Category Archives: Gaming
Canadian invents a card sorting machine
A Calgary entrepreneur invented a machine to sort out trading cards. He perfected the system over two years, testing and sorting through a million cards from two major players in the collectible games market — Pokémon and Magic: The Gathering.
“The success of that prototype allowed me to apply for a grant through the province to build eight more machines,” Gordon said.
His machine, christened the PhyzBatch-9000, made its way to several game stores across Alberta, allowing the entrepreneur to set up shop with his business partner in 2021.
READ MORE https://www.cbc.ca/news/canada/calgary/card-sorting-machine-trading-cards-collectibles-1.6867781
Draconis, free gaming festival in Montreal
Draconis is a role-playing game festival that will take place the weekend of February 28 to March 1st, 2019, at the Cégep du Vieux Montreal. Many games will be available to play under a variety of systems. The event is free and is open to people of all ages and levels of experience!
Registration
Game submission is complete, the schedule has been finalized, and it is now time for players to sign up for the games they want to play! There are over 81 different scenarios, using over 50 different systems, being played in over 108 different sessions over the weekend, including five different live-action events. So plenty to satisfy any gamer!
To sign up, please visit our Warhorn site and subscribe to the event. You’ll then be able to subscribe to individual games. If you are new to Warhorn, please consult our guide on the useful information page. Sign-up will be open until February 27th at 8:00 pm, after which time we will print the on-site sign-up sheets.
While we have your attention, please review our rules and policies.
Spaces usually go fast, so sign up quickly!
Newsletter
Don’t want to miss anything? Subscribe to our newsletter!
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Le potentiel pédagogique de Donjon et Dragons
Le potentiel pédagogique de Donjon et Dragons: Le très connu jeu de rôles peut être une façon ludique et imaginative d’enseigner des matières scolaires
Gaming event in Montreal
Festival Draconis shared an event.
Festival Draconis 2019 is a full weekend of tabletop roleplaying games. It will take place as part of the Festival Montréal Joue 2019 on March 1, 2 and 3, at the Cegep du Vieux Montréal. Expect lots of roleplaying games, a Live, some podcasting, panels, a little showi room, food, and garage sale, and maybe some surprises! It’s still free, so there is no excuse not to be there!
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Le Festival Draconis 2019 est une fin de semaine complète de jeux de rôle sur table. Il se tiendra dans le cadre du festival Montréal Joue 2019 les 1, 2 et 3 mars 2019 au cégep du Vieux Montréal. Jeux de rôle, Live, podcasting, panels, exposants, bouffe et vente de garage seront au rendez-vous, ainsi que quelques surprises! Venez en grand nombtre, c’est toujours gratuit!
Ubisoft earns second chance with gamers
Ubisoft earns second chance with gamers
Montreal developer had to act quickly when For Honor’s players jumped ship
How do you get your customers to give you a second chance after you’ve failed to live up to their expectations? That was the question Luc Duchaine, the brand manager for video game For Honor, had to answer.
The game, developed by Ubisoft Montreal, was released in mid-February 2017 to positive reviews. A fighting game in which players control knights, Vikings and samurai, it garnered interest from a large number of video-game fans. But that initial reaction quickly soured. “We had enormous success when it came out,” Duchaine said. “Then we started to have some technical problems.”
Most of the problems weren’t with the game itself, but with the systems it used to connect players with each other online. There were long waits for matches to start, connections would drop, and a number of other problems started to push players away.
Four months after the game came out, the number of people playing it had dropped by 95 per cent, according to GitHyp, a website that tracks game-related statistics. That was a big issue, because For Honor’s business model depends on people continuing to play — and continuing to pay — for years.
While a traditional video game is sold as essentially a single package, For Honor is part of a trend toward “games as a service,” in which new elements are regularly introduced and players can unlock features either through play or by paying real money. A traditional game is like a movie, Duchaine said, but For Honor is like a theme park. “Our goal is for them to come back to the amusement park over and over again,” he said. “We want them to have fun, to want to try the new ride — that is why there’s this constant idea of improving, changing, entertaining, so every time they come into our world, they have fun.”
But players weren’t having fun. If this was a theme park, it was one where the washrooms were leaking and the lineups were too long, Duchaine said. Ultimately, the game’s developers changed the way players connected to each other, replacing a peer-to-peer networking system with dedicated servers. But as the problems were being fixed, Duchaine needed to rebuild For Honor’s audience. Doing that, Duchaine said, was a step-by-step process of relationship-building.
It started by listening to the criticism — if the problems that people still had with the game were fixed, Duchaine said, he believed they would start telling others. “When people feel listened to, they become ambassadors — but you can also go from ambassadors to critics again, and we have to be careful,” he said.
Duchaine also worked to build relationships with people who had stuck with the game, flying some of the top players to Montreal to meet with the development team. “The point was to listen to them, to get their feedback,” he said. “For me, if we managed to turn things around, to go from a game where we had a lot of problems, it’s because we have this proximity with our players.” It’s a strategy that appears to have worked. In June 2018 — more than a year after the game came out — For Honor was nominated for best ongoing game at the E3 Game Critics Awards.
It now has more than 15-million registered players, according to Ubisoft. The relationship-building with fans continues, Duchaine said. The development team now does a weekly TV-style show that’s livestreamed on platforms like YouTube and Twitch. It’s a chance to “answer questions, present the new content, talk about the fixes,” he said.
Over the past year, Duchaine said, there have been around 40 updates to the game. While most are small, some add significant elements. The largest of those updates, released in October, introduced a new “faction” to the game, based on medieval China, with several new characters that players can control. (Players become members of a faction, fighting with players from other factions for “control” of the game world.) “Sometimes they’re smaller things, sometimes they’re bigger things, but it allows us to truly keep the game alive,” he said.
A big part of the weekly show is featuring the people who make the game — bringing them out from behind the scenes. Showing the faces of the game’s developers, Duchaine said, is just another part of building the relationship with players. “For me, when you create that bond with people, it’s one of the strongest things you can have,” he said. “I love the fact that when (people) play For Honor, they think about the people making it, and that bond really helped us too.”
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Free weekend gaming event in March
Draconis is back again this year.
The event is free and is open to people of all ages and levels of experience
Draconis is a role-playing game festival that will take place the weekend of March 2nd to the 4th, 2018, at the CEGEP du Vieux Montreal. Many games will be available to play under a variety of systems.
http://festivaldraconis.ca/english/
https://warhorn.net/events/festival-draconis (français)
GAME REGISTRATION
If you’re not already a member of the website Warhorn, register today, indicate your presence to Festival Draconis and add yourself to the game you wish to attend.
Just like last year, it will still be possible to put together pick-up games onsite.
CALL FOR GAME MASTERS
It has started! You can add your game(s) with this google form.
GARAGE SALE
We’ll be hosting another garage sale where you’ll be able to buy and sell second-hand gaming products. To sell items, download and fill out the sales form, then bring it with your games to the festival. At the end of the festival, come pick up your cash or unsold items. Or, you could simply donate unsold items to the festival itself.
An announcement will be made when the garage sale form is ready.
BOOTHS
This year, we’ll offer tables for artists and small shops who would like to sell their products on-site. Tables will be free for game designers who run demonstrations of their games. For shops, the cost will be 25$ for two tables. If you are interested, please contact us before February 11th, 2019, a festivaldraconis@gmail.com
FOOD
This year, there will be a caterer on-site selling homemade sandwiches as well as soft drinks, juice, water, chips, etc… so that you can stay fuelled without leaving the CEGEP.
Obviously, we hope to see very many of you again this year, and please tell your friends and family about Draconis! If you have any questions about the festival, please post them on our Facebook page, and we’ll try to answer as quickly as possible.
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A gamers’ calendar for 2017
From this morning’s Montreal Gazette:
While we’re happy to erase 2016 from our memories — entertainers lost, elections won, wars waged and so on — it was actually a pretty great year for video games. Tons of amazing titles, some cool new hardware … it’s going to be a tough year to beat. But 2017 is shaping up to be a real contender. Here are some games Steve Tilley is looking forward to this year.
South Park: The Fractured But Whole is set to be released in spring 2017.
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RED DEAD REDEMPTION 2 (PS4, Xbox One; autumn 2017) If this sequel to 2010s unforgettable action-adventure game actually hits its late 2017 release window, we’ll eat our 10-gallon hats. But it is our most highly anticipated game of the year, and we can’t wait to saddle up and ride back into the gritty Old West.
HORIZON ZERO DAWN (PS4; Feb. 28) This PlayStation 4 exclusive is shaping up to be not only one of the best-looking games of 2017, but one of the most original open-world games of recent years. A primitive, post-apocalyptic world overrun by robot animals? Sign us up.
RESIDENT EVIL 7: BIOHAZARD (PS4, Xbox One, PC; Jan. 24) We’re pleased to see that Capcom is taking the Resident Evil series back to its horror roots, though the change to a first-person perspective is a gamble that might alienate some fans. Then again, there’s no way it could be as bad as Resident Evil 6. Seriously. No way.
SOUTH PARK: THE FRACTURED BUT WHOLE (PS4, Xbox One, PC; spring 2017) We were surprised when 2014’s South Park: The Stick of Truth not only captured the essence of the show and its characters, but was a damn fine RPG. The Fractured But Whole (say it quickly out loud) will follow in those footsteps, riffing on superhero oversaturation.
MASS EFFECT: ANDROMEDA (PS4, Xbox One, PC; TBA 2017) Edmonton’s own BioWare is kicking off a new chapter in the Mass Effect sci-fi role-playing game saga, and we can’t wait to see what it will look like on the current generation of video game hardware. Or see how many aliens we’ll be able to romance.
PREY (PS4, Xbox One, PC; spring 2017) This complete reimagining of the acclaimed 2006 first-person shooter has stunned us with its impressive trailer, and it’s looking a lot like a spiritual successor to the amazing System Shock games. Except in Prey you can turn into a … coffee cup?
GOD OF WAR (PS4; TBA) If there were a franchise in need of reinvention, it was God of War. Sony is really shaking things up with this sequel/reboot, from a grizzled old Kratos to a whole new camera and control scheme. We’re not certain this one will land in 2017, but we’re really hoping it does.
FOR HONOR (PS4, Xbox One, PC; Feb. 14) What better way to wish the one you love a happy Valentine’s Day by heading into battle together and lopping off your enemies’ limbs? This is sort of a tactical multiplayer sword-fighting game with a whole lot of other cool stuff layered on. To victory!
CRACKDOWN 3 (Xbox One, PC; TBA 2017) We’ve heard very little of late from the makers of the third entry in the Crackdown saga, but we expect it to get a major reveal at the Electronic Entertainment Expo in June, if not before. We can’t wait to start blowing things up in its massive, multiplayer open world.
TOM CLANCY’S GHOST RECON: WILDLANDS (PS4, Xbox One, PC; March 7) The Ghosts hit the road in yet another open-world game making its debut this year. From our previous hands-on time with Wildlands, we know it’s going to be crazy fun raiding a drug overlord’s sprawling compound with three of our closest co-op friends.
DAYS GONE (PS4; TBA) Another PlayStation exclusive that doesn’t have a firm release date ( but that we’re hoping sneaks into the 2017 calendar), this one is like a mix of The Walking Dead and Sons of Anarchy. Because who’s better equipped to survive a zombie apocalypse than bikers?
CUPHEAD (Xbox One, PC; TBA 2017) Our hope was starting to fade that this incredibly animated run-’n’-gun platformer would ever get a release date, but it is allegedly coming out this year. Looking like a 1930s cartoon come to life, it’s one of the most visually impressive indie games we’ve seen.
INJUSTICE 2 (PS4, Xbox One; TBA 2017) Batman duking it out with Superman on the big screen was a bit underwhelming, but this sequel to the awesome fighting game Injustice: Gods Among Us will let us pit a slew of DC heroes and villains against each other. It’s by the makers of Mortal Kombat, so ’nuff said.
YOOKA-LAYLEE (PS4, Xbox One, Nintendo Switch, PC, Mac; April 11) With a similar vibe to Banjo-Kazooie — it’s sort of a cousin to that game, and made by some of the same folks — this one looks to be bringing back the fun and flavour of the platformer-type games of the late ’90s.
SEA OF THIEVES (Xbox One, PC; TBA 2017) Not that we advocate drinking and gaming, but this hilarious cooperative pirate game is even better with a yo-ho-ho and a bottle of rum. We can’t wait to assemble a crew of friends and set sail in search of booty. And also treasure. Treasure is good.
DETROIT: BECOME HUMAN (PS4; TBA) This latest cinematic adventure from the minds behind Heavy Rain and Beyond: Two Souls is another PS4 title that Sony hasn’t announced a release date for just yet, but we’re hopeful it will come out this year so we can put our android instincts to the test.
A puzzling and addictive trend
From the Montreal Gazette, Saturday, Oct 22nd
Escape rooms are popping up all over city, offering a 3D gaming experience
It’s something you don’t get to do in everyday life that’s more exciting than video games or movies . … It’s more tactile.
From page A1 The fate of the world is on the line and the clock is ticking down. A zombie plague is wiping major cities off the map and you’re pinned down in the one lab that contains the cure.
Running out of time means certain doom for all mankind. But if you can find the hidden cure and make your way out of the lab in time, you will get bragging rights over everyone who couldn’t hack it — playing one of Montreal’s latest escape rooms, an entertainment trend taking the city by storm.
The general idea behind the experience is simple, even if escaping can be complex. Groups of two or more friends or colleagues in a team-building capacity get locked in a room and solve puzzles to find their way out, with a time limit of about an hour.
Locales offer different scenarios to keep up with demand, with an average price tag of about $25 per person to play. At Question Games for example, players choose between several “missions,” including the quest for the cure described above.
“It’s pretty immersive,” says Gabriel Lawson, 22, prior to attempting a Question Games mission. Originally from British Columbia, Lawson has visited rooms all over the continent.
“It’s something you don’t get to do in everyday life that’s more exciting than video games or movies . … It’s more tactile. You get to do stuff with your body instead of just staring at a screen.”
Not restricted to North America, escape rooms originated in Japan back in 2007. They made their way to Montreal two years ago, with Échappe-Toi opening in October 2014. The operation wasn’t alone for long, with Find the Key, A/ Maze, and Obsidem having started construction at around the same time.
“We probably now have 14 different companies in Montreal and the suburbs,” says Emmanuel de Gouvello, Échappe-Toi’s co-founder. “We’re still growing.”
De Gouvello is not just referencing the industry, but his company, too. Another Échappe-Toi has since opened in France, with a third to follow in Boston under a different name: Dasuru, which translates from Japanese to “escape.”
The new name in Boston was to be expected for language reasons, but that’s not all that is changing, according to de Gouvello. Some of the most successful escape rooms deliver different experiences depending on the market.
Échappe-Toi is even starting a franchising program next year. Such is the nature of the rapidly expanding industry, featuring few barriers to entry, with first-generation rooms requiring minimal startup capital. However, a lot of word of mouth is needed, not to mention motivation, especially at the start.
“The small weeks were 60 hours and the big weeks were probably 80-85,” says de Gouvello, who had been working as a business coach when Échappe-Toi opened. He eventually had to choose between the two.
That those 80-hour weeks haven’t stopped altogether is a testament to the success of ÉchappeToi and de Gouvello’s passion for his business, which he says fits him perfectly. It’s a recurring theme among founders, many of whom were inspired to start one of their own by playing elsewhere.
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“It’s sort of a dream to work in this environment. You get to watch people come and work together and have fun doing something you created,” says Question Games cofounder Matthew Diamond.
As the number of locations increases, each escape-room company naturally tries to raise the bar. However, they don’t necessarily see each other as threats to one another. True fans of the genre are going to try as many different escape rooms as they can. As long as the overall quality stays high, owners stay happy.
“Right now, you can open a small room with keys and locks, call it an escape game, and you’re going to have customers,” says Alexander Reverse, the CEO of A/Maze. “However, people who are playing for the first time won’t want to do it anymore, and they won’t know to go where the quality is much better.”
To help separate them from the pack, Obsidem has added adventure games to their offerings. There, actors may help to further immerse players in a larger-scale environment, where, for instance, the goal isn’t to escape, but extract a separate group of prisoners. In fact, it’s got to the point where “escape room” is almost a misnomer.
De Gouvello compares the games to movies. He has used actors since almost the start, for the most part sticking to the tried and true formula of pitting players locked in a room against the clock. To keep things fresh, puzzles are updated once a year. The actors help, too.
Whereas in a movie actors have lines, Échappe-Toi gives theirs more leeway to move stories along. Groups playing the game each enjoy different dynamics. As a result, their experience interacting with the environment, actors and all, can be just as unique.
“The actor is supposed to be able to improvise something to get to an outcome, which will translate into the players being able to progress,” says de Gouvello.
Échappe-Toi’s games still have only about a three per cent success rate, so progress doesn’t always mean escaping altogether. That’s not the point, though. It’s not just about getting out. It’s about playing out a real-life 3D computer game.
“It’s the next dimension, where you can touch things and take away experiences,” Reverse says.
It’s at the very least an escape away from reality, even if only for an hour. As far as ways to pass the time go, it beats an actual zombie apocalypse, hands down. And it’s only getting better and more realistic.
“As technology becomes more readily available … there’s not much you can’t do,” Diamond says. “And we keep wanting to add and enhance that experience for people when they play.”
So the next time you and your friends are locked in a room, you just might be the last line of defence against a zombie apocalypse, finding a cure to fight a deadly virus, or attempting a daring prison escape … the possibilities are endless.
Ask Lovecraft : Dungeons and Dragons
Clicking when and where the little sign pops up will take you to the first time Leeman tries to get Lovecraft to play D&D.
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