Archive for category XCL Event
XCL Halo 3 Holiday Tourney Results
Posted by Jaken Bear in Community, XCL Event on December 16th, 2007
Great games everyone! I have never scored like this so it was interesting to see how it turned out. When I first designed the scores I forgot that I cannot have 16 people playing in one large rocket race. So therefore the score bonuses for the rocket races were essentially doubled and this has skewed the results some what. I thought about halving the bonus but I didn’t think I should take any scoring liberties after I basically put them in the rules. Winning both rocket races (for example Jake and MVD did) does skew your results somewhat. That being said MVD still did great and congrats to him. Additionally Team Ghost struggled in the team games and Ic0n was getting by far the largest penalty due to his EXP so that explains the lower scores.
The final adjusted score placings are:
1. Master Von Dorf - 163.1 - GOLD Medal
2. PimpGangstaPoet - 159.1 - SILVER Medal
3. Jaken Bear - 142.7 - BRONZE Medal
4. Krossroad - 141.2
5. Ophidion - 131.1
6. Havoc Smurf - 128.4
7. Geekess - 125.2
8. Ikaruga65 - 120.8
9. Captain Carson - 110.0
10. Chaos Smurf - 107.7
11. Night Chicken - 106.7
12. Ancient Dragoon - 102.4
13. Hitman Inc. - 98.2
14. The Ic0n - 51.4
15. LX Xtreme - 46.0
16. Skeleton73 - 27.6

I had a great time and thanks to everyone for showing up, participating and having fun. In the last round we all went to the beach on Last Resort and posed for an XCL tourney pic. Check out either of the two that Ophidion snapped on the 14th here
Thanks again all. Another XCL tourney success!
Some more pics from the Group Photo




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- Night Chicken
Mass Effect Community Day Wrap up
Posted by Jaken Bear in XCL Event on November 9th, 2007
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Bioware was nice enough to invite some community members to their evil lair (nestled away nicely in Edmonton, Alberta) for an early chance to play Mass Effect, tour the studio, and meet some of the creative people behind what I predict will be game of the year, perhaps even the of the decade. After spending a day immersed in the world of Mass Effect, the only thing bad I can say about the game is that “I’m not playing it right nowâ€.
When my time was up, and they came to collect the controllers I didn’t want to leave. I was right in the middle of an engrossing story line that grabbed me from the start and that I won’t be able to stop thinking about until I get the game back in my grubby little hands when it launches November 20th.Let me cut to the chase. Mass Effect is fantastic, glorious, beautiful, immersive, and even from the brief few hours I had a chance to play I can tell you this is the real deal. Is that enough hyperbole for you yet? Well it’s all true. Of course, none of this should come as any surprise when you look at who is behind the game; those wonderfully talented frozen game doctors at Bioware. Enough well deserved praise though, let’s dig into Mass Effect. Before starting on your journey, you need to choose or create your character. A default male and female option are available for use, but it’s a lot more fun to take the time and dive into the game’s many customization options. As mentioned above, you can choose to play as either a male or female “Sheppardâ€. The last name is locked, but any first name is fair game. My favorite during the morning demo was of course “German Sheppardâ€, followed closely by the great and powerful “Awesome Sheppardâ€. Your choice of sex will have an impact on a few of the romance plots, as well as the obvious things like being addressed as him or her. The facial creation system is fairly robust as you can modify and tweak a variety of things such as eyes, cheeks, nose, moth, hair, skin tone and much more. Just be sure you’re happy with what you create because once you start the game, it can’t be changed. Speaking of the faces though, the facial animations and lip synch work on all of the characters is excellent. Not only that but during dialogue the camera will change angles giving everything a cinematic feel.
Once you are happy with how you look, its time to choose your character’s background history. The three options were spacer, colonist and earthborn. As a spacer, you have existed your entire life on a starship, and being in space comes as second nature. The colonist knows the difficulties of trying to establish a life in space, while the Earthborn was raised in the slums on earth and will have a mean edge to them. During the game, certain subplots may or may not be available to each type, and certain characters will show bias or favoritism towards you. On top of your background history, you can also choose your characters “psychâ€. The psych profiles have more to do with a major event that has shaped your military career so far. It is basically what defines how you will behave or react to a variety of military situations, and as with your background, certain characters will either praise or resent you for what you’ve done in the past. The “ruthless†psych has to do with a past military event where you famously went to far, beyond the limits of normalcy, and enacted or took part in an act of revenge outside or normal protocol. The “war hero†psych means you were instrumental in securing victory in one of humanities greatest victories, and people revere you for those acts. The final option, the “sole survivorâ€, has you having survived against all odds in a great battle where most perished.
The final choice you will have to make before starting the game is your character class. Among the six you can choose from are Soldier, Engineer, Adept, Infiltrator, Sentinel, and Vanguard. Depending on what you choose you will specialize in certain areas such as weapons, tech, or biotics. For instance, the Engineer class is a tech specialist, and excels at things like repair, decrypting security systems, and modifying technical equipment. On the flip side they are limited to using only light armor, and can only level up their pistol skills. If you want to focus on weapons, the soldier is probably the class you will want to use. A soldier can specialize in assault rifles and pistols, as well as wear heavy armor. As someone who enjoys shooting first and asking questions later, this is the class I chose. As Mass Effect is a class based action RPG, the importance of balancing your squad out becomes important. Using my soldier class as an example, I will want to seek party members who specialize in biotics, and probably keep an engineer around to open those tricky doors. The developers even mentioned that one of the classes (Vanguard I think) is heavily focused on hanging back in battle and providing support for your two other squad mates rather than engaging directly. The coolest thing I saw was that once in game and choosing your party members for a mission, it will let you know how your party ranks overall in weapons, tech, and biotics. So what you choose for a character class will have a great impact on how the game plays out. This adds enormous replay value that will have you playing through several times.
One of the best things I found out about was how the save system works. In previous games such as KOTOR, if you wanted to play multiple characters at once, you had to keep track of what game saves belonged to what character. I can’t tell you how pissed I was when I overwrote my 40 hour evil Jedi save with my 10 hour good Jedi campaign. In Mass Effect, the concept of “careers†is introduced. Each career is where you keep all of a particular characters game saves. As an example, when playing as “Jake Sheppard”, when I go to save my game I will only be able to see all of those character specific saves. That way, when I am off killing mindless aliens as Lauren Sheppard, I can’t impact or accidentally overwrite any one else’s save files. The save system also allows you to save anywhere except when you are in combat. I’m not sure if scary music plays just before ambushes in this game, so to be safe, save early and often and you should be fine.
With all of the house keeping out of the way, its time to actually start playing the game. It’s a testament to Mass Effect’s design that even in the character creation screen you have already been role playing and learning about your version of commander “Sheppardâ€. The game opens with a gripping cinematic score and right from the start you know the journey is going to be something special. After a brief introduction to some key characters and a bit of back story, you are sent out on your first mission. During this intro section of the game, you are able to converse with several characters and get a bit more information on the story so far. There is also an informative codex in the menu screen that keeps and catalogues important information. The thing that really grabbed me right away is just how natural the conversation system really is. Every line of dialogue is spoken, so unlike in previous titles such as KOTOR, everything has a more natural flow too it. And rather than choosing from a set of predetermined lines when responding, you actually choose the type of response or what the general emotion you want to convey is. So for instance, if you are getting fed up with someone, rather than choosing a full line of dialogue like “Ok I’ve had enough it think its time I goâ€, you instead choose something like “Shut Barney Upâ€. It is very dynamic and engaging to direct a conversation this way, and really means you have to role play your character like never before. It’s actually kind of fun to react how you would in a real life situation, and see how the story plays out. Later in the game you can even increase your charm and persuasion skills, and this unlocks further dialogue choices you may not have had before. One of the developers even mentioned that a few key plot elements could be solved solely by working through a conversation tree in the correct way, and a battle could be avoided altogether. It will be hard to go back to the old way of conversing in an RPG; because the way Mass Effect does it just feels so natural.
The combat system has seen several iterations during development, and has been shown in various forms over the past few years. I remember a few years back seeing the ability to pause combat, and strategically place squad member destinations on the map like a chess game. All of that is gone now. You can still pause the action by bringing up the combat or tech wheels (LB or RB), but this just allows you to switch out weapons and ammo types without any penalty or losing your edge in combat. The direction Bioware finally settled on for combat was an action / strategy hybrid with a fairly decent cover system. At times you will feel like you are playing a solid third person shooter, while at other times it will feel more like a tactical action game where flanking is the key to victory (think Full Spectrum warrior only you are pulling the trigger). Since you do have unlimited ammo, when you are in cover there is no blind fire as we’ve been seeing in a lot of game recently. Popping in and out of cover works really well, but if you don’t use cover expect to die more often than you survive. Rushing headfirst into a combat situation is not the recommended approach, even as a soldier. To combat the fact that you never run out of ammo, each weapon can overheat. This prevents you from just holding down the fire button and spamming an area with bullets.
You have several options at hand to dispatch the many enemies you will be facing. There are the traditional weapons such as pistols, shotguns, assault rifles, and sniper rifles. Throughout your adventures you can find variations and different weapon models, and they can also be modded and upgraded. If that’s not enough, there are also various ammo types you can find such as armor piercing or explosive. Combined with your player class abilities, you can really focus in on what works best for you in a particular situation. As an example, in some combat I decided to try out some sniping. Being that I was playing as a soldier, and that my character was very low level, the sights bobbed up and down rapidly. With a lot of effort I was still able to line up my shots, but it was less than optimal. If I had a class focused on sniper skills, eventually I would be able to greatly improve my aim and steadiness with the long rod. Once again, Mass Effect is all about customizing the game how you want to play it, and focusing on the combat choices that you enjoy. It’s a testament to Mass Effect’s design philosophy that two different play throughs of the game could be so varied and unique. If shooting and blowing things up is not your style, you can focus more on technical skills and biotics. Biotics are akin to magic in a way. You can do things like throw an opponent across the screen, or disable their weapons ability to vent heat, making them into harmless fools.
After spending some time on the first planet, and then getting to the sort of hub world of the game know as the Citadel, one thing became very apparent; there are a ton of missions and side quests in Mass Effect. Everywhere I went I was presented with an opportunity to help someone out, or unravel another morsel about the story. I can see easily being distracted and just losing my self in the world Bioware has created. The galaxy map on your ship, the Normandy, is simply one of the coolest maps I’ve ever seen in a game. If you want to talk about seeing some epic adventure laid out before you, taking one look at this galaxy map will do the trick. While the developers we met with never discussed exactly what it would be, they did say that Mass Effect would support post release downloadable content. My guess would be things like new weapons and armor, as well as new planets to explore. Nothing confirmed on that front. What they also talked about was Mass Effect 2 and 3, and how they really wanted a way for you to take your character from the first game, over onto these sequels. They wouldn’t actually specify how they were going to accomplish this, but did mention the team had a Eureka moment and once they do reveal those plans that we would be satisfied with the solution they came up with.
A few more things I want to mention before I go back to my perpetual state of dreaming about playing Mass Effect again. Graphically, the game is gorgeous. It is by far one of the best looking games I’ve seen up and running on the 360. The art design, and the overall feel that this is a living breathing universe is fully realized. One thing I noticed was that a “film grain†feature is on by default, as well as “motion blurâ€. You can turn these on or off in the menu options if you like, but I found they gave the game a really attractive look. The character models and facial animations are breathtaking. Having a conversation plays out as if you were directing your own sci-fi adventure. While certain creatures borrow here and there from space lore such as star wars and star trek, for the most part the Mass Effect universe and the species that inhabit it look unique.
In a few short weeks, the rest of world will finally be blessed with the chance to play Mass Effect. They will get a chance to create their own version of the Commander Sheppard story, and dive into what has to be, at least in my opinion, one of the most ambitious games ever made. |
Jaken Bear’s X’07 Top seven
Posted by Jaken Bear in XCL Event on September 20th, 2007
Recently Xbox Canada hosted their annual fall media showcase event. Typically a press only affair, these last two years the event has been opened up to the gaming community. Those lucky enough to earn a golden ticket were given a rare chance to check out and get hands on time with the games that will comprise the most amazing holiday line up in video game history. Overall the event was a great success. The venue was perfect, and the set up was a gamer’s dream. And despite some unforeseen power outage issues, the organizing team came through like champs and made sure everyone still had a good time. Generators were flown in via drop-ship (or so they said), power was restored, and it was game on. Below you will find my top 7 favorite things about this year’s X’07 event.
7. The XNA games - Everybody wants to make games in their basement right? Well these guys are actually doing it. Thanks to Microsoft’s amazing XNA initiative, games are being made my passionate gamers that can actually be played on their own Xbox 360 consoles and shared with other members of the creators club. There were several titles on display for the community to check out, including War Pong, and the recent winner of the XNA dream, build, play contest, Blazing Birds. Blazing birds can best be described as a one on one badminton game with robots and some amazing visual effects. As someone who has dabbled in XNA game development, I can tell you that what these guys have done is truly amazing. Making games is a difficult endeavor, but at the same time can be very rewarding if you put the effort in. Again though, the coolest part of XNA is that you get to play games you’ve made yourself on your beloved Xbox 360


6. Viva Piñata Party Animals - “You like Piñatas?” you ask? Well, I am man enough to admit that yes indeed I do. The original Viva Piñata provided hours upon hours of entertainment in our household. My girlfriend even ascended to the upper echelon of piniata-dom and reached the highest level possible - level 108. That basically meant she grew every plant, bred every animal, and spawned every variant. VP party animals takes all our favorite stuffed candy vessels and puts them in over 40 mini games. You will find your self powering sail boats with belches, racing down steep slops, and collecting candy all while battling up to three other piñata players. So far it looks like this could be a hit with a wide range of gamers, and the 360 lineup is definitely short of these type of party games. Give it a chance when it launches this fall, and you may be surprised.

5. Project Gotham Racing 4 – The PGR franchise has always taken the lead in innovating the genre. This year’s version introduces two new features to the series. For the first time you will be able to take high powered bikes out on the track, and even race them against their four wheeled brothers. Then again, this is no moto-gp, and the bikes handle in a very “arcade” manner. Trust me though, this is a good thing. The last thing you need is to be sent flying by some jerk in a Ferrari. The second thing added this year is an amazing dynamic weather system. I never thought I would get the chance to race a high powered Porsche through the streets of Quebec City in a blizzard. And if all of that wasn’t cool enough, the game is set to explode in the online space with something called Project Gotham Racing live. You will be able to share videos and pictures from the track, as well as watch the top racers or friends battle it out for road superiority.

4. Mass Effect - The most amazing looking game I’ve ever seen. Seriously. The characters look so lifelike and react to actions you can take at any time while conversing. Think of it as an interactive movie, where you drive the direction of the plot. Unlike past Bioware titles such as Knights of The old republic, you only get to choose a general direction to take the conversation in. There is not canned sequence of responses to choose from anymore. The best part is that you can interrupt people in mid conversation. So if that Krogan is really ticking you off, choose an aggressive response mid sentence, and watch the fun unfold. Add to this some pretty unique third person squad based combat that unfolds in real time (you can pause it if you like for more tactical responses) and this November is going to change how we think about RPG’s.

3. Halo 3 Forge map editor - Most people at this point have seen a ton of Halo 3 coverage. Be it by participating in the beta or reading an exclusive in a magazine, Halo 3 is out there and in everyone’s mind. So it was really cool when Bungie gave a live demo of their new map editing tool: Forge. To understand what Forge is, think of it as a giant sandbox that you can play in with your friends. Only instead of toy shovels and beach balls, you get to manipulate giant warthogs and fusion cores. The possibilities are endless, and on top of what is looking to be an amazing single player campaign, the multiplayer feature set is going to keep us playing for years. It’s kind of a disservice though to call it Halo 3 “single player”, since the entire game can be played through via live or system link with three other friends. You can even save movies of your exploits, and share them for the world to see. September 25th can’t come soon enough.

2. ROCKBAND – This fall, you may as well call this game the “create a rock superstar in a box” game. Get together with four friends, either over Xbox Live, or in your living room and let the good times roll. There really is nothing else aside from being in a real band like the satisfaction you get from creating music and feeling like the next big thing. X’07 was my first chance to play the game, and I immediately felt right at home rocking it out to “Tom Sawyer” with Microsoft VP Jeff Bell on vocals and Knuckles Dawson from Xbox 360 fanboy on guitar. We had a drummer, but he has since been kicked out of the band. We are currently looking for a replacement if anyone is interested. It’s a testament to Rockband’s fun factor what a set of plastic instruments can make people do in front of a large group such as was present at X’07. I even had a chance to try out vocals for a few songs and let me apologize to anyone’s ears I might have hurt in the process. Seriously though, I was awesome (in my own mind, and that’s what counts).


1. The Canadian Community - The best thing about X’07 was the amazing Canadian Xbox community members. Despite having had a few problems with power in the area, generators were brought in just in time for the kick off of the community portion of the event. Because of this a choice had to be made: use the Power to run the Air conditioning or use the power to run the games. Well the latter choice won out and gamers couldn’t have been happier. Despite extreme conditions though everybody I saw was having a blast. Rather than complain about the heat the community did their thing and checked out all of the amazing titles at the show. Getting together with friends is what Xbox 360 is all about, and never was this more evident then at this year’s event. Thanks to everyone who showed up and I hope to see you all next year at X’08!
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NBA LIVE 08 Community Event in NYC
Posted by FiftySPEED in Community, XCL Event on July 23rd, 2007
When you think of basketball players, one tends to think of Michael Jordan. When you think of basketball cities, one first comes to mind: NYC. Home of the Knicks, NYC is also the home of the NBA Draft. Every year, we’re able to witness a new beginning for amateur college players who are about to leave the books and classrooms behind for luxury mansions and Escalades. We wanted to give some of our top community leaders for NBA LIVE the opportunity to share this experience with us, while also having them in here for a preview of NBA LIVE 08.
The guys attending the event were:
Bryan Wiedey aka “Pastapadre” - http://www.pastapadre.com
Shawn Drotar - http://www.5w-g.com
Mario Drake - http://www.nbalive08.com
Andrew Begley - http://www.nba-live.com
Rick Thomas aka DJ Rhude - http://www.vetzvirtualballin.com

With such a mixed group, we were sure we would get feedback from every aspect of the NBA LIVE community. One thing I’d like to stress is that these guys were not NBA LIVE fanboys. Although they want the franchise to succeed, they also are quick to point out its flaws if the game isn’t up to their expectations. This was crucial for us in the building process of NBA LIVE 08. We feel comfortable about our game, but we’ve seen it for quite awhile and needed some fresh, critical eyes to give it a look.
The first day, after the community leaders flew in anywhere from Australia to Seattle, we took them to the EA SPORTS pre-draft party at Rub BBQ in downtown Manhattan. Gilbert Arenas and Kevin Durant both attended the event as our community leaders got the chance to live it up a little EA Sports style! Although they saw the game, they didn’t play it because they knew a lot of game time would be had throughout the week.
The next day was more focused NBA LIVE 08. The 5 community leaders were given the opportunity to play the game for 6 hours in a conference room while going through presentations, feedback sessions, a tournament and a final Q&A with producer Brent Nielsen. “It really makes a difference when the producer already has notes based on what we had concerns about throughout the day.” Bryan Wiedey said. “It shows us that they care about what we have to say.”
In the NBA LIVE 08 tournament where the community leaders got a chance to let out their competitive spirits as Mario Drake took home the championship along with a signed Kevin Durant, Joakim Noah, Corey Brewer, Brandan Wright, Julian Wright, and Al Horford jersey. He went against the grain taking the Phoenix Suns to the championship while the other community leaders all used their favorite teams. “I just wanted to win that jersey!” Mario proudly said.
The third day was draft day for all of us. We were all anxious to see who would be picked where. Bryan Wiedey was excited about the possibility of his Sonics taking Durant and what else might come from Seattle. Before we headed to MSG for the draft, we first took a tour of the Garden. After the MSG tour, we went to the DIME magazine offices where the staff was on-hand to play some Fight Night, talk basketball, and give us a tour of their offices. The basketball Mecca was truly a delight for the guys. They learned about the startup of DIME and what it takes to run a magazine based on your passion. They left the office with a 1 yr. subscription to the magazine. Andrew Begley was excited to learn that they do send their magazine to subscribers in Australia!
The only thing left for the Community Event was the NBA Draft. None of us had ever been to the NBA Draft before, and we weren’t too sure what to expect. All doubts about the draft were put away when we got seats right in-front of the ESPN crew. Stephen A. Smith and co. was there, and we knew this would be a night to remember. Aside from Bryan’s excitement for Kevin Durant, he was also very nervous because he heard during the day that there was a chance that his favorite player, Ray Allen would be traded. Of course, this happened, leaving a bitter-sweet taste in his mouth. The future was in Seattle, but a fan-favorite was now gone.
Overall, the event was a hit with the community leaders. They came away from the event saying that NBA LIVE was coming back. This was a great sign for the game and the direction that Brent and his crew were taking with NBA LIVE 08.
The Sandbox goes Vertical: Crackdown
Posted by Jaken Bear in Community, XCL Event on March 7th, 2007
Early Last year when I first heard about Crackdown, my initial thought was, “Here we go again, another Grand Theft Auto Clone is on the way.†The fact that the creative mind behind the first two GTA games (David Jones) was leading the charge, only served to re-enforce my initial assumption. Fast forward now to my trip to E3 2006 this past May, and I could point to that event as the date I started to realize Crackdown was something much more than what it would initially have appeared to be. Dare I say, It was the first time I thought to myself that this could be something special. Sitting there is a posh poolside hotel Suite watching David Jones and one of the developers demo the game for journalists, I noticed that both of them had huge grins on their faces as they leapt from rooftop to rooftop unleashing absolute mayhem onto the criminals and citizens of the fictional Pacific City. It was absolutely impressive and left me wanting more.
Last month, Jade and the Xbox team graciously invited me and some other lucky fools to the CN tower in downtown Toronto, for an early look at the final game, and also gave me a chance to sit down and chat with Crackdown Lead Designer Billy Thomson.

The setting for the event was perfect. What better way to show off a game that relies as much on verticality as it does on exploration, than to host it on top of one of the worlds tallest freestanding structures. The game stations were set up around the edges of the windows, so as you were playing you could glance out and see the sprawling city lights below. Having played the demo every night for a week straight before this event, I caught myself staring out into the cityscape thinking to myself that if I just had enough agility I could leap from the top of this tower over to that building, catch a ledge on the way down, and springboard myself across to a bank building across the way. And therein lives the real “magic†of Crackdown. The link between this emergent gameplay of “do anything at anytime to anyone and get rewarded for doing it†has started to take over my real world thinking. Just the other day I caught myself scanning rooftops for agility orbs, and checking under subway cards for hidden ones. Sitting down to talk to Thomson was great. Discussing the game and its roots over a pint with the lead designer, I was able to gather what a labour of love Crackdown really was. The game itself has taken over 4 years to bring to market. From concept back in 2002 to now, it took about 6 to 9 months to get Microsoft Game Studios on board and get the green light. The 360 was targeted as the platform, since the game was way too ambitious to have ever brought out on the original Xbox. Thomson also talked about the great support they got from the Microsoft team throughout development, even going so far as to say that legendary game guru Ken Lobb (goldeneye / Killer instinct fame) had told them that Crackdown was one of the best games he’s ever played. No pressure there, but it’s a nice compliment coming from an industry veteran who has seen and been involved in his fair share of quality games.

Another thing that makes Crackdown unique is its intuitive targeting system. Up until now, shooting in 3rd person games has always been a pain. Crackdowns system allows you to “lock on†target with the left trigger, and then individually target specific areas with the right stick. You are able to pull of headshots, disarms, leg takedowns with relative ease. Thomson revealed that the targeting system has been in the works for over two years, and went through much iteration to get to where to it is today. The system applies to targeting vehicles as well, including honing in on gas caps, and creating moving fireballs out of cars, trucks and busses. A tip Thomson gave is that you can lock onto a speeding vehicle BEFORE leaping out of it. Why would you want to do this you ask? Well, strap some Limpet charges (effectively mines you can detonate on command) to a vehicle, hop in, and drive it towards a group of enemy gang members. Find a jump so you can assault them from above. As your car careens towards its target hold down the left trigger, then press Y to vacate the flying time bomb, then at the same time flick right on your right stick, effectively targeting your gas cap. Just before contact is made, unload a clip from your gun and watch the fiery fun unfold.

Attention to detail was important to the development team from day one. It essentially becomes a game of if you can think of something, the game world they designed will probably allow you to do it. This type of focus from the start is what has allowed such diverse and emergent gameplay to be what Crackdown is really about. Yes, there is a story running in the background, and yes there are side missions such as races and beating up on your friends via co-op, but at the heart of things it’s a game about solving problems any way you see fit. They really wanted to create a playground and let you tackle missions how you see fit, rather than tying you into a linear story. Thomson talked about how the game, from a technological point of view, is pushing the 360 more than one would think. The unique and gorgeous art style art allows you to really interact with objects in the world in ways you’ve never seen before. Everything can be shot, picked up, thrown, and destroyed. Examples are things like tires from exploded cars, bricks, bags of cement, car doors, lamp posts, cement mixers, poles, people, and of course EXPLODING barrels.

Speaking of exploding barrels (a video game staple as you know), one of my favorite things about Crackdown has to be the insane explosions you can create. I have never had so much fun blowing things up as I have playing this game. The system is entirely by design as well. Thomson explained a bit how the explosions work in the game and why people have been able to create such crazy and sub nuclear reactions. Explosive objects have a radius of effect, as well as power rating. Once you start getting multiple objects in a small space, these explosions start to daisy chain into each other, and their radiuses start to intersect. So one small grenade can set off a blast so big you may not even be expecting it and end up getting yourself killed in the process. I asked how many cars he thought I would be able to get into a pile before the game would start deleting them. His answer was well over 40! Add to that some explosive barrels, some mines, and the results are devastating. Explosions in crackdown are the gift that keeps on giving, and a good way to take out large groups of enemies is an added bonus. The amount of fire and debris that reins down from one of these multi-car pile ups is truly next-gen, and something I can’t see ever getting sick of.

Other things I learned from talking to Thomson included :
- They at one point had developed a female Agent Skin, as well as the corresponding animations. At the end of the day, they just didn’t have the memory space to include it. Look for this as a possible Download though.
- Speaking about Downloads, they have plans to support this game well into the future. Thomson hinted at agent skins, a possible new island, new game bosses, and new vehicles. While none of that is confirmed, he did confirm to be on the look out for some fancy new agency gadgets that they may not have been able to include in the game, but are perfect candidates for the marketplace.
- There are only 900 achievement points out of the box in Crackdown, and they plan to watch how the community is playing the game to decide on how they want to allocate the last 100 points.
- The demo was designed to give players a taste of what to expect from the full game but not give away too much. The advanced skill progression in the demo is an example of how they solved this problem and was internally debated over for many months. A demo though was important to the team though, because playing is believing. The buzz the demo has generated is proof of that.
- If all goes well, they would love to see “Crackdown 2†in store shelves in a few years. The foundation for a great franchise has been built, and there are many things they would have loved to include but just didn’t have the time to for this release.
- Initially the team was apprehensive about having their game tied into the Halo 3 beta, but at the end of the day they realized it could help get the game into the hands of people who otherwise may not have tried the game out to begin with. Thomson’s prediction was that a lot of these people would really enjoy the game, so it’s a win-win situation in the end.

Overall, the event was a great experience and it was nice to have a chance to chat with one of the creative minds behind what I predict will be one of the best selling titles of the year. Do yourself a favour, and don’t miss out on this game. Give it a few hours of your time, and I predict you’ll be hooked.
- Jaken Bear
XCL Expo Expo 2006
Posted by Jaken Bear in XCL Event, XCLE Reports on June 29th, 2006
The 3rd Annual XCL Expo is about to kick off in Edmonton, Alberta this weekend and XCL’ers are en route as you read this. This year’s event promises to be the biggest event yet with members and friends coming from across Canada and parts of the U.S. The activities will primarily include gaming on Xbox 360s set up on HD projectors set to large screens. But it’s not just about gaming. One of the focuses of the event is to put names to faces and meet new friends with a common interest. But of course, we also want everyone to experience an atmosphere of gaming that is second to none. The event commences with the arrival of members on Thursday, June 30th and ends Monday, July 3rd.
Can’t make the EXPO? Be sure to stay tuned to XCL Insider and check back in on this story for photos from the event so you can see what you are missing out on.

The Traditional Group shot : XCL Expo 2006Â Â
Survive XCL Expo
Posted by FiftySPEED in XCL Event, XCLE Reports on June 25th, 2005
The XCL Expo 2 is coming to Toronto in just under a week. Everyone is gearing up for our second annual get together as we try to match the fun and success of XCL Expo 1 that took place last summer in Vancouver. Everyone is welcome and we hope to meet many new faces this year as this great XCL tradition continues.
Official Info
Date: July 1-3, 2005
Location: Renaissance Toronto Airport Hotel
801 Dixon Road Toronto.
Gaming room will be $500/day for a total of $1500. This will be split evenly with everyone. This room is 29′ x 48′ x 12′ high. We will have at least 4 Xbox set ups each with an HD Projector and a 120″ screen. GAME ON!.
12 KEYS TO ATTENDING XCLE2005
Tips and tricks by Three Fifty Z…
Many of these may seem like common sense but it never hurts to know…
- 1. Bring your own controller. It’s a good idea to also mark or label the controller somehow so you know which is which.
- 2. If you’re drinking, please don’t depend or “mooch†off of others unless you ask first. Also, it’s always a good idea to bring/buy beverages for those that put this whole event together as well as the occasional administrator.
- 3. Please do not put any drinks on the tables that hold the audio/visual equipment. Alcoholic drinks are NOT allowed in the conference room. If you are using a plastic cup or something, it might be a good idea to label it with your name or gamertag.
- 4. Please be aware of your personal hygiene. XCL enforces a mandatory one shower per day rule. Don’t forget to brush your teeth regularly too!
- 5. If you have means to, bring along a folding camping chair. More for those that cannot would be appreciated too. Hotel chairs can get quite uncomfortable after extending periods of sitting.
- 6. Be prepared financially. You’ll be paying for a portion of the room you sleep in, pitching in for the conference room and equipment rentals regardless of the amount of time you spend in it, any incidental group costs plus any extra-curricular activities you might plan on doing.
- 7. If you crash unexpectedly in someone’s room (that wasn’t pre-arranged), please have the courtesy to offer that person some money for use of the floor.
- 8. Treat other people’s belongings with respect.
- 9. Just so you don’t embarrass yourself, NinjaRay is NOT asian. Also, Jake and Fifty are not brothers. No, Brad does not have grandkids. But yes, Kross does have a mullet. Oh, while on the topic of Brad, while he looks scary as hell, he really is a puppy dog.
- 10. Extend every hospitality to our American members that have made the trip to join us. Please do not forget that they require a break-in period when being introduced to real beer.
- 11. Know the one sheet rule if sharing a bed. One sheet separation must be maintained at all times unless otherwise agreed upon. One sheet separation is the responsibility of the last person to enter the bed.
- 12. Beware the Live Teabag.
Pics from last Years Event




XCL Halo Bowl 1
Posted by Jaken Bear in XCL Event on March 15th, 2005
RESULTS
Round One. Team Slayer - Ivory Tower - Random WeaponsTeam Okage def. Team Havoc : 100-85
Team Hawk def. Team Insano : 100-98
Round Two. 1 flag CTF - HeadLong
Team Okage def. Team Havoc : 3-0
Team Hawk def. Team Insano : 2-1
Round Three. Super Slayer - Coagulation
Team Okage def. Team Havoc : 50-31
Team Hawk def. Team Insano : 50-47
Round Four. Classic CTF - Midship
Team Okage def. Team Havoc : 3 - 0
Team Hawk vs. Team Insano **did not play **
Round Five. Low Ball - Zanzibar
Team Okage def. Team Havoc : 5:26 - 3:57
Team Hawk def. Team Insano : 4:26 - 3:081
Round 1 Game types
1. Team Slayer on Ivory Tower - Fiesta mode, score to 75, one game.
2. 1 Flag CTF on Headlong - 3 rounds total, ties left unbroken, all other options left on default.
3. Team Super Slayer on Coagulation - as inspired by XCL but now it means something. Kills to 50. No tanks. Start with carbine and RL, only heavies on the map. Hogs respawn at normal (fast) rate. All captains must create this mode.
4. Classic CTF on Midship (or alternate) - First to 3 scores. 15 minute total play time, ties left unbroken.
5. Lowball on Zanzibar - Hold time set at 30 s. No total session time.
TEAM ROSTERS
Team Insano
John Fire
Night Chicken
Kunzendorff
Krossroad
MasterHungus
Silk
LX Xtreme
Team Havoc
Chaos Smurf
Fortitude
Diefuel
DrEmmerich
Jaken Bear
ThreeFiftyZ
TK421
Team Okage
Valkwin
The Giant Squid
DrJMac
DylanH
EhJay112
Easymacaddict
Sam0s
Brad of Canada
Team Hawk
Apache
Terror Smurf
Slythar
OldManandSon
Holliday
Quizzy
NinjaRay
ZChara
Bioware was nice enough to invite some community members to their evil lair (nestled away nicely in Edmonton, Alberta) for an early chance to play Mass Effect, tour the studio, and meet some of the creative people behind what I predict will be game of the year, perhaps even the of the decade. After spending a day immersed in the world of Mass Effect, the only thing bad I can say about the game is that “I’m not playing it right nowâ€.








