling from location-to-location on the world map and either destroying all enemies in a particular zone, or obtaining an item to progress. There's a lot of back-and-forth as you are forced to visit areas over again and combined with the clear lack of development of your mech, the action feels like a repetitive slog.
Zone of the Enders is so thin, clocking in a mere four hours to completion, that it's better thought of as a proof-of-concept versus a full-fledged mech game. It gets you familiar with the core mechanics of Jehuty through VR training and live combat, introduces you to the essential characters and plotlines, and that's about it.
The real meat of this package comes in the fully-realized sequel, Zone of the Enders: The 2nd Runner. In short, it's fantastic.
In every conceivable way, The 2nd Runner is better than its predecessor. The graphics and animations are much improved, enemies are more varied and have better attack patterns, Jehuty moves with more fluidity and has a wider range of attack maneuvers, the locations are more varied, brighter and feature more detail, and the story, while still a bit contrived, is at least more coherent and even fills in some of the gaps from the first outing.
Taking place two years after the events of the original game, an ice miner named Dingo Egret inadvertently stumbles upon Jehuty just as the BAHRAM forces are attempting to retrieve the concealed mech (sound familiar?). Dingo boards the massive Orbital Frame, but is knocked unconscious by Anubis, a counterpart Orbital Frame controlled by Col. Nohman. Dingo soon wakes up to find himself inside Jehuty, which has been hooked into his body as a life-support, rendering him unable to exit the mech. Understandably frustrated, Dingo sets out to confront Col. Nohman and make him pay.
The sheer amount of improvements in The 2nd Runner are impressive, and where the real value of the HD Collection is derived. Enemy battles require much more strategy this time around, and boss battles are more varied and a great deal more challenging. Your Jehuty mech has improved abilities as well, such as new grappling mechanics that allow you to use enemies as melee weapons or protective shields, and you can also pick-up objects in the battlefield and perform a powerful swing attack with them, or hurl them at your opponents.
While The 2nd Runner is a completely linear affair, eschewing the world-map model found in Zone of the Enders, the lack of exploration in no way takes away from the enjoyment, and if anything, this series is better suited to straight level progression. The 2nd Runner constantly feels like it's being driven forward, with more satisfying narrative and a real sense that your mech is getting more powerful along the way.
Unfortunately, the frame rate of this HD remake suffers noticeably, so whereas the PlayStation 2 version held stable at 60 frames-per-second, the remastered edition feels considerably slower. Even with a reduced frame rate, the action is still faster than most action games out there, so likely only purists will care.
It's worth noting that the version of The 2nd Runner included is the PAL special edition, which has never been released before in North America and includes extra missions, more VR training, extra difficulty settings and graphical improvements such as better anti-aliasing. There's also an all-new 7-minute opening cinematic created by the acclaimed Sunrise animation house, which ties together the story between the two Zone of the Enders games, as well as higher resolution versions of the original opening animations for both games. Both games also include full PlayStation Trophy and Xbox Achievements support, a nice added touch.
To sweeten the pot, the HD Collection includes a demo of Metal Gear Rising: Revengeance, the upcoming spin-off title starring Raiden and set for release on Playstation 3 and Xbox 360 on February 19, 2013. With the original Zone of the Enders game featuring a demo of Metal Gear Solid 2, the subtle, pleasant feeling of déjà vu is a nice addition.
It's no surprise that Konami showed off the remastered HD version of The 2nd Runner during the majority of their presentations leading up to the launch of the HD Collection -- it's by far the better game of the two included. It's best to view this compilation as an HD version of The 2nd Runner with the original Zone of the Enders and a Metal Gear demo thrown in for good measure. The 2nd Runner, as a stand-alone remastered title, is worth the cost of admission for this value-priced collection, so as a whole it's easy to recommend. It may be nearly ten years since we've last entered Jehuty, but like the return an old friend, it's great to finally be reacquainted.
Zone of the Enders HD Collection is out now for Xbox 360 and PlayStation. The game was developed by Kojima Production and published by Konami.
Zone of the Enders HD Collection is rated M for Mature by the ESRB.
[This article originally appeared on the Future Shop Tech Blog]
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Saturday, March 9, 2013
Review: Zone of the Enders HD Collection
Review: Wii U
By Paul Hunter
Nintendo has come first out of the gate with a brand new console -- the Wii U -- officially kickstarting the next generation of home gaming. The Wii U brings with it a new online experience, finally bumps the graphics up to full HD, and delivers a superb new Mario game; yet, it's the Wii U GamePad, with its range of innovative features, which really steals the show.
After putting the Wii U console through its paces over the last few days I was amazed at how multifaceted the Wii U GamePad is, and the degree to which the second screen adds to the overall gaming experience. There were a few hiccups with my overall experience with the Wii U, which I'll explain below, but they didn't detract too much from the numerous hours of enjoyment I had.
Wii U System
In terms of pure looks, the Wii U is the plainest Nintendo console yet. It has a smooth body with rounded corners, and is larger and bulkier than the Wii: 10.6” deep, 6.75” long, and 3.5lbs, vs. Wii’s 8.48” deep, 6.18” long, and 2.65lbs. Out-the-box the Wii U can only be placed horizontally, but can have a vertical orientation with the optional Console Stand (included in the Deluxe Console package, or sold separately). The face of the console has a disc drive capable of playing Wii U or Wii game discs, eject and power buttons, and a front hatch that reveals two USB 2.0 ports and an SD memory card slot. In a nice touch, the hatch slides into the console when you open it, instead of jutting out like it does on the Wii. Above the power button is a tiny LED that shines blue when the console is powered on and red when powered off. Above the disc eject button is a second light that emits a bright white light when a disc is inserted into your Wii U.
As previously mentioned, the Wii U is capable is displaying full HD graphics -- the first for a Nintendo console. The supported video modes for Wii U include 1080p, 1080i, 720p, 480p and 480i. The back of the Wii U console contains slots for the AC adapter, sensor bar, AV connector, HDMI out, and two additional USB 2.0 ports. Inside the box comes an HDMI cable, which makes Wii U the first console to ever include one (Wii included a standard A/V cable). There's no AV cable included, so if you have an older model TV you'll have to either buy Nintendo's AV cord accessory, or if you have a Wii, you can use the same AV cable with your Wii U (very convenient). Finally, Wii U contains a built-in wireless adapter, allowing you to connect the console to the internet through your home network.
Wii U Sets Available
There are two Wii U console packages available now. They are: (1) the Basic Set, and (2) the Deluxe Set. For a comprehensive review of each of these sets, have a look at Erika's comparison article. There's a $50 price difference between the two packages, and if you look at the contents of each package you'll notice the more expensive Deluxe Set is a better value by a longshot. Not only does it come with Nintendo Land (a fantastic launch game -- see Raj's review here), it also has four times the hard drive storage space, and a slew of peripherals including a Wii U GamePad charging cradle and Wii U console stands -- items you will most certainly want to own. As a further incentive to pick-up the Deluxe Set, Nintendo will be rolling out the "Deluxe Digital Promotion" (coming Dec. 2012) which will give you a 10% credit for each purchase made through the Nintendo eShop. So for example, if you purchase a $60 game through the Nintendo eShop, you will receive credits equal to $6 towards your next Nintendo eShop purchase.
So you can visually compare the two sets, here's a full list of the contents:
Wii U 8GB Basic Set
White Wii U console with 8GB of internal storage
One white Gamepad controller
AC Adapters for both the console and controller
Sensor bar
HDMI cable
Wii U 32GB Deluxe Set
Black Wii U console with 32GB of internal storage
One black Gamepad controller
Nintendo Land video game
Console stand
Gamepad charging cradle
Gamepad stand that allows it to sit vertically on a table
AC Adapters for both the console and controller
Sensor bar
HDMI cable
Setting-up the Wii U
Nintendo hit a small bump in the road this past weekend when they rolled out a system update on launch day that every Wii U owner had to install if they want to connect their consoles online. The massive update takes about an hour to download and install using a broadband internet connection, and Nintendo cautioned owners to let the process run uninterupted or risk damaging your Wii U system. That, combined with the physical set-up of the Wii U console and the 2.5 hours to charge the Wii U GamePad meant that there wasn't a lot of gaming during my first night with the Wii U. [pro-tip: start charging your Wii U GamePad immediately after opening the box to minimize overall set-up time]
Wii U GamePad
The Wii U GamePad is by far the most interesting aspect of the package. The natural focal point of the Wii U GamePad is the 6.2", 16:9 aspect ratio LCD touch screen (single-touch). The screen itself looks beautiful, but it's not HD, with a resolution of 854 x 480 (the same as Wii's video output). You can, as a main feature of most Wii U games, play the games directly on the Wii U GamePad instead of on your TV. Even with a lower resolution on the LCD touch screen, the games I played (New Super Mario Bros. U, Nintendo Land, Ninja Gaiden 3: Razor's Edge) looked fantastic and I barely noticed the drop in resolution. The truly impressive technical achievement of the Wii U is how smooth the games play on the Wii U GamePad, with no latency or graphical ghosting or clipping, despite being steamed to the controller from the console unit. It's impressive to see Wii U games running on your Wii U GamePad at the same speed as the image on your TV, so much so that I'd put it on par with the feeling of "awe" I got when I first tried the Wii Sports motion controls on the original Wii.
The Wii GamePad is much more than just the LCD touch screen, in fact, it's the most feature-rich main console controller that's ever been designed. The controller is bulky: measuring 5.3" high x 10.2" wide, it's almost as big as the Wii U console itself. Surprisingly though, it feels extremely light at 1.1lbs and the left and right grips are ultra-comfortable even during long game sessions. There are two analog sticks, at the top corners of the controller, and they are clickable for extra button inputs. Below the stick on the left is a D-pad slightly larger than what's found on the Wii Remote, and below the right stick are A/B/X/Y face buttons in the same triangle formation as the Super Nintendo controller. At the top there are left and right shoulder buttons, and below them on the back are ZL/ZR trigger buttons which have a short push distance, so there's no analog range.
The main navigation controls include +/- buttons, which act as Start and Select, and below the touch screen on the right is a Power button that turns the Wii U console on or off. In the centre below the touch screen is the Home button which serves a similar function as on the Wii, Xbox 360 or PlayStation 3 controllers.
Since you can navigate menus using the touch screen on the Wii U GamePad, the controller also includes a GamePad Stylus slotted in the back-right, which has a noticeable "click" that locks it into place when inserting it back in. Using the GamePad Stylus to launch apps such as the Nintendo eShop is a snap, and it helps to search through content quickly and easily. You can also use the stylus for typing messages to your friends using the on-screen keyboard, and you can draw pictures.
For audio, the Wii U GamePad includes stereo speakers adjacent to the touch screen, which sound better than the speaker found on the original Wii controllers, though there is still a noticeable tinny quality to them. Since I found myself playing games more on the Wii U GamePad itself than the TV, the included headphone jack came in handy for times when other people were in the living room. There's also a volume control on the top-right of the Wii U GamePad that adjusts the volume for your earphones or the built-in speakers. Furthermore, there's a microphone beside the Home button, though the only time I was able to test it out was in the "Donkey Kong's Crash Course" carting mini-game found in Nintendo Land (and it worked just fine).
Similar to the Nintendo 3DS, there is a front-facing camera that can snap photos or insert your face into a Wii U game, and the quality of camera is improved over the 3DS, though don't expect hi-res images. I tested out the camera in the Mii Maker application, which lets the camera take your picture and then convert the image into a Mii character. It worked "ok", and included my basic features (recognized I was a guy with glasses), but really, how accurate do you really want a Mii character to look?
There's yet more input mechanisms as the Wii U GamePad incorporates motion control with a 3-axis accelerometer and gyroscope. It felt on par with the Wii Motion Plus technology that Nintendo introduced in their last console, and when I tested out the motion controls with ZombiU it felt 1:1 with my movements. The Wii U GamePad also has built-in rumble somewhere in between the quality of the original Wii and an Xbox 360 controller (so it's serviceable).
As for the battery life of the Wii U GamePad, I got about 3 hours in before the battery indicator started flashing, indicating low power, and about 3.5 hours use in total before it totally conked out. My average charge time for the rechargeable lithium-ion battery, using the Charging Cradle, was just over 2 hours. So, expect to be charging your Wii U GamePad quite frequently if you're a heavy user (or keep it plugged in while playing using the included Wii U GamePad AC adapter).
A feature that most users will quickly learn to enjoy is the TV Control button that, once pressed, calls open a menu which allows you to use the Wii U GamePad as a universal TV remote control. Upon set-up of your Wii U console you have the option to search for your TV's frequency (you search by manufacturer), and after finding the right frequency you have the ability to control various functions of your TV such as the channel, volume, and power on/off. So, this means that not only can you turn on your Wii U console with the Wii U GamePad, you can also turn on your TV using this one-stop-shop controller. Pretty nifty.
One feature I was not able to test out is the Wii U GamePad's Near Field Communication (NFC) capabilities, which has yet to be incorporated into a Wii U game.
The Wii U console is able to support up to two Wii U GamePads (second controller sold separately), and up to four original Wii controllers. You can also use all your Wii accessories, including the Balance Board and Nunchuk. There are numerous different ways you can play games on the Wii U, including using just the Wii U GamePad, using the Wii U GamePad plus your TV screen, using the stylus, using the Wii Remote (plus Nunchuk), and you can even use the Wii U GamePad and Wii Remotes together for up to 5 players. The amount of play options are simply staggering, and the possibilities are practically endless for game developers -- meaning we should expect to see some very interesting combinations in future game titles.
Conclusion
With the Wii U, Nintendo has once again delivered an innovative piece of technology that has the potential to revolutionize the gaming industry much like they did back in 2006 with the Wii. Graphically, it doesn't have that "next-gen" feel you'd expect, simply because the Wii U brings the console up to the same standards we've expected for years with the Xbox 360 and PS3. With that said, the Wii U GamePad is really the main draw here, and with its numerous features and functions, there are a staggering number of gameplay possibilities. The software line-up for Wii U, which includes New Super Mario Bros. U, Nintendo Land, Assassin's Creed III, Call of Duty: Black Ops II, and more, is the strongest launch line-up we've seen to date for any console. My absolute favourite feature of the Wii U is the ability to control games using the Wii U GamePad, and I spent more of my time gaming on the controller than on my home TV. Nintendo has certainly ignited this new console generation in a big way, and given their history of innovation, I am already looking forward to what's potentially next for mega franchises such as Zelda, Kirby, Kid Icarus, Donkey Kong, and Metroid, on the Wii U.
Stay tuned in the coming week for a follow-up article on the Wii U's operating system interface and online features (of which there are many!)
Wii U is available now.
[This article originally appeared on the Future Shop Tech Blog]
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Review: Resident Evil 6
By Paul Hunter
Playing through Resident Evil 6 was one of the most enigmatic experiences I’ve ever encountered in a video game. The franchise, which was once known for its survival-horror roots, has all but abandoned its petrifying, spine-chilling moments in favour a mishmash of genres ranging from stealth, to puzzle, to all-out third-person action. The problem isn’t that Resident Evil is attempting to evolve; it's that the franchise is trying so hard to morph into a jack-of-all-trades that it ends up being a master of none.
That’s not to say Resident Evil 6 is a terrible game – because it certainly has its moments – it’s just that with such an enormous development budget and the largest production team ever for a Resident Evil title, there are way too many moments that left me wondering “what in the world was Capcom thinking?”
The opening 10-minute prologue of Resident Evil 6 is reflective of what the majority of playing Resident Evil 6 is like. In this tutorial of sorts, you assume the role of familiar series mainstay Leon S. Kennedy, who along with his new partner, Helena, are both attempting to escape from a zombie-infested city that's quickly burning into ashes. During this introduction, you'll learn the basic movements such as the new dodge mechanic and cover system, how to flip through the now real-time inventory menu, and get a grip on your new ability to run and gun. However, punctuated throughout this entire tutorial are an endless number of quick-time events (QTEs), from opening a door to wrestling off a zombie, that have you wiggling and waggling your controller around like you were playing Super Street Fighter Turbo on maximum turbo. Even more baffling are the over-the-top setpieces, such as the obnoxious helicopter chase sequence, that somehow manage to make Resident Evil look more like Call of Duty zombie mode. What's worse, these setpieces invariably contain numerous QTEs, so while you want to relax and enjoy a nice cutscene, you end up having to sit at the edge of your seat anticipating the next waggle. Dodge, QTE, shoot shoot, QTE, reload, QTE QTE, massive explosion, repeat -- this is the Resident Evil 6 experience.
To Resident Evil 6's credit, the game does pack-in a lot of content. There are three main campaigns, each of them playable co-operatively via local split-screen or online through Xbox Live or the PlayStation Network. The campaigns each contain five chapters lasting about an hour each, for a total for fifteen hours. What's interesting is how each campaign differs from the rest, and how they draw influence from past Resident Evil games. Leon's campaign, which is reminiscent of Resident Evil 4 with its dark atmosphere and the eerie locations such as the cemetery and its central cathedral, is as close to survival horror as Resident Evil 6 gets. Chris Redfield's campaign is action-oriented a la Resident Evil 5, and many scenes include squad-based assaults featuring tanks, heavy machinery and towering bio organic weapons (BOWs). Newcomer Jake Muller, who happens to be the son of the now-deceased Albert Wesker, spends the majority of his campaign running from an unstoppable BOW called the Ustanak, giving a clear Resident Evil 3: Nemesis vibe. Each main character is paired with a partner for the duration of their campaign, and both of the characters are playable.
What's more, the three campaigns follow distinct timelines, yet occasionally have crossover moments where, for example, Jake and his partner Sherry Birkin (all grown up from Resident Evil 2) bump into Chris and his sniper support Piers, and the four of them team up to take out a particularly menacing BOW. These are moments where Resident Evil 6 shines, particularly when you factor in that during these crossover moments four players online can all participate simultaneously.
Playing Resident Evil 6 is another story altogether. While in many respects the series has evolved, such as finally allowing running and gunning, the series controls are increasingly feeling archaic. As an example, the "new" cover system (wait, didn't Resident Evil 5 have a cover system?) Capcom introduced is so finicky, it's practically useless. Unlike games like Gears of War, which features a seamless wall sticking cover system that allows easy targeting over obstacles, in Resident Evil 6 it's not always clear which areas will provide cover, and when in cover, the camera never seems to position itself right for the clean shot. Fortunately, you can progress through all three main campaigns without using cover, as it's more of an option than a necessity.
Rounding out the story mode is an entirely new single-player campaign starring Ada Wong that unlocks after beating the three aforementioned campaigns. Her campaign is the most interesting of them all, featuring a hefty dose of stealth and puzzles, and provides new twists on the other three campaigns. All together, there is over 20 hours of campaign content here -- the most ever for Resident Evil game and about twice as long as the standard action game.
The best new addition in Resident Evil 6 has got to be Agent Hunt mode, which unlocks after the individual campaigns are completed. In this mode, you can jump into another player's online game as a zombie, or other grotesque BOWs, as you attempt to take them out. It's fun, fresh and it's the mode I keep on coming back to play more of. The popular Mercenaries mode returns as well, rounding out the online features.
After putting in thirty-something hours into Resident Evil 6, I'm just as boggled as I was during the first ten minutes into the game. Why Capcom decided to stretch Resident Evil 6 into a game that caters to so many tastes is baffling when you consider that the core mechanics are just simply flawed in some respects. Don't get me wrong, there is plenty to enjoy in Resident Evil 6, such as the twenty hour campaign and solid Agent Hunt mode, it's just that given the pedigree of the development team this game should have been much better. Resident Evil 4 was, and still is, the best entry in this series, and sadly, the only real horrifying aspect of Resident Evil these days is watching this once-great franchise steadily decline with each new iteration.
Resident Evil 6 is out now for Xbox 360 and PlayStation. The game was developed and published by Capcom.
Resident Evil 6 is rated M for Mature by the ESRB.

[This article originally appeared on the Future Shop Tech Blog]
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Wii U Launch Photos (Toronto)
By Paul Hunter
The launch of the Wii U was a big day for Nintendo fans across the country. The new Nintendo gaming console promises to usher in a new era of gaming with its innovative Wii U GamePad.
Since the big Wii U reveal announcement at last year's E3, the industry has been buzzing about the revolutionary Wii U GamePad which features a 6.2" LCD touch screen with a 16:9 aspect ratio and is intended to supplement the gameplay on your main display. The touch screen can be used in a variety of innovative ways, such as scanning objects, accessing your inventory, solving puzzles or selecting sports plays. Furthermore, with some Wii U games it's possible to play them right on the Wii U GamePad, freeing up your television during times when other family members want use it.
To give Nintendo fans in Toronto a chance to test out the new Wii U GamePad first-hand, Nintendo took to the streets with a huge gaming truck and a tent filled with launch title games such as New Super Mario Bros. U, Nintendo Land, Just Dance 4 and FIFA 13. Hundreds of gamers came out to sample the new Wii U console, get their photos taken with giant Mii mascots walking about, and to relax with a cup a hot chocolate provided by Nintendo.
It was a lot of fun to check out the event, and without a doubt the enthusiasm from the crowd for Wii U was high. The diverse line-up of games, which catered to hardcore gamers and casual gamers alike, seemed to have something for everyone.
And of course, see below for photos (with descriptions) of the Nintendo Wii U launch event in Toronto!
The Wii U game truck
Miis jumping for joy because Wii U is finally available!
At the Nintendo Land select screen
Dancers playing Just Dance 4
A gamer player New Super Mario Bros. U
Another gamer checks out New Super Mario Bros. U
A gamer plays FIFA 13
The Wii U GamePad
The Wii U console and GamePad
They even have Wii U cups!
Wii U is available now.
[This article originally appeared on the Future Shop Tech Blog]
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Far Cry 3 Launch Event Photos
By Paul Hunter
Ubisoft kicked-off their Far Cry 3 launch event at the Tattoo Rock Parlour in Toronto in a big, big way. And no I don't mean the 6-foot-something Dan Hay, producer of Far Cry 3, who came up on stage to introduce the game, I'm referring to the opening 10-minutes of the game those in attendance were given the opportunity to watch. In short, it was easily among the most breathtaking, fluid, and suspenseful introductions I've ever seen in a video game. I must have looked pretty silly with my jaw dropped the whole way through.
Dan had an interesting way of presenting Far Cry 3, instead of a verbal run-through of the story and main features, which typically happens at media events, he simply walked up on stage and asked us if we wanted to see the game, and then said the game would do the talking for him. The demonstration walked us through the first ten minutes of Far Cry 3, [spoiler alert] which shows how lead protagonist Jason Brody found his way to the island in which the game takes place, and the circumstances surrounding his abduction by Vaas, the merciless pirate who controls the island.
The opening sequence is visually stunning and incredibly intense, setting a new bar for realism and storytelling in video games. It's one of the few video games demonstration I've seen where you actually felt "there", feeling the same raw emotions of confusion, fear and apprehension that you know Jason is experiencing. What's also superb is how the development team at Ubisoft Montréal managed to integrate the gameplay tutorial directly into the opening sequence seamlessly, without distracting or taking away from the flow of action. In fact, the on-screen instructions added to the overall vibe, creating more tension as you quickly learned how evade, distract or engage enemies.
We've heard before that Ubisoft was aiming to make Far Cry 3 a visceral experience that would invoke a constant state of fear within the player, and to that degree what I saw certainly lived up to the hype. In past interviews, Dan has been quoted as saying that each of the insane cast of characters you meet in Far Cry 3 is "like a rabbit hole" that has somehow been affected by the island. If the quality of the performance capture and voice acting throughout the game is a good as the opening sequence, then it looks to be one heck of a ride.
Also shown at the launch event was Far Cry 3's competitive multiplayer, and media were invited to participate in a multi-round, competitive tournament. The game type selected was called Domination, and the objective was to capture three specific strongholds on the battlefield, and keep them protected while under enemy fire. The influence of the Call of Duty series was obvious, with the custom loadouts, XP system, kill cam, and tried-and-true game types; however, the island setting made it visually distinct. It seems like all the checkboxes were made, and while it was felt like a competent competitive shooter, I left the event feeling the real bread and butter lies in the single-player campaign.
To catch a glimpse of Toronto launch event for Far Cry 3, here's a run-down of the best photos I captured during the night (with accompanying descriptions):
The Tattoo Rock Parlour entrance was lined with screens displaying Far Cry 3
Jeyson Acevedo, Ubisoft's PR Manager, kicks off the event
Far Cry 3 producer Dan Hay introducing the game
Far Cry 3 in action
Future Shop's Carl-Edwin Michel plays Far Cry 3 co-op campaign
The new antagonist for Far Cry 3, Vaas
Steve Tilley (Sun Media) & Kirby Yablonski (Canadian Online Gamers) pose with their team
Canadian journalists getting some Far Cry 3 practice time in before the tournament
The Far Cry 3 competitive multiplayer tournament in action
A winner of Far Cry 3 tournament poses with Michael Mando (actor for Vaas)
After the tournament, journalists could get their photo taken with Michael Mando
Far Cry 3 is out now for Xbox 360, PlayStation 3 and PC. The game was developed by Ubisoft Montréal and published by Ubisoft.
The game is rated M for Mature (17+) by the ESRB.
[This article originally appeared on the Future Shop Tech Blog]
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Call of Duty: Black Ops II Launch Photos
By Paul Hunter
Call of Duty: Black Ops II made its historic launch last year, an event that publisher Activision expected to be the biggest entertainment launch of all-time. With pre-orders exceeding that of last year's Call of Duty: Modern Warfare 3, the franchise is poised to be the top-seller across the entire industry for its fourth consecutive year.
Eric Hirshberg, CEO of Activision, called the launch of Call of Duty: Black Ops "another legitimate, pop cultural phenomenon", with massive launch events around the world. In Canada, all Future Shop locations opened their doors early, with 120 stores hosting midnight openings on Monday, November 12. There were plenty of prizes and giveaways including t-shirts, dogtags, patches, posters, energy drinks, and exclusive Future Shop Steelbooks. The Future Shop downtown Toronto, Vancouver and South Edmonton Common locations also gave away a huge prize pack consisting of a 47” Smart Cinema 3D LED TV with dual play feature, and a 5.1 Channel Blu-ray Home Theatre system (a $1,600 retail value).
Black Ops II is bringing plenty of innovation into the franchise with futuristic weaponry and branching stories driven by player actions. Activision tapped the likes of Trent Reznor (theme), Jack Wall (score), and tracks from acclaimed music acts Avenged Sevenfold, Skrillex and Alvin Risk. The story was written by David S. Goyer, the screenwriter for The Dark Knight and the upcoming Man of Steel, and takes places immediately following the events of Call of Duty: Black Ops.
"From day one, we've pushed ourselves to make the best gaming experience of our lives and I am so incredibly proud with what this team has created with Call of Duty: Black Ops II," said Treyarch Studio Head, Mark Lamia.
"Our vision has been to deliver the complete package — something for every type of player. Beginning with the single player campaign, Treyarch introduces things that you've never seen in the Call of Duty franchise before, like branching storylines, non-linear missions and customizing player load outs; or multiplayer, where we've re-written the rules with an all-new 'Pick 10' Create-A-Class, Score Streaks, and entire suite of eSports competitive features like CODcasting, Live Streaming and League Play that further makes Call of Duty a spectator sport; all the way to our biggest Zombies experience yet, which has three modes of play by itself."
The Toronto launch event had plenty of thrills as droves of fans waited until midnight to get their hands on Call of Duty: Black Ops II.
Below are some photos that I took during the night -- have a look at some of the fun that went down!
The first buyer at Future Shop's flagship Yonge-Dundas location
Fans line-up down the street for Black Ops II
First fans coming up the elevator to buy Black Ops II
Midnight shoppers buying Black Ops II
Cosplayers dress up for the launch event
Call of Duty zombies
Black Ops II logo spraypainted outside the game stations
Black Ops II helicopter
Black Ops II game stations
Huge digital advertisements at Yonge-Dundas Square
The Black Ops II Hardened Edition
The Black Ops II Official Strategy Guide
Black Ops II unboxing
The Black Ops II Regular Edition
The Black Ops II Steel Book
Call of Duty: Black Ops II is out now and available on Xbox 360, PlayStation 3, and PC, with the Wii U version releasing on November 18, 2012. The game is developed by Treyarch and published by Activision.
Call of Duty: Black Ops II is rated M for Mature by the ESRB.
[This article originally appeared on the Future Shop Tech Blog]
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