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Official Xbox Live Arcade Thread

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Sectus

Member
Joba62x said:
Wolfenstein 3D is on live, its 196.76 MB and is only 400 spacebucks!!!


It says something about unlocking gold to purchase customizable weapons in the description.
196mb? It was only around 30mb when I downloaded it.

I played through the demo, and it's definitely not something I'd buy. I enjoyed this as a kid, but it is a very very repetitive game and you'll end up getting lost all the time. Good thing they priced it at 400 points though.

The unlock system in explained in the demo. Unlock achievements in Wolf3D, and you'll get a bunch of money at the start of a new campaign in the new Wolfenstein game.
 

Joba62x

Neo Member
Sectus said:
The unlock system in explained in the demo. Unlock achievements in Wolf3D, and you'll get a bunch of money at the start of a new campaign in the new Wolfenstein game.

Good I read that wrong.
 

Shard

XBLAnnoyance
E3 2009: Zombie Apocalypse Update

http://xboxlive.ign.com/articles/990/990291p1.html

June 2, 2009 - The version of Zombie Apocalypse Konami is showing at E3 is pretty similar to the one we have in the IGN office, but we were able to squeeze a few new details out of the fixed-screen shooter. This really is a scaled-down Left 4 Dead: players choose one of four characters (two white dudes, a white girl, and a black guy) and have no objective but to survive waves of zombie attacks. Up to four players can get in on the action both locally and online. The similarities don't bother us -- we love both Left 4 Dead and Geometry Wars, and they've made a good lookin' baby named Zombie Apocalypse.

There are 55 days to live through, with each day acting as a level. The undead will attack in waves but players aren't given any indication of the progress they are making on the current day. Over time you'll also begin to learn what caused this outbreak. The 55 days are spread out over seven locations, each with two environmental hazards waiting for you to knock zombies into. The airport has a jet engine and a rotating helicopter blade, and the junkyard has two trash compactors. Your character is smart enough not to fall into these traps, even if you try to force them.

Konami couldn't give us a ballpark figure of how long it might take to survive all 55 days. If you start a solo game, you're on your own -- Zombie Apocalypse isn't a drop-in/drop-out game.

There are 11 weapons total in the game, including your usual machine guns, shotguns, and rocket launchers. We're partial to the mini-gun which really mows down the bad guys, although it slows down our movement to a crawl. Another good one is the teddy bear that attracts zombies. Those dummies don't realize it's full of C4, though.

Konami says Zombie Apocalypse will be here "very soon."
 

Shard

XBLAnnoyance
http://xboxlive.ign.com/articles/990/990304p1.html
E3 2009: TMNT: Turtles in Time Re-Shelled Hands-on

June 2, 2009 - The TMNT arcade game that was responsible for so many happy memories during the 16-bit era has been one of the most wanted XBLA games for quite some time now. Well, this summer those wishes are going to be granted with a reworking of the original courtesy of Ubisoft. Turtles in Time on XBLA features reworked graphics and a few new gameplay mechanics, making for something a bit different than you might expect.

We got our first chance to try out the upcoming game at this year's Electronic Entertainment Expo. The game can be played with four players, one for each of the turtles, either online or off. I snagged a controller alongside fellow IGNer Hilary Goldstein to hop into the two playable stages on hand. Naturally, I played as Michelangelo because I too am a party dude. Hilary played as Donatello because he is a dork.

If you've never played TMNT: Turtles in Time, we'll give you a quick rundown. Turtles is an action beat-em-up where you move down streets beating the snot out of the Foot Clan and Shredder's other minions. Along the way you'll meet up with classic Turtles villains, including Tokka and Rahzar. Beat them up and they'll revert to their adorable puppy and snapping turtle forms. Simple attacks and combos can be done through combining the two attack buttons with jumping, and you can grab some special pizzas for power-up moves.

The game looks pretty slick in its updated form, but the cartoony style is still reminiscent of the original. The major difference comes in one little gameplay change. In the original arcade game, you could only attack to the left or right. Moving up and down did not affect those directional attacks. In this game, it does. You're free to attack towards the screen or back into the background, making four possible directions to unleash your turtle power. This little change gives TMNT: Turtles in Time a totally different feel to it.

The demo we played only had two stages unlocked and didn't allow for online play. One of the grayed out menus was named survival mode, indicating that some endless battle mode will be included in the final release.

Oh, and before I forget: Cowabunga!
 

Shard

XBLAnnoyance
South Park Still Coming To XBLA, Now That You Mention It

http://kotaku.com/5277289/south-park-still-coming-to-xbla-now-that-you-mention-it

Microsoft announced at E3 2008 that a South Park game was coming to Xbox Live Arcade. We couldn't find it at E3 2009, but we did get an update.

"South Park actually is coming," John Schappert, Microsoft's corporate vice president of interactive entertainment LIVE, software and services said in an interview with Kotaku yesterday. "I think what you saw in our [Xbox 360 press] briefing is that there was so much rapid-fire information that we just didn't have time to cover anything.

Schappert said the game is still a Live Arcade game, that it's "a lot of fun and looks great." It will be out this year, he added, but declined to provide any gameplay details.

The game has been in development at Doublesix and has been listed on Xbox.com as a strategy game.
 

Shard

XBLAnnoyance
E3 2009: Trials HD Hands-On

http://xboxlive.ign.com/articles/990/990652p1.html

June 3, 2009 - Anyone who ever played Trials 2 on the PC will know there's something special about this title. It's sort of a puzzle game, sort of a racing game, and sort of a reflex-based game. Basically what you do is guide a dirt bike across a track, all set in a 2D plane. The trick is trying to control the pitch of the bike as you accelerate to climb across girders, logs, and ramps to try and reach the finish line, which can get way harder than you might think at first.

The initial stages with the less powerful types of bikes are fairly easy to get through. Just hit the throttle and jet forward, rumbling across the terrain until you hit the finish line and get your time. On better bikes, hitting the throttle too abruptly might scoot the machine right out from under you, though you can just hit the retry button to quickly start again at a check point. Expect to be doing this quite a bit in the later stages.

Instead of simply navigating small ramps and bumps, you'll eventually have to jump off ramps and do somersaults to land in the proper area to move forward. You'll need to bump into vertical girders to get them to tip over, then speed off at just the right moment to clear a chasm. Obstacles will fly at you as well, such as in situations where huge containers will drop from the roof of stages, potentially knocking you out if you're not careful.

Since it's a pretty preposterous setup, it's nice to see the game has a great sense of humor. It doesn't try to take itself seriously at all, adding giant rings of fire and explosions wherever possible, which can make for some particularly painful looking deaths. Missed that ramp? Well prepare to tumble several stories into a pit, and possibly explode at the bottom. Happy you managed to reach a finish line? Well congrats, now you explode. It's a bit of a strange feeling to see your biker, who you may have just spend a good deal of time trying to preserve while moving across a particularly difficult track, be rewarded with an explosive death or a board to the face, but it's all in good fun.

Surviving stages isn't just a matter of braking and accelerating at the proper times, but also controlling yourself in midair. Since you can adjust how your bike is oriented while flying across stages, which happens fairly often, you'll need to ensure you're oriented the right way to continue forward, otherwise you'll need to hit the B button again to restart at a nearby checkpoint. It's a style of gameplay that may occasionally be frustrating, but is ultimately satisfying once you finally get everything to go the right way.

In addition to a number of race challenges are 12 special stages which add more craziness. In one you'll ride down a rail in a gigantic wire sphere, and in another you'll pull a wagon filled with bombs. Hit a bump and, well, you can expect more explosions.

Trials HD seems like it could be a really great experience for Xbox 360 gamers, and is definitely something you should be keeping an eye on. Oh and it's also got a level editor and global leaderboards. Look for it this summer.
 

aku:jiki

Member
Anybody else being region-locked out of Wolf 3D despite not being in one of the 400 regions it's not getting released in? I noticed some folks were complaining over at Major Nelson's too... Is that a setting I can change somewhere? :(
 
http://www.gamerbytes.com/2009/06/e3_atlus_to_bring_trine_to_xbo.php

trinexbla.jpg


Speaking to Atlus PR developer Frozenbyte also want to release it on the Xbox Live Arcade, and since they're now starting to get ino the downloadable game space with Droplitz, have decided to publish the Xbox Live Arcade version of Trine.

But there are a few hudles in the way of getting this game out on the platform - the game hasn't been given the official nod from Microsoft for concept approval, and therefore Atlus are unable to send out press releases or other information about the game.
 

Shard

XBLAnnoyance
E3 2009: Droplitz Preview
http://xboxlive.ign.com/articles/991/991036p1.html

E3 2009: Droplitz Preview
Drop it like it's hot.
by Daemon Hatfield

June 3, 2009 - Atlus is readying its first downloadable game, a puzzle affair with some similarities to the classic Pipe Mania. Droplitz sends beads of liquid sliding down the screen through a mixed-up series of tubes (like the internet). Players must rotate individual sections of pipe in order to guide the drops to buckets at the bottom. The A and B buttons (or X and circle on PlayStation 3) will rotate counterclockwise and clockwise. There is no punishment for letting drops hit a dead end, you just need to keep a certain amount of them in play.

Droplitz is meant to be a relaxing game people can play after a hard day at the office or school. A game will last 10-12 minutes for a casual user but if you get all hardcore with it you can keep it going for over an hour. As you level up the music will change from ambient to techno and different background themes will pop up. This is one of those puzzle games where you always start at level one and try to get as far as you can in one go. Perform well enough and you'll unlock more modes.

This will be a single-player experience, but if it performs well enough the developer has some multiplayer ideas for a sequel. Look for Droplitz on XBLA and PSN this July.
 

Shard

XBLAnnoyance
http://xboxlive.ign.com/articles/991/991163p1.html
E3 2009: Trine Preview

Three's company.
by Daemon Hatfield


June 3, 2009 - Frozenbyte recently revealed its next PlayStation Network game, Trine. Atlus has picked it up to publish on Xbox Live Arcade, and although it will be arriving after the PSN version there is a possibility it could have additional content. In any case, what we played today at Atlus' E3 booth should be indicative of Trine on both platforms.

This is a side-scrolling puzzle platformer starring three characters, each of which has a special ability. The warrior is best at combat and can use his giant shield to block attacks. The thief has a ranged attack and can swing across gaps. The wizard can levitate objects and summon useful items into play. Each character can be leveled up by collecting green gems. While playing a solo game you can switch between these three characters on the fly. But Trine also supports local drop-in/drop-out cooperative play.

One puzzle we saw involved a boulder that was dangling on a string. It was attached to a rolling vehicle through the ceiling above and the wizard can move the car so that the boulder smashes a wall standing in the way. In another example, the wizard can stand on a block and levitate it to reach a higher platform. It remains to be seen how well balanced all three characters will be, because so far the wizard seems to be the most useful.
 

Shard

XBLAnnoyance
Splosion Man Hands-On

'Splosion Man Hands-On

* News by , GameSpot UK
* Jun 3, 2009 8:16 pm PT
* 0 comments

Twisted Pixel's 2.5D platformer is one of a slew of brilliant new XBLA games, and we got a hands-on at the Microsoft E3 booth.

It may sound strange, but some of the most fun we've had at this year's E3 has been with a bunch of new Arcade games at the Microsoft booth. 'Splosion Man is one of those titles, a wonderfully-produced platforming game with an explosive twist. The game will form part of Microsoft's 'Summer of Arcade' later this year, but we were able to get a lengthy hands-on ahead of release.

In 'Splosion Man, the main character has been the subject of scientific testing gone wrong. He's been left with explosive powers that he can use to propel him through the air, but he's a bit annoyed at constantly being on fire. His life becomes all about exacting revenge, as he runs amok through the labs trying to blow up the scientists responsible.

While this might sound like a pretty morose setup for an arcade game, it's done in a very tongue-in-cheek style. The graphical presentation is colourful, almost cel-shaded, and the main character is animated in a cheeky, over-the-top manner. He runs with his arms flailing around in the air, and if you explode next to the scientists, they fall to the ground as pieces of meat. This really is a good looking game that also has a sense of humour.

The main purpose of the story is to offer a genuinely new twist on the platforming genre. 'Splosion Man can explode himself three times in a row, allowing him to propel himself a little bit further each time. Combined with the ability to hang onto walls, he can climb tall heights quite easily, and this forms kind of a tutorial for the game. Once you've got the hang of it though, you have to combine these powers with explosive barrels in the environment to really fly through the levels, and the game gradually becomes faster and more frantic as a result.

We really enjoyed our time with 'Splosion Man, and the guys over at developer Twisted Pixel look to have nailed their follow-up to The Maw. The game will be hitting Xbox 360 later in the year, so get your Microsoft Points at the ready.
 

Shard

XBLAnnoyance
Project Cube Preview

http://www.incgamers.com/Events/5/Previews/68/Project-Cube

Project Cube
03 Jun 2009 at 22:53:13 by Tim McDonald

Square-Enix are doing a lot of interesting things these days, most likely because of the attempts to break even further into the Western market. I could write a big long preamble about the acquisition of Eidos and the implications of all of this, but we'll skip to the end and talk about Project Cube.

Project Cube is the working title for an Xbox Live Arcade game in production. It plays out like Robotron or Geometry Wars, with an enclosed arena and a top-down view, and a lot of enemies. And blood. Lots of blood.

Left analogue stick moves around, right analogue stick shoots, and shooting results in a hell of a lot of blood. So far, so Geometry Wars, but you have a health bar rather than a one-shot death, and the emphasis is on what the trigger buttons do. The left trigger is a Dodge move that teleports you a short distance in one direction, and “confuses” enemies. Confused enemies die a lot faster and generally mob in the wrong direction, and it really is essential, both for moving around quickly and for staying alive.

The other trigger works as a Shield, which actually stores the shots that enemies fire at you. Releasing the trigger then sends those shots back, allowing for a massive boost in firepower in short order. On top of this, you've got reams of powerups (more powerful shots, slower shots firing behind you leaving a trail of electric megadeath, and a screen-long instant-death constant-firing laser that obliterates both enemies and their bullets) but it's the Dodge and Shield that make this special.

And it is special. The five minutes I spent with Project Cube this morning was actually one of the more fun experiences I've had here. Once you get the hang of both mechanics, it's an interesting twist on the Geometry Wars formula. It's got fairly stiff competition on Xbox Live Arcade, but it offers enough that's different and comes at a good enough time that – depending on how close it stays to this build when it's released, as this may be little more than a prototype – it's likely going to be worth picking up.

Also, the screen is splattered by a geyser of blood when you die, which I something I heartily approve of.
 
Nice to see Wolf 3D priced right at 400 points. Even if you never play even half the levels (which I just can't see myself doing today), five bucks ain't much to throw out for a nostalgia trip.
 

Shard

XBLAnnoyance
http://xboxlive.ign.com/articles/988/988143p1.html
E3 2009: The Roots of Shadow Complex
June 4, 2009 - Donald Mustard has spent most of his career flying just under the radar while working on projects like Advent Rising and Undertow. Those days appear to be over though after much of the gaming world was introduced to him when he took to the stage during Microsoft's E3 press conference alongside Cliff Bleszinski to announce Shadow Complex. Having sat down for an extended demo of Shadow Complex, I can truthfully say that this is the next big thing on the Live Arcade. This is what you should be preparing to play this summer. If you haven't yet already, read our first-look preview of Shadow Complex to learn why.

Mustard serves as the creative director at Chair Entertainment, a small studio whose first project was the colorful online multiplayer XBLA game Undertow. With one game finished, the group quickly set its sights on bigger fish. Shadow Complex wouldn't just be a fun diversion. I was to be a return to the 16-bit side-scrolling action era of game design with Super Metroid as the inspiration. This time, though, it would be a 2D side-scroller modeled in three dimensions with full cinematic cutscenes and the power of the Unreal Engine 3. There was just one problem: Making such a massive game means taking on a lot of risk. "Undertow gave us a decent amount of breathing room but we knew for the scope of what we wanted we had to bring in a partner," said Mustard.

Click the image to see some brand new gameplay videos.
Work began on Shadow Complex immediately and after six months the team had something it believed was worth shopping around at the Game Developers Conference."We cut together this little trailer and it was just on our iPhone," said Mustard. "We just showed it to Epic and they loved it." The little demo, and other factors like Chair already being experienced with the Unreal Engine 3 through work on Undertow, made the two a natural fit and Epic soon acquired the independent studio.

"They gave us the resources and the time and the support and the expertise to pull it off," said Mustard. "Epic, man they're smart. They are smart. They know how to make good games. We know some stuff but man they come in and they're so good at really analyzing fun."

But before Epic could lend its expertise, Mustard and Chair had to lay the foundation on their own. This would prove to be no simple task.

"Before we could even start," explained Mustard, "we had to know the end from the beginning. It's this huge web of interdependencies. We did as much research as we could as how they made Metroid. It seemed like what they did was they got a bunch of pieces of paper and drew out the game, so we said, 'Alright, that's what we're going to do.'"

So they did.

"In Illustrator, we built the entire game…we'd print out these maps and send everyone home with stick figure guys and we'd play test the game." The team sat around with rulers and measured spaces between the scaled ledges, working to figure out where players could get with each new power as they moved through the non-linear game. "We had to. We had to know all of this stuff."

Of course, that doesn't mean exploits won't slip through the cracks. "The truth is, we're not going to catch everything," Mustard told IGN. "Early on we knew that there would be stuff that we don't account for so we'll just make sure that all of the stuff that matters works even if they do it a way we didn't expect them to." That means that if you happen to snag one power-up before Chair originally intended or sneak past a major boss, the story will adapt to your shenanigans. The leaderboards have even been designed to encourage players to look for these shortcuts.

There's a story told through cinematic cutscenes.
Once you beat the game, you won't find a simple leaderboard that only tracks completion percentage. Bonus multipliers to your score will be applied based on how you played the game. "We're factoring in the percentage of the items you found, how fast you beat the game, how many kills you got, how much experience you got and what difficulty you're on. When you beat the game, you're going to get points so you're not going to have a bunch of people bunched up on the leaderboards." Being a fast completionist isn't the only way to get to the top though, according to Mustard. Players will also be rewarded for finding ways through the game without fighting or exploring or finding power-ups. "Those bonuses go the other way too…If you beat the game with nothing, you're going to get a massive bonus."

Shadow Complex has its roots in classic, hardcore game design, but it clearly doesn't eschew modern design sensibilities. In making the game, the team started by playing very close to the Super Metroid playbook but then evaluating each aspect to see if it still works today. The most important factor was fun.

"Is it fun? Does it add to the experience? What could be done better?", Mustard questioned while talking about the old-school designs. "We know that we're going to want to put in modern stuff, so if we stick really close [to the old design] at the start it will quickly allow us to go off on our own. We created a core foundation of old-school and then we started making the game and just let all of the new start seep in."

Mustard sees the Xbox Live Arcade as the place for new takes on classic game designs. "Now is a good time to start to see a resurgence of any good idea, any good design. I personally think the Metroid design is a brilliant, brilliant design. It could almost be a genre in itself."

It's been a while since we've seen many games in this "genre" on the home console. As Mustard explains, "Super Metroid came out in 1994. Pretty soon the PlayStation comes out and it's 3D with 3D controls. So that was it. Everyone had to be 3D. It completely changed the way you design videogames…I think now as games are getting more mature as an art form or as a type of expression, there's just a lot more room for all types of games. The fad of 3D is [now] just a style."

And this expansion in gaming is going to usher in a new era for the Xbox Live Arcade -- one that hopefully legitimizes the download service in the eyes of mainstream gamers. "It's going to be the Castle Crashers of the world. It's going to be hopefully games like Shadow Complex that start to set a standard and start to set a mark…that's a must have title."

"For me personally," says Mustard, "I want to see way less ports… I want new stuff. I want to push, push push."
 

Shard

XBLAnnoyance
E3 2009: IGN XBLA 'Splosion Man Hands-On

http://xboxlive.ign.com/articles/991/991773p1.html

June 4, 2009 - Arriving on Xbox Live Arcade this summer, The Maw developer Twisted Pixel's 'Splosion Man seems like it could be a pretty good time. As it was explained to us at Microsoft's booth at E3 2009, most of what you do in the game is explode, but depending on the context, a lot of different things can happen. As a deranged experimental subject made of fire and plasma, you run around in a 2D plane solving platforming and timing puzzles.

The control mechanic is pretty simple. You run around using a thumbstick and hit a single button to explode. Triggering an explosion propels your character up or forward, effectively acting like a jump. To get up on high ledges, you can explode yourself into a wall, then explode again to rebound off. In some cases you'll have to explode multiple times in the air to clear large gaps, and at others you'll have to detonate over volatile objects to propel yourself to great heights or rapidly forward to avoid crushing walls and other deadly obstacles.

It's simple enough in the first stage, as you emerge from a testing chamber and unleash your explosive vengeance upon frightened scientists, whose death animation is a burst of steaks and other slabs of meat. Things rather quickly get more difficult, though, requiring more precise timing and more creative solutions to get to the end of each stage. Though you'll die quite a bit as you try to propel yourself through crushing spike plates and over electrified robots, the game's pretty forgiving in terms of checkpoints, so it doesn't seem like you'll have to redo large sections of the stage.

What's even more interesting is how all the puzzles and types of moves are affected in multiplayer. The game lets four people play co-operatively, which is required for the co-operative specific stages to get to the end, as you'll need to combine your explosive efforts to proceed.

There is a limiting factor in the game – you can't just endlessly explode. After three explosions 'Splosion Man turns to cinder and is powerless for a brief time. If you recognize you're not headed going to quite make it to the next ledge, you can press yourself into the wall and descend slowly, which gives you some extra time to regenerate your explosive power.

Based on what we saw, it's tough to believe 'Splosion Man will be anything but an entertaining experience. It's got a simple control setup that seems to have some depth with how it must be applied to each stage's challenges, nice visuals, and a solid sense of humor.

E3 2009: IGN XBLA Project Cube Hands-on

http://xboxlive.ign.com/articles/991/991801p1.html

June 4, 2009 - The Xbox Live Arcade has more than its fair share of Geometry Wars clones, so it was with a healthy dose of skepticism that I stepped up to the kiosk at Square Enix's booth on the E3 show floor. What I found was a game that just might be able to carve out its own successful niche. It begins just like a run of the mill Geometry Wars clone, but once you get into the mix you begin to see the personality of this eclectic game.

The controls in Project Cube are just as you'd expect them. The left stick is used to move around while the right shoots. You can only move in the four cardinal directions, though you can shoot in any. The game plays out on a grid while enemies begin to spawn and move towards you. If you get hit, you'll lose a bit of health. Take too much damage and you'll lose one of your five lives. Simple enough.

Once you start killing enemies, the fun starts. Everything that dies spouts plumes of blood all over the grid, quickly coating the grays with red. If you pull the left trigger, you can do a dash move that will confuse and momentarily stun nearby enemies. Pull the right trigger and you can begin catching enemy fire which can then be sent back their way. Hold the right trigger too long, though, and you'll die. Each time you do a big bullet catch and release or stun several enemies a power-up will drop that you can grab to level up your little ship.

And that is about all there is to say about Project Cube. The goal is to survive as long as you can. The game gets pretty crazy once you begin leveling up your guns and the enemies come in greater densities. Just a few minutes in you'll find the entire grid soaked in cubic blood. We'll have more on Project Cube as soon as we can once the dust settles on E3.
 

Shard

XBLAnnoyance
Achievements: Sam & Max Save the World

http://www.xbox360achievements.org/game/sam-and-max-save-the-world/achievements/

Culture Shock 20
Complete Episode 1 - "Culture Shock".

Situation: Comedy 20
Complete Episode 2 - "Situation: Comedy".

The Mole, Mob, and the Meatball 20
Complete Episode 3 - "The Mole, the Mob, and the Meatball".

Abe Lincoln Must Die! 20
Complete Episode 4 - "Abe Lincoln Must Die!".

Reality 2.0 20
Complete Episode 5 - "Reality 2.0".

Bright Side of the Moon 20
Complete Episode 6 - "Bright Side of the Moon".

Saved The World! 30
Complete all episodes of Sam & Max Save the World.

Unicornucopia 10
Heard 10 different comments about your unicorn.

Improviser 10
In Episode 2, achieve six different cow identities that Mr Featherly will play along with.

Master Whacker 10
In Episode 3, get a perfect score on Whack-Da-Ratz.

Easter Bunny 10
In Episode 4, find the Easter Egg.

Mightier than the Sword 10
In Episode 5, attempt to chop up everything in the text adventure with your +2 sword.
 
Wolfenstein seems to be slowed down. The music is certainly slower than it should be. And the turning speed is also very slow. There is no means to adjust it to my knowledge. I also find it funny how the original team for the game was less than 10 people and for this port it has ballooned to something ridiculous. I miss the old days.
 
Great interview on Shadow Complex. Glad to see someone is thinking about XBLA as a legit platform for new, robust content. Not that it doesn't have it - it just needs more of it. I have to say SC is one of my most-hyped games coming out of E3 this year.
 

Aaron

Member
mujun said:
yeah, looks like fun, i love kart games.

between this and modnation racers the future looks good for kart racing fans.
It was simple but fun at E3. For free, I think a lot of people will dig it.
 
I'm a bit disappointed with Wolfenstein. I love the controls, as I did with Doom, but I'd forgotten there's no map, and trying to play this now without one makes me lose interest pretty fast.

I was also hoping (against hope) for a 2D visual upgrade like they did for the Jaguar 'way back when, which is the version I spent the most time with (which is why I'm used to the map). Like so:

Wolf01.jpg
 

Shard

XBLAnnoyance
http://www.eurogamer.net/articles/zeno-clash-heading-to-console

ACE Team co-founder Carlos Bordeu has told Eurogamer that Zeno Clash is inches away from being confirmed for Xbox Live Arcade - and that a console version would likely get extra content.

"We've been having conversations about a possible XBLA version of the game and we're currently talking with a publisher, but we still haven't closed that yet. But it's something we'd really like to do," said Bordeu.

"Usually when you port there is a lot of interest in adding new features and content so the console port is interesting and people who have the PC version will say, 'Oh cool, the console version has these features added.'

"I can't tell you what it would be right now, but yes, we are looking at adding a little bit of extra content," he stated.

ACE Team picked Xbox 360 because Valve's Source code is optimised for the system. Only The Orange Box has appeared as a multiplatform title from Valve, and only then because EA internally developed for the system.

Carlos and team are currently working on more DLC for Zeno Clash 1 and are fleshing out a sequel for release maybe next year - maybe later.
 

xbhaskarx

Member
If the JoyRide splash page is up already, how long until it's released? Also, whatever happened to Things on Wheels (also Rocket Riot)? I hope the fact that they're taking so long doesn't mean they suck (the precedent for that being War World)...

The best thing about JoyRide is when you do a jump you can see the bottom of your avatar's shoe... Bam!
 

Shard

XBLAnnoyance
Joy Ride isn't going to be seen until winter, Rocket Riot is from wehat I have seen being targeted for a release this month and I have seen some conflicting things about Things on Wheels, everything from being released this month to the game being outright cancelled, hard to say other then it is in some nebulous limbo.
 

Kafel

Banned
ToW should hurry up to get released before JoyRide. If JR is good and since all my friends will be able to play with me (because it's free), I can't see myself buying another Kart/Mini Racer game so soon.
 

mujun

Member
Kafel said:
ToW should hurry up to get released before JoyRide. If JR is good and since all my friends will be able to play with me (because it's free), I can't see myself buying another Kart/Mini Racer game so soon.

Good point. There is another game that looks very similar to TOW coming out this month on PSN too, Smash Cars iirc and it is supposedly going to be very cheap.
 

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XBLAnnoyance
Puzzle Chronicles: Infinite Interactive Does Puzzle Fighter

http://kotaku.com/5284513/puzzle-chronicles-infinite-interactive-does-puzzle-fighter

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Infinite Interactive, the creators of Puzzle Quest, continue to combine adventure and gem-matching with Puzzle Chronicles, part roleplaying game, part Puzzle Fighter.

That's exactly how the Konami representative described the game to me at E3 last week. Puzzle Quest meets Puzzle Fighter. The game tells the story of the lone survivor of a barbarian tribe, rescued by a mysterious benefactor and set on a path of revenge on against the Empire for killing your people. Not the most original storyline, sure, but it gets the job done. Besides, games like these are all about the puzzles.

While there are several mini-game puzzles in the game that let you tame pets or unlock randomized dungeons, the main puzzle battles are a sort of a sideways take on Capcom's Puzzle Fighter, with skills thrown in. Players match gems and skulls of similar colors, playing tug of war with a line in the middle of the screen. As you play you accrue colored mana pools which can be used to execute special attacks, which are earned by leveling up and applying points to a skill tree.

I played a quick round with the Nintendo DS version of the game, and while the game mechanics are intriguing, the graphics leave much to be desired. I'm looking forward to seeing a more polished of the game for the PSP, Xbox Live Arcade, PC, and PlayStation Network, as the DS version is just a bit too ugly for my tastes. My love affair with the puzzle RPG isn't over; I just expect a bit more polish than this.
 

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XBLAnnoyance
http://www.gamingtarget.com/article.php?artid=9949

LucasArts has sent along word that The Secret of Monkey Island: Special Edition Producer Craig Derrick will be manning the game's Facebook page today at 6:00 PM EST to answer fan's questions about the game. The theme of today's question and answer session will be "Remaking the classic game" and fans are encouraged to post their questions on the game's Facebook wall.

According to LucasArts, the entire development team of the PC and Xbox Live Arcade remake will be peering over Derrick's shoulder to help supply answers to fans' questions.

The Secret of Monkey Island: Special Edition will be an enhanced remake of the original Secret of Monkey Island game and it will be available on the PC and Xbox Live Arcade this Summer.

Monkey Island Facebook Page:

http://www.facebook.com/pages/Monke...3#/pages/Monkey-Island-Adventures/78883723363
 

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XBLAnnoyance
Inferno Pool set to ignite PSN, XBLA

http://xboxlive.ign.com/articles/992/992496p1.html

une 8, 2009 - This isn't Pool as you know it; this is multiplayer mayhem for 1-4 players simultaneously fighting for victory. Alliances will be formed, friends will be betrayed, and the battle isn't over until the stat screen appears.

With a simple control scheme and silky smooth arcade gameplay, Inferno Pool is easy to pick up and play, while offering tonnes of depth to have serious gamers pulling off outrageous skill shots and unleashing the power of Inferno Mode.

"Just like all the great 'one more go' games, it comes straight from the 'why didn't I think of that' drawer." - PS3Attitude.com

The game includes classic 8 ball and 9 ball Pool modes for 1-2 players, but the real star of the show is the original Inferno Pool mode, where 1-4 local or online players pot as quickly as they can to clear their tables, while firing their potted balls to opponents tables, or stockpiling them for a later onslaught.

"Whether or not you like and indeed play pool, this game will still provide you with an unrivalled amount of multiplayer mayhem and competitive fun" – TheSixthAxis.com

Crazy skill shots such as Multiball, Combo, Kick, Bank and Jump Shots rack up skill points which fill players Inferno Meters. When full this unleashes the devastation of Inferno Mode, where flames fly out of pockets and potting power is doubled.

"The physics are spot on, the controls are super simple yet extremely satisfying and the framerate is consistently 60FPS." - PushSquare.com

The game also includes a punishing Endurance Mode where players battle to pot against the clock, scalable AI opponents, stunning 60fps HD graphics, online leaderboards and challenging trophies / achievements.

"We have a feeling that, no matter what the social occasion in the future, Inferno Pool will be making an appearance. And we can't think of a better recommendation than that." - PS3Attitude.com

"It is an essential purchase from the Playstation Network Store and a demonstration of the quality we should now come to expect from Dark Energy Digital." - TheSixthAxis.com: 9/10

Inferno Pool is available now on PSN in PAL territories, and will launch shortly on PSN in NTSC regions and on XBLA.
 

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XBLAnnoyance
Xbox Live Arcade Technical Size Limit Pegged at 2GB #1
http://www.shacknews.com/onearticle.x/59067

While the artificial size constraint on Xbox Live Arcade titles has been steadily increased since the platform's launch, Microsoft now tells us that no Xbox Live Arcade game can exceed 2GB in size due to technical limitations.

The current "limit" stands at 350MB, but several Arcade games already exceed that boundary, including Portal: Still Alive (629MB) and Super Street Fighter II Turbo HD Remix (368MB).
Shadow Complex
"Our technical constraint is 2GB," said Microsoft director of digital distribution Scott Austin. "If there's a quality reason to go over 350MB, [then we will]."

The original limit was set at 50MB at the console's launch, and then increased from 150MB to 350MB last year.

Chair's upcoming action-platformer Shadow Complex, announced last week at E3, is expected to weigh in around 800-900MB, according to studio creative director Donald Mustard.
 
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