The implementation of females in hockey videogames; why it’s a step in the right direction

14-year old Lexi Peters of Buffalo made a request to EA to implement female players, and she got much more. EA included an avatar of Lexi, so she can finally feel like she's playing in the NHL

14-year old Lexi Peters of Buffalo made a request to EA to implement female players, and she got much more. EA included an avatar of Lexi, so she can finally feel like she’s playing in the NHL

Let’s face it. Professional sports appear to be heavily full of testosterone a lot of the time. However, when EA dropped NHL 12 two years ago in the NHL gaming franchise, we finally saw the implementation of female players onto the ice alongside a sea of men.

There’s no doubt in my mind that the recent installment, NHL 13, is one of the largest hockey video games on the planet right now, but to widen its audience even further to include the demographic of women (yet again) is definitely a step in the right direction for sports games.

So where did this all begin? It all started with a simple e-mail.

14-year old Lexi Peters of Buffalo was frustrated with the lack of female representation in the NHL franchise. Thanks to the advice of her father, she started writing angry, demanding letters to the COO of EA Sports Peter Moore, whom eventually passed the letters on to the franchise’s executive producer David Littman.

Littman was so inspired by her request and took the letters to the production team, with this request.

“We gotta get this girl in the game, and there are probably other girls like her that want to create their own female players,” said Littman. ”Lexi may or may not ever play in the NHL. But here she gets to play in the NHL, in the virtual world. And that’s really important to us,”

From her request, two female faces were added to the create-a-player feature, one of them being Lexi’s.

Hayley Wickenheiser is one of two professional female hockey players to be included in NHL 13.

Hayley Wickenheiser is one of two professional female hockey players to be included in NHL 13.

And the NHL game franchise expanded even more come NHL 13, with the inclusion of two female hockey stars: Hayley Wickenheiser and Angela Ruggiero.

Wickenheiser was thrilled at the inclusion of females in hockey video games.

“The EA SPORTS NHL franchise took a big step last year by including female characters to create a more inclusive experience for female hockey fans,” said Hayley Wickenheiser. “I’m excited to be a part of NHL 13 and hope that the addition of women’s hockey legends will encourage greater participation in hockey from young women everywhere.”

I recently picked up NHL 13, and my brother and I both made fully custom teams with our own unique players, both female and male. Now for the first time since our years of NHL 99, we finally get to feel that we are actually playing with both male and female players, and not having to pretend one gender is non-existent.

NHL 13 currently has two playable professional female hockey players as well as 3 players skins (two white and one black), but chances are possibilities going forward will continue to expand and become more inclusive.

Here’s hoping for an all-female hockey team coming our way?: Perhaps Team Canada to start.

With files from Globe and Mail and EA

Batman: Arkham Origins teaser released

Batman fights Deathstroke in the new Arkham Origins teaser

Batman fights Deathstroke in the new Arkham Origins teaser

Warner Bros. Montreal decided to let loose a new teaser trailer for the upcoming Fall release of Batman: Arkham Origins.

It doesn’t show much, but rather a heated battle between Batman and assassin Deathstroke…of course with CGI graphics. Not sure how the actual boss battle will play out…but hopefully the developers won’t let us down.

Here’s the teaser:

GTA V’s three new trailers: Michael, Franklin and Trevor

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Rockstar released three new trailers detailing the lives and crazy antics our three main characters will be getting in to when Grand Theft Auto V drops on September 17th.

This game looks like it’s going to be huge, and from what we’ve heard so far, these characters’ lives will intertwine at some point.

Check out the trailers, and leave a comment below telling us which you thought was the best, and what you look forward to the most.

Review: ICO (PlayStation 2)

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Review by William Kee

Much like Shadow of the Colossus, ICO is built with the simpliest of interests at hand, but thanks to the mastermind of Fumido Ueda, you are transported seemingly into a world much more beautiful than our own, and we are left to bask at the very wonders of everything around us.

Shadow of the Colossus still remains one of my top 5 videogames of all time, and if you look at it from a critical standpoint, there isn’t a lot of game to it. It’s arguably more of a work of art, and is one of the games most frequently tossed in the middle of the debate of whether of not video games can be categorized as an art form. I think like movies and music, video games still deliver an experience like no other, and for many, like the recent BioShock Infinite, you are still left dreaming about it and fantasizing about returning to that world long after you’ve completed the game. I think many games that leave you thinking about it the longer you are away from it shows the reach and impact that video games have had on the human psyche over the years.

And ICO is surely one of those games I have been thinking about for the past week. In fact…no matter how much I loved and despised certain aspects of the game, it still had me wanting to return back to that world and play it through to the end.

ICO is set as a spiritiual successor to 2005′s Shadow of the Colossus, and follows Ico, a young boy born with horns, who has been cast out from his village because he is believed to be a bad omen. He is then locked away in an abandoned fortress, where darkness continues to loom and an evil Queen lurks from within. It is here where Ico escapes, and discovers Yorda, the princess and daughter of the Queen, who is also locked away in the castle for the Queen to eventually use as a shell to regain her own life in a younger body.

Along with some of the more challenging puzzles, you will find yourself battling swarms of darkness enemies in an attempt to keep Yorda safe.

Along with some of the more challenging puzzles, you will find yourself battling swarms of darkness enemies in an attempt to keep Yorda safe.

The game follows a similar control scheme and feel to Shadow of the Colossus, as well as ambience. Ico must guide Yorda throughout the large castle in order to escape, while every door and passage you enter provides another new challenging puzzle for your characters. Fumido Ueda’s concept for Ico was through communication without words, and Ico and Yorda demonstrate that through holding hands, and although Ico can call out to Yorda to have her follow him, you will spend most of the game with one of your hands locked in hers. However, there is that feeling of resistance and hesitation from Yorda that shows a growth of trust between Ico and Yorda takes time to develop throughout the story, and also that Yorda is going against her mother’s (the Queen’s) demands.

That aspect of the game at many times proved to be quite an annoyance with me personally. I got very animated whenever I was trying to get Yorda to hurry up, because I’m an impatient bastard. I also felt that aspect of the game held up more like a “rag-doll simulator”, where as Ico is running and dragging Yorda about as if she were a stuffed toy, and her animation at times when being dragged around in different directions made my comments seem more clear.

As for the rest of the game, I really had no complaints. I was invested in the story from the start. It was a simple concept nonetheless, but for a 2001 title, this is truely impressive. And if you look at a lot of what was released around that time, this game is still held as a cult classic and one that is hard to find in most stores. It is seriously a beautifully, well-crafted game with a lot of heart put in to it. I was definitely able to jump in to the game after much experience mastering Shadow of the Colossus’ controls.

The protagonist Ico and his female companion, Yorda.

The protagonist Ico and his female companion, Yorda.

Although, I find myself comparing ICO to its successor, Shadow of the Colossus, which is not fair because ICO came first, and Shadow of the Colossus was definitely leaps and bounds above what they originally set out to achieve in ICO.

I still prefer the emotional response I got from Shadow of the Colossus, where it seemed to get everything right and still bring more to the table. In Shadow of the Colossus, you were defeating 16 colossal giants on land, air and sea, in hopes of bringing your dead love back to life, but where the game stood leaps and bounds above Ico in one aspect was in delivering an emotional connection with each of the bosses you kill. Through each cinematic post-boss cutscene, you were left to watch the energy drain out of each colossi as they fell to the ground in defeat, with sad, climactic music that made you feel for the enemies you just took time to kill. Never had I experienced such an emotional connection to what were supposed to be the enemies in a video game.

For a puzzle game, this was definitely one of the most challenging I’ve experienced in a long time. Maybe 80 percent of the puzzles I tried, I ended up having to search for help online. And upon searching, I did several face palms and felt like I total idiot for not seeing the obvious clues that were in front of me. I would’ve liked it if they provided for some puzzles, some form of a hint box, or taken the overworld voice of Dormin from SotC to provide at least a riddle that could help me solve some of the puzzles.

That, and making sure I kept Yorda by my side and not stolen away by the darkness enemies, were the only real challenges I faced in the game. My character never died, unless he accidentally threw himself off a cliff while trying to grab a hanging chain (which happens on several occasions). You start off with a wooden plank before eventually upgrading to a bad-ass sword. Some puzzles require extra items that can be located in the areas, including bombs, fire and square blocks for climbing and for opening plated doors.

An overview of the castle....looks pretty big

An overview of the castle….looks pretty big

The only real glitch I had in the game was right near the beginning, when I was trying to go through a door with Yorda, and the game froze several times. But once I got through and saved, I was okay. Save points were very clever though at times out of place. If you found a rather uncomfortable looking glowing stone couch, Ico and Yorda could sit and rest on it and save the game. A lot of the menus and even the start-up screen reminded me of Shadow of the Colossus, but even so, you have to remember that ICO came up with it first.

The lighting and the visual aspects of the game are truly stunning, and for a game that is spent primarily within the compounds of a large, dark castle, the graphics and attention to detail is magnificent. Even the attention to details in the background truly show how huge the world around these two young characters must be, including how far they have to travel to escape. Every room is different, no two rooms are the same, and no two puzzles are similar. Team ICO did a fabulous job of breathing life and originality into every fiber of this game’s being.

Ico and Yorda traversing along the border of the castle towards an east-end tower.

Ico and Yorda traversing along the border of the castle towards an east-end tower.

So in the end, I have to now rate this game. And as much as I want to lower my rating because of how much Yorda drove me insane throughout the story, I have to judge based on lots of other factors.

ICO was an enchanting and wonderous journey. A journey of growth and about trust between two people from different walks of life. It can be deemed as a love story, as journeying through the perilous castle to allow Yorda to be free from the grasp of her Queen mother provided Ico with a reason to keep pushing forward. However, with that all in mind, I still prefer to return to the world of Shadow of the Colossus every time. Maybe someday I can return to ICO without having to refer to Let’s Plays to get past difficult puzzles.

Final Score: 8 out of 10

Valve opts out of E3 2013

If your hopes for a Half-Life 3 debut at E3 2013 were high, sorry to crush your dreams.

In a NeoGAF post, Valve VP Doug Lombardi gave a short and solid response that declared Valve is not exhibiting anything this year. But who knows, E3 isn’t necessarily the place to showcase everything and anything.

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Besides, Besthesda took it upon themselves to make a big reveal a week ago with “The Evil Within”, so why can’t Valve do that on their own?

But regardless. Do you think Half-Life 3 will ever get revealed? If not Half-Life, how about any of Valve’s other franchise that are still waiting for a number 3 as well? Team Fortress, Left 4 Dead, Portal…

With files from GameFocus

Arkham Origins: Kevin Conroy not reprising his role; boss fights follow Freeze model

Kevin Conroy will be replaced by a younger, youthful voice in Arkham Origins.

Kevin Conroy will be replaced by a younger, youthful voice in Arkham Origins.

According to NAG Magazine, Kevin Conroy, the voice behind our beloved Caped Crusader, will not be bringing his voice to the character in his origin story.

It seems however, that the developers behind Arkham Origins are looking to cast a younger voice actor that would help to identify Batman in his starting years.

Other details have also surfaced about the game that prove quite interesting. For one, VideoGamer writes that boss fights will be different, in that they will follow the same model as the “Freeze boss fight” from Arkham City.

Will you be sad to see someone else play Batman? What do you think of the idea of a specific boss model? Sound off in the comments below.

With files from The Silent Chief

The Evil Within looks pretty f**kin scary

Got barbed wire on the brain?

Got barbed wire on the brain?

Bethesda has been teasing a new game for a while now, but I don’t think anyone was expected it to be the announced “Project ZWEI” game, now known as The Evil Within.

A new trailer was revealed that showcased terrifyingly disturbing sequences that looked like something out of a true survival horror game, perhaps even along the lines of the new Evil Dead movie.

The Evil Within is former Resident Evil director and producer Shinji Mikami’s first game with new studio Tango Gameworks. 

“We’re incredibly proud to announce The Evil Within,” said Mikami. “My team and I are committed to creating an exciting new franchise, providing fans the perfect blend of horror and action.” So with a mind like Mikami’s leading the charge, could we potentially be seeing the first true survival horror experience that could spark a return to what made survival horror…well…scary. (Minus the big guns and Chris Redfield punching a boulder)

What this trailer showcased was true psychological horror, and true survival horror. Creepy imagery, disturbing creatures devoid of natural movement. It provided me with loads of curiosity and a lot of seemingly unanswered questions, but also provided a lot of hope for a game genre that seems to have lost its way.

There was a whole lot of barbed wire, and the trailer showcased imagery almost reminiscent of the two largest horror franchises: Silent Hill and Resident Evil. I saw a character wielding a giant weapon, similar to Pyramid Head, and the blood-drenched woman climbing up the window and emerging from the puddle of blood looked eerily similar to Resident Evil’s Licker enemies, but unique.

Only time will tell. All I can say, is check out the trailer. It is truely scary, and I hope it stays true to what the trailer offers and delivers a psychological, gorey experience that is sure to shake up 2014.

The Evil Within is set to be released in 2014 on next-gen consoles (except Wii U), as well as PlayStation 3, PC and Xbox 360.

With files from GameZone and Siliconera

 

Minecraft book hitting stores Nov. 20

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This is kind of like an Minecraft update, but not in a way that’s like a patch towards it’s game, rather an overview of it’s success (in book form).

Minecraft: The Unlikely Tale of Markus ‘Notch’ Persson and the Game that Changed Everything” will be coming to book stores on Nov. 20th, according to Examiner.

It tells the story of a one Markus “Notch” Persson as he goes from timid programmer to gaming visionary.

The game saw it’s release first through Java on the PC in 2011, before one year later making it’s XBLA debut.

Interviews and investigations in the book are done by two journalists: Linus Larsson and Daniel Goldberg.

And can you believe it? Examiner also writes that film rights to the book have already been given out and production could start as early this year.

So mark Nov. 20th on your calendars as a definite pick-up for you Minecraft fans (like myself), and who knows, maybe we’ll find out what happened to Herobrine…

With files from Examiner

Rosalina appearing in Mario Party 3DS

For a visual aid, we've personally circled her place in the picture, in case you didn't believe us.

For a visual aid, we’ve personally circled her place in the picture, in case you didn’t believe us.

Already a growing character in popularity amongst Mario fans, Rosalina will make another guest appearence in the upcoming winter release of Mario Party for the Nintendo 3DS.

As seen in the photo, she appears to be standing on the sidelines on what looks like a Super Mario Galaxy themed board, but it’s unconfirmed if she will be a playable character.

Given that she was a special unlockable character for Mario Party Wii, it goes without saying that Rosalina deserve a spot in the party roster this time around.

With files from Mario Party Legacy

Marketing picture reveals more Batman: Arkham Origins villains

It’s a little blurry, and it definitely looks like a “Where’s Waldo” type of thing, but if you look close enough, you could spot more villains that have been revealed for the new “Batman: Arkham Origins” game.

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COURTESY : CVG

This obviously wasn’t done by accident since it was a point of sale marketing display.

According to CVG, the villains you can find in the photo include Joker, Bane, Killer Croc, Scarecrow and Deadshot, all of which have appeared in prior Batman: Arkham games.

This adds to the already confirmed small roster that is Deathstroke, Black Mask and Penguin.

So staying true to the Arkham series, it looks like Batman might once again be tussling with more villains than he can shake a stick at.

The game was announced earlier this month, and is under development by Warner Montreal, not Rocksteady this time around.

It is a prequel story that touches upon a younger, unrefined Batman on a Christmas Eve night encountering many supervillains for the first time and dealing with “eight of the world’s best assassins” trying to hunt him down.

The game has been confirmed for an October 25th release date on current-gen consoles.

With files from CVG