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	<title>Game Couch &#187; Review</title>
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	<link>http://www.gamecouch.com</link>
	<description>Video game reviews, commentary and interviews.</description>
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		<title>Sherlock Holmes vs Jack the Ripper</title>
		<link>http://www.gamecouch.com/2010/07/sherlock-holmes-vs-jack-the-ripper/</link>
		<comments>http://www.gamecouch.com/2010/07/sherlock-holmes-vs-jack-the-ripper/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 16:32:58 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[jack the ripper]]></category>
		<category><![CDATA[sherlock holmes]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=1386</guid>
		<description><![CDATA[Sherlock Holmes vs Jack the Ripper
Developer: Frogwares
Publisher:  Focus Home Interactive
Platform: Xbox 360 (also PC)
Released: April 27, 2010
Test Freaks’ Freak Score: 8.1/10Frogwares’ 5th Sherlock Holmes game opens with Holmes’s mind rebelling from the kind of stagnation cured only by a cunning mystery or artificial stimulant.  But before Holmes can reach for his seven-percent solution, [...]]]></description>
			<content:encoded><![CDATA[<p><span class="image-right"><img src="http://www.gamecouch.com/wp-content/uploads/2010/07/cover.jpg" alt="Sherlock Holmes vs Jack the Ripper Cover"><span class="caption"><a href="http://astore.amazon.com/gamecouch-20/search?node=1&#038;keywords=Sherlock+Holmes+versus+Jack+the+Ripper&#038;preview=&#038;x=15&#038;y=18">Sherlock Holmes vs Jack the Ripper</a><br />
Developer: Frogwares<br />
Publisher:  Focus Home Interactive<br />
Platform: Xbox 360 (also PC)<br />
Released: April 27, 2010<br />
Test Freaks’ Freak Score: <a href="http://www.testfreaks.com/pc-games/sherlock-holmes-vs-jack-the-ripper/">8.1</a>/10</span></span>Frogwares’ 5th Sherlock Holmes game opens with Holmes’s mind rebelling from the kind of stagnation cured only by a cunning mystery or artificial stimulant.  But before Holmes can reach for his seven-percent solution, Dr. Watson reads about a shocking murder in Whitechapel, the first in a series of increasingly brutal homicides pitting Holmes and Watson against the killer known as Jack the Ripper. </p>
<p>Sherlock Holmes vs Jack the Ripper plays like a composite of two games: a standard adventure game and an eerily accurate investigation into the Ripper killings.  Arriving in London&#8217;s East End, Holmes checks in with the police, but Constable Humphries has misplaced an important pouch.  Finley the landlord knows where it is, but he&#8217;s being troubled by The Captain.  And so on.  But just as you feel mired down in the “favor trade,” something connects back to the murder.  You&#8217;ll hear troublesome rumors about a <a href="http://astore.amazon.com/gamecouch-20/detail/1568362579">Dr. Tumblety</a>, meet the disquieting <a href="http://astore.amazon.com/gamecouch-20/detail/0425192733">Walter Sickert</a>, or listen to complaints about a “Leather Apron” menacing the local streetwalkers. </p>
<p>And that&#8217;s before you hit the first crime scene.<br />
<div id="attachment_1404" class="wp-caption alignnone" style="width: 445px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/07/holmes1.jpg" alt="Holmes at the crime scene." title="Holmes at the crime scene." width="435" height="271" class="size-full wp-image-1404" /><p class="wp-caption-text">Holmes at the crime scene.</p></div><br />
The game maintains a balance between its T-rating and the enormity of the crimes.  While you won&#8217;t see mutilated corpses, Holmes and Watson work from realistic diagrams and don&#8217;t shy away from verbally describing the injuries &#8212; especially the displacement of organs.  You&#8217;ll move your magnifying glass around the crime scene observing blood splatters, noticing items placed around the bodies and taking in the overall environment.  Observations are placed on a Deduction Board which acts as a grand logic puzzle.  From details like facial bruising, cuts on the neck, and blood on the wall, you&#8217;ll determine the killer&#8217;s height and handedness, profession and motives.   These deductions build on each other and connect to later murders as the Ripper&#8217;s spree continues. </p>
<p>Adventure games draw heavily from the mystery genre, but the usual mechanic of collecting inventory items and figuring out where to use them seldom feels like you&#8217;re solving a mystery.  By the end of Sherlock Holmes vs Jack the Ripper, you&#8217;ll feel like you&#8217;ve solved a mystery.  Beyond the Deduction Board mentioned above, you&#8217;ll also plot timelines based on eyewitness testimony &#8212; which is often conflicting &#8212; conduct experiments and rule out red herrings.<br />
<div id="attachment_1405" class="wp-caption alignnone" style="width: 445px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/07/holmes2.jpg" alt="Every possibility must be investigated." title="Every possibility must be investigated." width="435" height="272" class="size-full wp-image-1405" /><p class="wp-caption-text">Every possibility must be investigated.</p></div><br />
One of the pleasures of the game, beyond the intellectual exercise, is controlling Holmes and Watson (either in first-person or third-person POV) as they get their hands dirty crouching in dark alleys, hacking up pig heads, going under cover in seedy locales.  When a traditional adventure puzzle rears its head, it’s almost like a palate cleanser – even if it involves fiddling with a slider puzzle to grab a jewel. </p>
<p>The Xbox 360 version is a port of a 2009 PC game so the graphics haven’t aged, but there are apparent budgetary limitations.  Luckily the East End of London lends itself to the Silent Hill method of masking draw distances with fog and the reuse of character models allows for a bustling, living London.  That said, environments are downright impressive – authentic details (Cat’s Meat, anyone?) have been captured, making the landscape appropriately filthy – and foreign to our modern eyes.  Nighttime sections, where dim alleys are lit only by lone bull&#8217;s-eye lantern, are chilling.<br />
<div id="attachment_1406" class="wp-caption alignnone" style="width: 445px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/07/holmes3.jpg" alt="A grim waterway." title="A grim waterway." width="435" height="272" class="size-full wp-image-1406" /><p class="wp-caption-text">A grim waterway.</p></div><br />
Less effective are the game’s audio components.  The score is serviceable and the ambient noise is effective, but the voice acting can be appalling.  The voice actors from previous games reprise their roles as Holmes and Watson, and while Watson is serviceable, I find Holmes to be grating.  Many of the other characters simply sound weird.  There’s also a discrepancy between the audio and the subtitles, with the subtitles mostly matching the in-game journal.  There are some egregious differences, like one character who either bought jewelry from the &#8220;black market” or a “black fella,&#8221; but mostly it seems like the spoken dialogue cuts British slang.</p>
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		<title>And Then There Were None</title>
		<link>http://www.gamecouch.com/2010/04/and-then-there-were-none/</link>
		<comments>http://www.gamecouch.com/2010/04/and-then-there-were-none/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 16:42:54 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[agatha christie]]></category>
		<category><![CDATA[and then there were none]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=1170</guid>
		<description><![CDATA[And Then There Were None
Developer: AWE Productions
Publisher: The Adventure Company
Platform: Wii (also PC)
Released: February 8, 2008
Test Freaks’ Freak Score: 6.0/10Eight strangers are invited to a remote island guesthouse by a Mr. Owen.  Dropped off by boatman Narracott, they expect to meet Owen, but find only a recently hired husband and wife team of domestic [...]]]></description>
			<content:encoded><![CDATA[<p><span class="image-right"><img src="http://www.gamecouch.com/wp-content/uploads/2010/04/cover1.jpg" alt="And Then There Were None Cover"><span class="caption"><a href="http://astore.amazon.com/gamecouch-20/search?node=1&#038;keywords=and+then+there+were+none&#038;preview=">And Then There Were None</a><br />
Developer: AWE Productions<br />
Publisher: The Adventure Company<br />
Platform: Wii (also PC)<br />
Released: February 8, 2008<br />
Test Freaks’ Freak Score: <a href="http://www.testfreaks.com/wii-games/agatha-christie-and-then-there-were-none/">6.0</a>/10</span></span>Eight strangers are invited to a remote island guesthouse by a Mr. Owen.  Dropped off by boatman Narracott, they expect to meet Owen, but find only a recently hired husband and wife team of domestic help.  The mystery deepens once the guests realize no one has ever met Owen and turns deadly once their host informs them (via recording) that each of them stands accused of a grave crime.  Their lives are now linked to a children&#8217;s poem describing Ten Little Sailor Boys who are killed off one by one.</p>
<p>This point-and-click adventure game elevates the boatman from the oft-retitled Agatha Christie thriller and makes him the main character.  A bit of invented backstory finds Patrick Narracott filling in for his brother Fred, who needs to avoid one of the guests.  The subterfuge backfires, stranding Patrick with the others and &#8212; as the odd man out &#8212; he&#8217;s either the perfect person to investigate the mystery of Shipwreck Island or the prime suspect in a growing series of deaths.</p>
<p>As an adaptation, And Then There Were None strikes a balance between preserving the integrity of the original story and muddling it enough to keep Christie fans on their toes.  The classic characters are all here, be they judgmental spinster, befuddled general, or alcoholic doctor, while new elements like eve of war intrigue and the house&#8217;s history keep things fresh.  Unfortunately this attention to narrative can&#8217;t overcome poor puzzle design, primitive graphics and frustrating controls, resulting in a subpar adventure.<br />
<img src="http://www.gamecouch.com/wp-content/uploads/2010/04/library-300x225.jpg" alt="In the Library" title="Library" width="300" height="225" class="aligncenter size-medium wp-image-1177" /><br />
Easily 75% of the game involves talking to everyone about everything.  Whole chapters fly by simply by finding all the characters and clicking on them until they stop talking.  This would be fine if the game was dialogue-driven, but progress is only triggered once you&#8217;ve exhausted all conversation options.  The end result is that you feel like you&#8217;re just making small talk while waiting for something to happen.  The other 25% of the game is puzzle-based, most of which are designed to make you as annoyed as possible.</p>
<p>I accept that I&#8217;m playing a 2008-Wii port of a 2005 PC game, but the puzzles feel like throwbacks to mid-1990s adventuring.  You&#8217;re the stereotypical adventurer wandering around stealing as much as you can, crafting Rube Goldberg devices and rubbing random objects against each other to see what happens.  At one point I had over fifty items in my inventory including a wheel of cheese, a ladder, a raft and a shovel!  </p>
<p>So let&#8217;s take the turkey baster I have and fill it with flour.  Okay, now I have a DIY fingerprinting kit straight from CSI: Culinary School.  With this in hand, I&#8217;ll enter people&#8217;s rooms and dump flour on their stuff looking for prints.  </p>
<p>*sigh*</p>
<p>The problem isn&#8217;t that this works, it&#8217;s that it works and I can&#8217;t do anything with the clues.  I&#8217;ve found some compelling &#8212; nay &#8212; incriminating prints, but I can&#8217;t use them to affect the story.  As it turns out, I don’t need to do this at all.  This, like so many of the puzzles, is just extraneous padding.  At best solving them might squeeze an extra line of dialogue out of a character, but it won&#8217;t prevent any murders.<br />
<img src="http://www.gamecouch.com/wp-content/uploads/2010/04/wargrave-300x225.jpg" alt="Judge Wargrave" title="Judge Wargrave" width="300" height="225" class="aligncenter size-medium wp-image-1178" /><br />
There’s a central confusion surrounding the main character.  Are you trying to help your brother, escape the island or stop the unknown Mr. Owen from striking again?  This unclear motivation results in a passive experience with Narracott clinging tightly to the story’s rails.</p>
<p>I mentioned the age of the game earlier, but even by 2005 standards the character models are appalling.  Hands and clothing show no attention to detail and there’s no effort to lip-synch the dialogue –glaring in a game with so much conversation.  And it’s a shame too, because voice acting is rather strong.  Philip Clark voicing Judge Wargrave and Carolyn Seymour as Emily Brent particularly stand out.</p>
<p>Where graphics improve is in the house’s décor and surrounding environs.  The house has a Frank Lloyd Wright aesthetic and each of its many rooms is distinct.  Outside the house the island is ominous, with waves crashing against craggy rocks and grey clouds hovering just overhead.  Completing the grim mood are strong ambient sounds which add texture to largely static screens and a haunting melody playing in the background.<br />
<img src="http://www.gamecouch.com/wp-content/uploads/2010/04/flashlight-300x225.jpg" alt="Finding the flashlight" title="flashlight" width="300" height="225" class="aligncenter size-medium wp-image-1179" /><br />
What have been changed since the original PC release are the controls.  Most of the time, you’re simply moving a cursor around the screen trying to find something to click on.  The cursor is context sensitive so you won’t have to switch between PICK UP or LOOK AT prompts.  In the inventory menu, Patrick can combine or separate items as needed and he also has  a separate collection of notes, books and other clues he’s collected.</p>
<p>However the game takes a huge misstep by implementing motion controls.  You don’t just click on a door; you click and twist to open it.  And that’s the easiest motion control to figure out – the game thinks it’s fun to make you guess how you should flail about.  As someone who has trouble with combination locks in the real world, have to unlock one via wiimote was just painful.  Only one motion control gesture came naturally.  It helped that I was already doing it mentally.</p>
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		</item>
		<item>
		<title>SAW</title>
		<link>http://www.gamecouch.com/2010/04/saw/</link>
		<comments>http://www.gamecouch.com/2010/04/saw/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 17:07:14 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[saw]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=1064</guid>
		<description><![CDATA[SAW
Developer: Zombie Studios
Publisher: Konami
Platform: Xbox 360 (also PC and PS3)
Released: October 6, 2009
Test Freaks’ Freak Score: 7.0/10You wake up in a wheelchair with a spring-loaded trap attached to your head. You have only seconds to disarm it before goes off.  Good news: if it goes off, you’ve just picked up the Darwin Would Be [...]]]></description>
			<content:encoded><![CDATA[<p><span class="image-right"><img src="http://www.gamecouch.com/wp-content/uploads/2010/04/cover.jpg" alt="SAW Cover"><span class="caption"><a href="http://astore.amazon.com/gamecouch-20/search?node=1&#038;keywords=saw+and+konami&#038;preview=">SAW</a><br />
Developer: Zombie Studios<br />
Publisher: Konami<br />
Platform: Xbox 360 (also PC and PS3)<br />
Released: October 6, 2009<br />
Test Freaks’ Freak Score: <a href="http://www.testfreaks.com/xbox360-games/saw-204583/">7.0</a>/10</span></span>You wake up in a wheelchair with a spring-loaded trap attached to your head. You have only seconds to disarm it before goes off.  Good news: if it goes off, you’ve just picked up the Darwin Would Be Proud achievement.  Bad news: if you survive, you’re still trapped in an insane asylum.</p>
<p>SAW follows the events of the first movie, with players playing as Detective Tapp, knifed, shot and nursed back to health by the Jigsaw Killer.  Tapp’s reckless pursuit of Jigsaw led to his partner’s death and Jigsaw wants him to face this truth, and more. Locked in the asylum, Tapp will have to survive a series of traps and fellow inmates seeking the exit key surgically implanted in Tapp’s chest.  Tapp will also face those whose lives he’s impacted, and – ultimately – decide whether to finish his hunt or walk away.  </p>
<p>SAW is probably most reminiscent of the <a href="http://www.gamecouch.com/2008/04/condemned-2-bloodshot/">Condemned</a> series – dark interiors, unreliable lighting and brutal combat conducted with makeshift weaponry.  You’ll be beating inmates with pipes, stomping people to death with your bare feet, or performing quick kills with successful (and graphic) counter attack quicktime events.<br />
<div id="attachment_1068" class="wp-caption aligncenter" style="width: 445px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/04/saw-opening.jpg" alt="Would you like to play a game?" title="Would you like to play a game?" width="435" height="244" class="size-full wp-image-1068" /><p class="wp-caption-text">Would you like to play a game?</p></div><br />
For how much combat is in the game, it would be nice if controls were tighter.  You have to hold down the light/heavy attack buttons for the animation to carry out hoping you actually connect. Tapp isn’t the fastest on his feet &#8212; realistic based on he’s been through &#8212; but there are alternate means to kill your opponents.</p>
<p>Scattered throughout the asylum are tripwires attached to shotguns. Expect to see your head blown off many many times.  It’s hard to call these cheap instakills because the tripwire is visible, but the third-person perspective means your body may block your view. Luckily enemies are never cautious, so disarming and rearming traps works to your advantage.</p>
<p>As the game progresses, you’ll have the ability to create your own traps: stun, gas, and explosion, but at the same time Jigsaw’s tests become more rigorous.<br />
<img src="http://www.gamecouch.com/wp-content/uploads/2010/04/Cobat.jpg" alt="Maybe they&#039;ll off each other." title="Maybe they&#039;ll off each other." width="435" height="244" class="aligncenter size-full wp-image-1069" /><br />
One of the results of Jigsaw sitting the director’s chair is that the game has great pacing.  Frequently you’ll be racing against a timer, surrounded by explosives as you try to solve a puzzle – or a room will fill with choking gas giving you less than a minute to find and close the valve.  Even the slower moments will have you sticking your arm in a barrel of acid or fishing around a toilet bowl full of syringes looking for a key or puzzle part.</p>
<p>Puzzles. It would be easy to dismiss SAW as a compilation of deadly minigames, especially since three puzzle types keep popping up, but SAW excels with some well designed puzzles based on observing your surroundings, toggling lights around you, or figuring out the right place to stand.  I have to admit, some of the puzzles would be worth serious picarats in a <a href="http://www.gamecouch.com/2008/02/professor-layton-and-the-curious-village/">Professor Layton</a> game  &#8212; Obi 5-6 for example, which combines multiple hacking games with explosives, a gas chamber, crushing walls, a brute with a  nail bat and a too-short timer.</p>
<p>Tobin Bell returns as the voice of Jigsaw, which is all you need to nail voice acting in a SAW game.  Detective Tapp doesn’t sound like Danny Glover, but he doesn’t look like him either – and while his voice should be raspy, there’s little enough dialogue anyway.  Ambient noise, effects and music are all reminiscent of the movies and work too damn well in establishing the asylum’s atmosphere.</p>
<p>When it comes to graphics, character models could use an upgrade, but the environments look great.  There are some smart touches, like rats running from light sources and dust falling down from footsteps overhead.  Corpses in various states of disrepair, pig carcasses and sinister medical devices deliver the expected disturbing visuals.<br />
<div id="attachment_1070" class="wp-caption aligncenter" style="width: 445px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/04/disturbd.jpg" alt="Disturbing images abound." title="Disturbing images abound." width="435" height="244" class="size-full wp-image-1070" /><p class="wp-caption-text">Disturbing images abound.</p></div>I think I should have disclosed before that I’m not really into the SAW series. I thought the first movie was a chaotic, implausible mess, the second a well-crafted thriller and haven’t seen 3 through 6.  Having said that, this game is a solid franchise entry, not a disposable movie tie-in and it has me interested in heading back to the film series.</p>
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		<item>
		<title>Deadly Premonition</title>
		<link>http://www.gamecouch.com/2010/03/deadly-premonition/</link>
		<comments>http://www.gamecouch.com/2010/03/deadly-premonition/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 16:33:07 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[david lynch]]></category>
		<category><![CDATA[deadly premonition]]></category>
		<category><![CDATA[red seeds profile]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=1017</guid>
		<description><![CDATA[Deadly Premonition
Developer: Access Games
Publisher: Ignition Entertainment
Platform: Xbox 360
Released: February 23, 2010
Test Freaks’ Freak Score: 6.6/10A teenager’s brutal murder brings the FBI to the small town of Greenvale.  FBI Agent Francis York Morgan believes the murder is connected to a series of killings he’s worked across the country, but locals fear it’s the work of [...]]]></description>
			<content:encoded><![CDATA[<p><span class="image-right"><img src="http://www.gamecouch.com/wp-content/uploads/2010/03/dprem.jpg" alt="Deadly Premonition Cover"><span class="caption"><a href="http://astore.amazon.com/gamecouch-20/detail/B002WSR8BC">Deadly Premonition</a><br />
Developer: Access Games<br />
Publisher: Ignition Entertainment<br />
Platform: Xbox 360<br />
Released: February 23, 2010<br />
Test Freaks’ Freak Score: <a href="http://www.testfreaks.com/xbox360-games/deadly-premonition/">6.6</a>/10</span></span>A teenager’s brutal murder brings the FBI to the small town of Greenvale.  FBI Agent Francis York Morgan believes the murder is connected to a series of killings he’s worked across the country, but locals fear it’s the work of the Raincoat Killer – an urban legend who’s keeps citizens indoors on rainy days.  To solve the crime, Agent York must convince the local police force to follow his unorthodox methods and he’ll need to survive terrifying encounters with Greenvale’s paranormal underbelly.</p>
<p>One of the joys of PC gaming was that I could buy a game I’d never heard of for $20 and have a fun gaming experience.  However, development costs for consoles make budget titles a rarity.  When I heard a survival horror game was coming out for the Xbox 360 and it would only cost $19.99, I was sold.  Deadly Premonition is a quirky, compelling and scary horror game, held back by PS2-era presentation and a few odd design choices.<br />
<div id="attachment_1026" class="wp-caption aligncenter" style="width: 310px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/03/gun-300x176.jpg" alt="Agent York" title="Agent York" width="300" height="176" class="size-medium wp-image-1026" /><p class="wp-caption-text">Agent York</p></div><br />
Among the many things established by the opening cutscene is that Deadly Premonition isn’t Alan Wake.  The graphics are substandard; the draw distance is short and there’s a glaring lack of detail.  Combine this with low resolution textures and a limited palette and everything looks muddy.  I put this upfront because graphics can be a deal-breaker, but I encourage you to get past this.</p>
<p>33% of Deadly Premonition is an adventure game – its strongest element. Greenvale is an open world, letting you explore the town, visiting suspects at work and home – and peeking in the occasional window.  Citizens keep to a schedule, so you’ll learn when they go for a morning hike or head home from work.  But there’re some nuances: Emily goes to the bar after work, except on rainy nights when she stays in to make dinner.  While not Oblivion&#8217;s Radiant AI, this system creates a living world.</p>
<p>The core of the adventure element, and Deadly Premonition’s most compelling feature, is its wide cast of characters.  There are at least 30 voiced characters and Agent York will have meaningful interactions with all of them – either in scripted events or during one of the optional side quests (which are essential to appreciating the game’s narrative).  It’s a small town so everyone knows (or is related) to each other, but what really comes across is how these people are connected to each other – and how, what becomes a series of deaths, truly shocks them.</p>
<p>33% of the game is survival horror.  Mirroring Silent Hill, Greenvale takes on a nightmarish façade with red vines suddenly overgrowing parts of the town.  Monsters – somewhere between ghosts and zombies – rise up from inky pools, and Agent York can either gun them down (with a growing arsenal) or sneak past them while holding his breath.  Greenvale’s undead are disturbing humans who grotesquely contort their body seeking to ram their arms down York’s throat while moaning, “I don’t want to die.”  The survival horror sections are eerie, but their effectiveness is undercut by having the best scares take place during cutscenes instead of in-game.<br />
<div id="attachment_1023" class="wp-caption aligncenter" style="width: 310px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/03/attack-300x176.jpg" alt="Zombie Attack" title="Zombie Attack" width="300" height="176" class="size-medium wp-image-1023" /><p class="wp-caption-text">Zombie Attack</p></div><br />
34% of the game is spent driving between the adventure and survival horror sections.  Greenvale is a small town on a large map.  It takes serious time to drive from one location to another and the locations are so spread out you’ll often spend five minutes just driving along a twisty forest road.  In-game conversations make this more palatable, but while Access Games probably strived for realism, it just feels like padding.</p>
<p>To its credit, Deadly Premonition plays like you’re living in this town.  With day/night cycles, weather effects and an in-game clock which often feels like it’s real-time, Greenvale has a living, breathing vibe.  Speaking of living and breathing, the game throws food and sleep meters at you, so picking up food at the Milk Barn, eating at the A &#038; G Diner, and calling it a night at the Great Deer Yard Hotel becomes part of your daily routine.</p>
<p>Deadly Premonition draws comparisons to Twin Peaks, but I found it Lynchean in a greater sense.  The game nails <em>quirk</em> with Agent York, who reads his fortune in mugs of coffee, spouts movie trivia and carries on conversations with his imaginary friend Zach.  But the quirkiness is offset by increasingly brutal crimes and nods to small town S&#038;M.  The game plays with dreamlike imagery and recurring symbolism, hinting at multiple meanings from something as simple as a red seed.</p>
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		<title>The Force Unleashed: Hoth DLC</title>
		<link>http://www.gamecouch.com/2010/03/the-force-unleashed-hoth-dlc/</link>
		<comments>http://www.gamecouch.com/2010/03/the-force-unleashed-hoth-dlc/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 19:11:06 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[force unleashed]]></category>
		<category><![CDATA[hoth]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=1011</guid>
		<description><![CDATA[The Hoth expansion continues the Dark Side storyline created by The Force Unleashed&#8217;s alternate ending. The previous expansion dealt a devastating blow to the Rebellion, but they still managed to destroy the Death Star. Enraged, Starkiller leads the final push against them on the remote ice world of Hoth. Except poor footing lands him in [...]]]></description>
			<content:encoded><![CDATA[<p>The Hoth expansion continues the Dark Side storyline created by The Force Unleashed&#8217;s alternate ending. The <a href="http://www.gamecouch.com/2009/12/the-force-unleased-tatooine-dlc/">previous expansion</a> dealt a devastating blow to the Rebellion, but they still managed to destroy the Death Star. Enraged, Starkiller leads the final push against them on the remote ice world of Hoth. Except poor footing lands him in the caves beneath the planet&#8217;s surface.<br />
<div id="attachment_1012" class="wp-caption aligncenter" style="width: 445px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/03/hoth.jpg" alt="Wrath of the Empire" title="Hoth" width="435" height="244" class="size-full wp-image-1012" /><p class="wp-caption-text">Wrath of the Empire</p></div><br />
The DLC strategy for The Force Unleashed seems to be take an interesting concept and then dilute it down until you have a short, linear add-on delivered at a high price point (800 MS Points/$10).  </p>
<p>Hoth is no different.</p>
<p>You fight a lot of Wampas, but they&#8217;re nothing compared to the Rancors the core game threw at you.  More challenging are the platforming elements I remember from Super Star Wars: Empire Strikes Back.  There&#8217;re some nice surprises once you reach the Rebel base &#8212; including an Expanded Universe shaking event &#8212; but too much time is devoted towards chopping up anonymous Rebels.</p>
<p>Hoth was previously only available in the <a href="http://astore.amazon.com/gamecouch-20/search?node=1&#038;keywords=ultimate+sith+edition&#038;x=0&#038;y=0&#038;preview=">Ultimate Sith Edition</a> of the game. It arrived on Xbox Live without much fanfare and &#8212; the horrors &#8212; without Achievements.  It&#8217;s too short, too easy and too expensive to recommend, especially since so many other games do Hoth so well.</p>
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		<title>Mass Effect: Pinnacle Station DLC</title>
		<link>http://www.gamecouch.com/2010/02/mass-effect-pinnacle-station-dlc/</link>
		<comments>http://www.gamecouch.com/2010/02/mass-effect-pinnacle-station-dlc/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 17:45:27 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=982</guid>
		<description><![CDATA[Mass Effect’s second and final DLC was quietly released on Aug 25, 2009, almost two years after the game launched.  Like Bring Down the Sky, this episode can only be played after you have access to the Galaxy Map and before the story hits the point of no return (Ilos).  It retails at [...]]]></description>
			<content:encoded><![CDATA[<p>Mass Effect’s second and final DLC was quietly released on Aug 25, 2009, almost two years after the game launched.  Like <a href="http://www.gamecouch.com/2008/03/mass-effect-bring-down-the-sky/">Bring Down the Sky</a>, this episode can only be played after you have access to the Galaxy Map and before the story hits the point of no return (Ilos).  It retails at 400 MS points ($5 US), adds 150 points to your gamerscore and offers a few hours of entertainment.<br />
<div id="attachment_985" class="wp-caption aligncenter" style="width: 440px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/02/Pinnacle-Station.jpg" alt="Pinnacle Station" title="Pinnacle Station" width="430" height="255" class="size-full wp-image-985" /><p class="wp-caption-text">Pinnacle Station</p></div><br />
Pinnacle Station is a new location in the Phoenix system of the Argos Rho cluster.  Once a turian command center, it’s now headed by Alliance Admiral Ahern for advanced combat training.  Think of it as Mass Effect’s <a href="http://www.gamecouch.com/2008/01/the-holodeck-problem-and-interview-with-dr-judith-barad/">holodeck</a> equivalent.  Here Commander Shepard can prove his skills by reaching the number one spot on the various combat simulation leaderboards.</p>
<p>Capture, Survival, Hunt and Time Trial are the four modes of gameplay fought in subterranean, volcanic, tropical and warehouse arenas.  Similar to what you might find in a multiplayer game, these simulations are less compelling in a single-player RPG.  </p>
<p>Survival – endless waves of enemies – works the best, welcoming different playing styles and combinations of biotic and combat abilities.  Hunt and Time Trial – both focused on killing enemies as fast as possible – are less effective, especially since Hunt requires convenient enemy spawns.  Capture – hitting three or four checkpoints – is the least well designed since it relies purely on memorizing the map.</p>
<p>I always thought Mass Effect had a crude, but effective, combat engine and Pinnacle Station reinforces this belief.  There’s fun to be had here, but sluggish gunplay and teammates who can’t keep up with Shepard’s pace add unwelcome complications.  Overall, this expansion seems poorly balanced.  I took on Saren in Insane Difficulty, but the basic simulations had me reaching for the “I&#8217;m too Young To Die” setting.  </p>
<p>Ultimately, it fails to offer an essential Mass Effect experience, but the final simulation and its reward make this expansion worth muscling through for completists.</p>
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		<title>Professor Layton and the Diabolical Box</title>
		<link>http://www.gamecouch.com/2010/01/professor-layton-and-the-diabolical-box/</link>
		<comments>http://www.gamecouch.com/2010/01/professor-layton-and-the-diabolical-box/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 17:42:21 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[professor layton]]></category>
		<category><![CDATA[puzzle]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=963</guid>
		<description><![CDATA[Professor Layton and the Diabolical Box
Developer: Level-5
Publisher: Nintendo
Platform: Nintendo DS
Released: August 24, 2009
Test Freaks’ Freak Score: 9.6/10In their second outing, Professor Layton and Apprentice Luke explore not one, but two curious villages as well as the curious train that connects them.  This time they’re on the trail of the Elysian Box, a cursed object [...]]]></description>
			<content:encoded><![CDATA[<p><span class="image-right"><img src="http://www.gamecouch.com/wp-content/uploads/2010/01/diabolical-box1.jpg" alt="Professor Layton and the Diabolical Box Cover"><span class="caption"><a href="http://astore.amazon.com/gamecouch-20/detail/B002AU0HZQ">Professor Layton and the Diabolical Box</a><br />
Developer: Level-5<br />
Publisher: Nintendo<br />
Platform: Nintendo DS<br />
Released: August 24, 2009<br />
Test Freaks’ Freak Score: <a href="http://www.testfreaks.com/ds-games/professor-layton-and-the-diabolical-box/">9.6</a>/10</span></span>In their second outing, Professor Layton and Apprentice Luke explore not one, but two curious villages as well as the curious train that connects them.  This time they’re on the trail of the Elysian Box, a cursed object that kills whoever opens it.  It’s most recent victim?  Professor Layton’s mentor, Dr. Schrader.</p>
<p>If you’ve played the first game, you’ll recognize the game’s structure.  Resembling a point-and-click adventure, you navigate around a map by tapping your stylus on a series of mostly static screens.  Populating these screens are villagers who fill-in their locale’s backstory and challenge you with puzzles.</p>
<p>The Professor Layton games collect brain teasers and plug them into a framework of overarching mysteries.  Want to find someone’s home?  You’ll have to decipher clues they’ve left you.  Need to explore a mine?  You’ll have to deal with wiring issues.  Combine this with a whimsical art style, solid voice acting, beautiful music, and gorgeous animation and you have a charming game.</p>
<p><span class="image-left"><div id="attachment_973" class="wp-caption aligncenter" style="width: 183px"><img src="http://www.gamecouch.com/wp-content/uploads/2010/01/key.jpg" alt="Which key opens the lock?" title="Which key opens the door?" width="173" height="264" class="size-full wp-image-973" /><p class="wp-caption-text">Which key opens the door?</p></div></span>Diabolical Box is packed with puzzles.  Puzzle master Akira Tago combines original puzzles with reworked classics: the towers of Hanoi are now pancakes which must carefully be served; a slider puzzle contains an important key.  You may remember some puzzle-types from the previous game, but none of this entry’s puzzles are an outright copy.  </p>
<p>Even if this game were a retread of <a href="http://www.gamecouch.com/2008/02/professor-layton-and-the-curious-village/">Curious Village</a>, I would have no problem recommending it, but Level-5 has added some fun new features.  Apprentice Luke creates a sandbox obstacle course for his overweight hamster.  Professor Layton brews tea for picky villagers.  Building a camera leads to spot-the-difference camera puzzles.</p>
<p>With over 20 hours invested, I’ve completed the story mode and beaten most of the 138 puzzles in the core game.  However, I’ve barely touched Layton’s Challenges and haven’t downloaded any of the weekly puzzles.  Now if you’ll excuse me, I have to figure out how many hops it takes a frog to get to his home.</p>
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		<title>Eat Lead: The Return of Matt Hazard</title>
		<link>http://www.gamecouch.com/2009/12/eat-lead-the-return-of-matt-hazard/</link>
		<comments>http://www.gamecouch.com/2009/12/eat-lead-the-return-of-matt-hazard/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 22:35:03 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[eat lead]]></category>
		<category><![CDATA[matt hazard]]></category>
		<category><![CDATA[neil patrick harris]]></category>
		<category><![CDATA[nph]]></category>
		<category><![CDATA[shooter]]></category>
		<category><![CDATA[will arnett]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=937</guid>
		<description><![CDATA[Eat Lead: The Return of Matt Hazard
Developer: Vicious Cycle Software
Publisher: D3 Publisher
Platform: Xbox 360 (also PS3)
Released: Feb. 26, 2009
Test Freaks&#8217; Freak Score: 5.9/10A funny thing happened after I gave myself permission to stop playing Eat Lead; I started enjoying it.  This is when I encountered Altos Tratus, a towering JRPG-style character who’s the endboss [...]]]></description>
			<content:encoded><![CDATA[<p><span class="image-right"><img src="http://www.gamecouch.com/wp-content/uploads/2009/12/Eat-Lead.jpg" alt="Eat Lead: The Return of Matt Hazard Cover" /><span class="caption"><a href="http://astore.amazon.com/gamecouch-20/search?node=1&#038;keywords=Eat+Lead%3A+The+Return+of+Matt+Hazzard+&#038;preview=&#038;x=6&#038;y=13">Eat Lead: The Return of Matt Hazard</a><br />
Developer: Vicious Cycle Software<br />
Publisher: D3 Publisher<br />
Platform: Xbox 360 (also PS3)<br />
Released: Feb. 26, 2009<br />
Test Freaks&#8217; Freak Score: <a href="http://www.testfreaks.com/xbox360-games/eat-lead-the-return-of-matt-hazard-181443/">5.9/10</a></span></span>A funny thing happened after I gave myself permission to stop playing Eat Lead; I started enjoying it.  This is when I encountered Altos Tratus, a towering JRPG-style character who’s the endboss of the Fraggmee Warehouse level.  In addition to having a clever name, this boss is one of the best JRPG parodies outside of <a href="http://www.collegesaga.com/">College Saga</a>.  And while I was amused all along by the Wafferthinn troops (2D German soldiers), when I hit the Wolfenstein 3D level I thought the game was finally hitting its stride.  Only it was far too late.</p>
<p>Matt Hazard is the legendary Marathon character who hit the big time in the 8-bit days.  Since then his career has taken a downward trajectory.  Hoping to pull himself up from flops like Haz-Matt Carts, Matt is entering the “next-gen” era, but Marathon owner Wallace &#8220;Wally&#8221; Wellesley has other ideas.  Wally hopes to pull off a twist by killing Matt in his own game setting up Sting Sniperscope as Marathon’s new golden boy.<br />
<div id="attachment_938" class="wp-caption aligncenter" style="width: 323px"><img src="http://www.gamecouch.com/wp-content/uploads/2009/12/eatlead.jpg" alt="Eat Lead, Wafferthinn! " title="Eat Lead, Wafferthinn! " width="313" height="189" class="size-full wp-image-938" /><p class="wp-caption-text">Eat Lead, Wafferthinn! </p></div><br />
Eat Lead is a third-person shooter built around the concept that Matt Hazard is a self-aware game character who’s trying to avoid death at the hands of Marathon’s programmers.  What would be straight forward levels are turned on their head as programmers rewrite the game while you play it.  A single level can shift between a Western saloon, a Russian nightclub and a Soviet missile base.  Enemies armed with Super Soakers will attack you alongside space marines while you hear the moans of approaching zombies.</p>
<p>While this sounds like Left 4 Dead’s AI Director gone rogue, the end result is that one generic setting is exchanged for another.  There are some good set pieces: a multistage sniper sequence finds you providing cover for Bill the Wizard and fighting zombies on a tennis court is original, but most of the levels are unmemorable.<br />
<div id="attachment_939" class="wp-caption aligncenter" style="width: 323px"><img src="http://www.gamecouch.com/wp-content/uploads/2009/12/eatlead2.jpg" alt="Eat Lead, Cowboy!" title="Eat Lead, Cowboy!" width="313" height="189" class="size-full wp-image-939" /><p class="wp-caption-text">Eat Lead, Cowboy!</p></div><br />
The variety of enemies leads to some interesting weapon drops.  You can soak zombies to death or turn a pair of Six-Shooters on some Nazis or take on space marines with your trusty Hazard Pistol.  The enemies themselves don’t have a robust AI, but there’s enough of them to make the game surprisingly challenging – and some of the boss battles are downright unfair.</p>
<p>Of course the real challenge comes from multiplayer &#8212; not that it has multiplayer, but you get an Achievement for it anyway.  But this is a game where you earn an Achievement for pressing start.  It&#8217;s all part of the sense of humor which carries the game.  Will Arnett voices Matt Hazard and he does a great job capturing the meta nature of the character.  Neil Patrick Harris has less to work with as Wally, but it&#8217;s still NPH.</p>
<p>Much like 2004’s <a href="http://www.mobygames.com/game/ps2/bards-tale/reviews/reviewerId,3413/">The Bard&#8217;s Tale</a>, Eat Lead forgets gaming clichés are fun to point out, but annoying to play through.  If a little less effort was put into being funny and more effort put into being fun, this would be a game worth recommending. </p>
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		<title>The Force Unleased: Tatooine DLC</title>
		<link>http://www.gamecouch.com/2009/12/the-force-unleased-tatooine-dlc/</link>
		<comments>http://www.gamecouch.com/2009/12/the-force-unleased-tatooine-dlc/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 21:16:08 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[force unleashed]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[tatooine]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=919</guid>
		<description><![CDATA[The opening crawl calls it “A Fragile Hope,” but that’s probably too optimistic.  Branching off The Force Unleashed’s alternate ending, this expansion puts Starkiller in charge of finding the Death Star plans.  If you thought things were bad when Vader was around, remember that Starkiller was the one who Force-pulled a Star Destroyer [...]]]></description>
			<content:encoded><![CDATA[<p>The opening crawl calls it “A Fragile Hope,” but that’s probably too optimistic.  Branching off The Force Unleashed’s alternate ending, this expansion puts Starkiller in charge of finding the Death Star plans.  If you thought things were bad when Vader was around, remember that Starkiller was the one who Force-pulled a Star Destroyer out of orbit.<br />
<img src="http://www.gamecouch.com/wp-content/uploads/2009/12/Tatooine.jpg" alt="Starkiller vs Fett" title="Starkiller vs Fett" width="435" height="245" class="aligncenter size-full wp-image-931" /><br />
After a darker version of Star Wars’s opening shot, players take control of a Tusken Raider clad Starkiller who’s searching Tatooine for a certain astromech droid.  Seeking information at Jabba’s Palace, Starkiller’s mission is complicated by Jabba’s machinations and the arrival of Slave I.  Later, he picks up the trail at Mos Eisley which leads to a surprising boss battle.</p>
<p>In terms of length and level design, Tatooine isn’t better than the previous expansion (<a href="http://www.gamecouch.com/2008/12/the-force-unleashed-jedi-temple-dlc/">Jedi Temple</a>).  The add-on, once again, only adds 30 minutes of gameplay and you basically run in a straight line until you reach the end.  For 800 MS Points ($10), players deserve more – however, there’s a lot to be said for fanboy appeal.  </p>
<p><span class=image-right><img src="http://www.gamecouch.com/wp-content/uploads/2009/12/infinities.jpg" alt="Infinities" title="Yes, I'm an EU geek"></span>Punting Jawas and choking Gamorrean guards never gets old and the obligatory showdown against Boba Fett works really well.  Even if you’re expecting the endboss, you’ll find some surprises.  Unlike the boss fights in the core game, the Tatooine add-on makes good use of the camera and provides more interactive settings for the battles.  Less impressive is Jabba’s Palace, which seems more like a prison, and the fact that while reaching Mos Eisley should mark the game’s halfway point, it signifies the end.</p>
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		<title>Dragon Age: Origins: The Stone Prisoner DLC</title>
		<link>http://www.gamecouch.com/2009/12/dragon-age-origins-the-stone-prisoner-dlc/</link>
		<comments>http://www.gamecouch.com/2009/12/dragon-age-origins-the-stone-prisoner-dlc/#comments</comments>
		<pubDate>Sat, 19 Dec 2009 03:58:05 +0000</pubDate>
		<dc:creator>Terry</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[dragon age]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[shale]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecouch.com/?p=890</guid>
		<description><![CDATA[The Stone Prisoner add-on ostensibly costs $15.00 (1200 MS Points), but every retail release of the game has a free promotional code for this expansion which adds Shale, a stone golem to your party.
Shale is so well integrated into the game, it&#8217;s impossible to imagine it without him.  Bitter after spending years trapped as [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://dragonage.bioware.com/addon/#stoneprisoner">The Stone Prisoner</a> add-on ostensibly costs $15.00 (1200 MS Points), but every retail release of the game has a free promotional code for this expansion which adds Shale, a stone golem to your party.</p>
<p>Shale is so well integrated into the game, it&#8217;s impossible to imagine it without him.  Bitter after spending years trapped as a statue in the village of Honnleath, Shale brings a loathing of organics not seen in a game since HK-47&#8217;s antipathy towards meatbags in Knights of the Old Republic.<br />
<div id="attachment_893" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.gamecouch.com/wp-content/uploads/2009/12/stoneprisoner002.jpg"><img src="http://www.gamecouch.com/wp-content/uploads/2009/12/stoneprisoner002-300x168.jpg" alt="Shale, the Stone Prisoner" title="Shale" width="300" height="168" class="size-medium wp-image-893" /></a><p class="wp-caption-text">Shale, the Stone Prisoner</p></div><br />
Shorter than other golems, Shale is still a big stone brute.  His strength and constitution mark him as a tank, but he has a devastating ranged attack and works well as a support character.  Unable to use weapons and armor, Shale&#8217;s power is amplified by crystals found around Ferelden &#8212; similar to the game&#8217;s enchantments.</p>
<p>In addition to getting a fully realized character with the same amount of dialogue &#8212; both player prompted and party member interactions &#8212; as preexisting characters, Shale is an invaluable part of any Orzammar exploration.</p>
<p>Though $15 is steep, The Stone Prisoner is more than your typical side quest DLC.  Shale is one of <a href="http://www.gamecouch.com/2009/12/dragon-age-origins/">Dragon Age: Origins</a> most memorable characters and a valuable addition to your party.</p>
<p><em>Note: According to BioWare, The Stone Prisoner is &#8220;not available as a separate download for the Mac version of Dragon Age: Origins.&#8221;</em></p>
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