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Official Xbox Live Arcade Thread

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Shard

XBLAnnoyance
http://xboxlive.ign.com/articles/107/1079855p1.html

PAX East 10: Atomic Games Wants to Level the Battlefield
Hands-on with Breach, the new shooter from the makers of Six Days in Fallujah.

March 25, 2010 - Remember last year when Konami announced it was publishing Atomic Games' Six Days in Fallujah, and then promptly announced it was dropping the game after some controversy? The game was to recreate the conflict that unfolded in the real Fallujah and hit a little too close to home for some. Shortly after Konami backed out of the deal we heard rumors that developer Atomic Games would close its doors. The reports of its death were apparently exaggerated, though, as Atomic just announced an all-new downloadable shooter called Breach. We got to play a few rounds the other day and came away impressed.

Breach is a multiplayer-only shooter for up to 16 people. The focus here is on destructible environments -- think Battlefield 1943, but with even more devastating opportunities. This is a very fast-paced game and it'll only take one or two bullets to put you down. There are five classes total with four available right away: Rifleman, Gunner, Sniper, and Support. After you've mastered a couple of these classes you'll unlock Recon, which is meant for advanced players. You'll earn experience points as you play that can be used to purchase weapon upgrades and fancy gadgets. One such gadget is the Bionic Ear, which amplifies and isolates the sound of your enemy with an audio and visual effect to help you locate the jerk.

That fresh hole will immediately respond to the active cover system.
Players can take cover on many objects in the environment; a mechanic Atomic calls the "active cover system." Click the right stick when standing next to a wall or turned over truck and your soldier will stick to the surface. From there you can lean and blind fire towards the enemy. Don't get too comfortable, though, because Breach is all about destructible terrain. The enemy can shoot you through a wall; it can take the supports out from under your building and send it crashing down on top of you; it can whittle away the sandbags you're cowering behind. You can shoot an individual brick out of a wall and snipe through it. Use an explosive charge to detonate a large hole in the wall and you'll find the new orifice immediately responds to the active cover system.

Breach is about using and destroying cover.

Most everything on a map can be leveled -- most everything, because certain structures have intentionally been made indestructible. While testing Six Days in Fallujah, Atomic learned that when every last thing on a map can be destroyed, players will destroy every last thing on a map. That leaves you playing on a giant, wide-open pancake – which apparently isn't very exciting. In Breach, important objects like stairs that lead to another area of the map will be impervious.

Three maps will be included with the game along with a nighttime version of one of them. After players have collectively caused a certain amount of destruction, Atomic will unlock a fourth map for the community.

Breach will include four game modes: Infiltration requires your team to claim certain areas of the map; Operations has you searching for randomly placed bioweapons canisters; Convoy finds one team escorting a truck to an exit point while the other team tries to stop them; and then there is the ever popular Team Deathmatch.

Atomic wants to give gamers the feature set of a retail title at the price of an XBLA game. It does look great for a downloadable title with highly detailed environments and an advanced physics engine. You can probably expect Breach to be priced at $15, which is what Microsoft usually charges for its "premium" XBLA games.

Breach is still a little rough around the edges and isn't running as smoothly as we'd like, yet, but it does offer many tantalizing destructive opportunities. It's set for release this summer and could repeat the success Battlefield 1943 had last year. Check out our developer walkthrough videos for an explanation of the cover and destruction mechanics right from the developer's mouth.

Developer Walkthrough
http://media.xbox360.ign.com/media/066/066316/vids_1.html
 

Shard

XBLAnnoyance
Hydro Thunder Update: Turns Out It Is A Sequel

http://kotaku.com/5502892/hydro-thunder-returns-with-all+new-xbox-live-arcade-sequel

Hydro Thunder Returns With All-New Xbox Live Arcade Sequel

Midway's classic arcade speedboat racer Hydro Thunder is getting a full-fledged sequel with Hydro Thunder Hurricane, exclusively for Xbox Live Arcade, promising all-new, over-the-top rocket powered speedboat action. (Which you can witness in the game's first trailer!)

Hydro Thunder Hurricane will come to XBLA this summer courtesy of Microsoft Game Studios and developer Vector Unit, bringing with it eight new "theme park" levels and new game modes, including Ring Master "a series of slalom-style challenges with progressive difficulties" and the Gauntlet "an explosive new take on time trial."

While the game's watery racetracks may be new, developer Vector Unit will bring back some of the original speedboats, including Razorback, Cutthroat, and Rad Hazard. Hydro Thunder Hurricane will let you take those races online, with support for up to 8-player online multiplayer. If you're an offline kind of guy, Hurricane also supports four player split-screen.

Vector Unit, the creator of Hydro Thunder Hurricane, was founded by ex-EA and ex-Stormfront Studios developers in 2007. Its principals, Ralf Knoesel and Matt Small, both worked on boat-battler Blood Wake among a great number of other games. So... why a sequel?

"We decided to take the ideas that worked from the original, and then start over from scratch," says Vector Unit technical director Ralf Knoesel. "The water physics engine is completely new. Everything affects the racing surface — the boats leave wakes behind them that other boats can jump off or draft in, falling rocks and explosions create huge waves, we've got wave machines, whirlpools, the works."

Hydro Thunder Hurricane will be appearing at PAX East this weekend. But if you can't go, here's the game's first trailer.
 

Shard

XBLAnnoyance
Penny Arcade Adventures Episode 3 Cancelled

http://xboxlive.ign.com/articles/108/1080006p1.html

March 26, 2010 - Penny Arcade, one of the most well-known videogame webcomics around, surprised readers a few years ago when creators Jerry Holkins and Mike Krahulik revealed that a four-part videogames series was in the works based on the Penny Arcade universe. After Episode 1 and Episode 2 were launched, Episode 3 was nowhere to be found. In an interview with Krahulik and Holkins, Joystiq confirmed that there would be no Episode 3 and the videogame series was cancelled.

"Hothead [the Penny Arcade Adventures developer] has DeathSpank, and they have a chance to do something really cool with it. And they need to have an opportunity to make it incredible," Holkins told Joystiq.

This will certainly be foul news for Penny Arcade fans, though fortunately it sounds like Holkins and Krahulik plan on finishing the Penny Arcade Adventures story arc in some other form.

IGN contacted Hothead Games representatives for comment, but did not receive a response at the time this article was published.
 

Shard

XBLAnnoyance
Hydro Thunder Hurricane Impressions: Bouncy

http://kotaku.com/5503102/hydro-thunder-hurricane-impressions-bouncy

Just about everything I know after playing the new Hydro Thunder is what you knew if you read today's news about the Xbox-exclusive sequel to Midway's speedboating series. I can add at least one thing: It feels good.

Aside from Wave Race: Blue Storm and Wii Sports Resort's jet-skiiing there haven't been many chances in the past.. 10 years!... to play a new racing game set upon tracks made of virtual video game water. With the return of Hydro Thunder, high-tech speedboat racing is back. Today at PAX East in Boston, I tore through a few laps of Hydro Thunder Hurricane and got a feel for what a modern video game system can do for a water-bound racing game.

I raced Matt Small, creative director of Vector Unit, the two-year old company that has worked with Microsoft to bring water-based racing to gamers again. A year ago, Small said, Microsoft obtained the Hydro Thunder license from Midway, and the game certainly looks like its namesake — a boat-racing game set on exaggerated theme-park-style tracks, full of speed boosts power-ups, jumps and statues of angry gods.

It races, though, like a modern game. Waves on the track bounced my speedboat around. Wakes from other boats rocked mine, but drafting right behind other boats gave me a speed boost. As we raced one course, a biplane flew overhead, dropping bombs. The explosions rocked the track and the ripple effect buffeted my boat. On another course, a geyser in the middle of the water lane shot our crafts into the air and through what might have been an observation deck. Players will be able to trigger some waves of their own, and they'll need to keep an eye out for avalanches and other disasters that might disrupt the water flowing around them.

Small said that all the tracks in the game are new, though some are thematically tied to the original Hydro Thunder. The old voice actors are not back, but the spirit of high-speed racing is. As a player races around the track, they can pick up speed boosts and Hydro Thunder collectibles. He said that the one of the most important elements to retain in the series is the availability of shortcuts. He promised there will be plenty.

I played a single-player race through a course set in Seoul and a split-screen race set near a forest against Small. The game supports up to four players split-screen as well as online play. In multiplayer matches, there are eight boats on the course. In solo play, there are 16.

Hydro Thunder Hurricane doesn't feel like a radical departure from the original game. It's likely to be one of those sequels that plays the way you think you remember the original playing. But wave physics didn't undulate quite like this back in the arcade and on the Dreamcast. That experience is here and, for better or worse, a rare treat.

The game is set for release on Xbox Live Arcade later this year.
 

Shard

XBLAnnoyance
Hands-on: Hydrophobia

http://www.joystiq.com/2010/03/26/hydrophobia-xbla-preview

It's been nearly 5 years since Dark Energy Digital began work on the water physics-based action-adventure game Hydrophobia. In that time, the developer has shown approximately nobody the game -- heck, before I heard about the game heading to Xbox Live Arcade last summer, there hadn't been a lick of info on it in nearly 9 months. But with this week's announcement of the game's XBLA exclusivity (and subsequent playability at PAX East), Joystiq was offered its first chance to play the title this morning. I'm happy to report that ... it's pretty good!

Alright, so, while Hydrophobia probably isn't going to be taking top spots on my 2010 GOTY list, I could certainly see it making an appearance on my "best of XBLA" list this year. The demo immediately made me think of playing Shadow Complex at last year's E3 -- it doesn't quite look like what you'd expect from XBLA, and the developers made sure to repeatedly affirm the game's "AAA quality" throughout my hands-on earlier this morning. Whether guiding the game's main character, Kate, through platforming areas or underwater, the gameplay itself felt like a solid base for what could be a very interesting (6-hour-ish) experience.



The PAX East demo thrust me into a dark room with locked doors; a situation I picture happening rather often in Hydrophobia's massive sinking environment, a "super yacht" that houses a large contingent of humanity's overpopulated future. For the first of many times throughout the demo, I was tasked with figuring out how to proceed to the next objective using the environment around Kate as best I could. That meant traversing destroyed elevator corridors, jumping over 20-foot drops and even facing Kate's fear of water head-on (seriously? she works on a boat!).

When I asked about the game's influences, I was told that everything from Dead Space to Psi-Ops played a role in the development. Dead Space's influence was immediately apparent while wandering the Queen of the World's quickly sinking halls awash with bodies, but it wasn't until a DED representative pointed out the game's still not fully-revealed physics manipulation abilities (at the end of the latest trailer) that we saw Psi-Ops' direct influence. BioShock's audio logs also make an appearance, lending more story to a world otherwise detailed in brief cutscenes and by the ruined environment surrounding the game's main character.

The game's sense of enormity really helped to hammer home the reasoning behind the ridiculously long development time (the map was large during our demo and said to be much larger). As both Dark Energy Digital representative Rob Hewson and Microsoft XBLA game program manager Mark Coates explained when I asked them about the 5-year dev time, it's about making sure the game is "meeting its full potential." And though the build I played was "final code" (read: still getting polished), the game felt next to fully baked. While Hydrophobia probably shouldn't be anyone's most anticipated title of the year, it is absolutely one that should be on your radar.
 

Shard

XBLAnnoyance
Puzzle Quest 2 Preview
http://www.1up.com/do/previewPage?cId=3178514

2007's Puzzle Quest was one of those games that came out of nowhere, did something completely bizarre, and somehow became a viral success. It's hard to imagine two less-compatible genres than puzzle games and RPGs, yet somehow D3's mad decision to warp Bejeweled into a competitive one-player game wrapped in a fantasy yarn was boundlessly addictive and created a genuine following for itself. A wildly different spin-off soon followed (Puzzle Quest Galactrix), but it's only now that we're finally seeing the true sequel, Puzzle Quest 2.

Gone is the sci-fi setting of Galactrix, along with the hex-based game grid. In their place are classic medieval fantasy trappings filled with witches and goblins (not to mention a less anime-influenced art style), and the familiar match-three-colored-items-falling-into-a-well puzzle mechanics. However, this sequel isn't a mere retread of the original. D3 has built in a number of new elements and expanded on others to create a denser, more satisfying game for RPG fanatics and puzzle fans alike.

The most obvious change, by far, is the new world map. Rather than simply playing out on a large, zoomed-out map of a kingdom, Puzzle Quest 2 adopts a perspective similar to Diablo. Players don't directly control their character as he or she moves through the world -- there are eight playable characters, each with different affinities and skills -- but rather move the hero between points of interest. Still, the zoomed-in perspective means the adventure plays out within towns and dungeons and buildings, with each encounter initiated by a monster or other NPC. Not to be too obscure, but Puzzle Quest 2's story mode resembles nothing so much Riviera: The Promised Land, Sting's oddball graphic adventure/RPG mashup from a few years back.

Of course, the combat is totally different than Riviera's, being a pure falling-object puzzle experience. As always, players face off against a foe battling to knock their hit points to zero before being knocked out first. Matching colored gems powers up corresponding spells, which may be unleashed at opportune moments. Matching three skulls knocks three points from the enemy's health, though the impact of these attacks can be augmented by spells and other modifiers. These modifiers include the new weapon system: Players can discover and equip different weapons throughout the game, and once powered up (by matching special weapon gems) these can be used to increase the effect of a standard attack.

Further spicing up the gameplay are a number of minigames, all of which appear to play out as variants on the standard Puzzle Quest battles. For instance, at various points you'll need to break down a door. To do this, you match gems in a single-player round, which convert into special door pieces. Matching these special gems weakens the door; the trick, however, is that it's necessary to reduce the door's "stamina" to zero within a certain number of rounds.

It's impossible to tell from the PAX East show floor demo whether or not Puzzle Quest 2 addresses some of the shortcomings of the first game -- such as the seemingly unfair computer intelligence found in the latter chapters of the adventure -- but at the very least it's clear that D3 isn't simply complacent to churn out more of the same. The new quest structure (which includes branching paths and side quests) may turn out to be largely cosmetic, but it really does enhance the sensation of an RPG. The weapons and news spells deepen the puzzle mechanics, too. Currently, the game is only slated for XBLA and DS (the latter of which is mostly different only in terms of visuals), with unspecified mobile versions in the works and the possibility of PSP and PS3 versions currently up in the air. We're confident that D3 will find a way to bring the game to all its puzzle-obsessed fans, though.
 

Shard

XBLAnnoyance
http://xboxlive.ign.com/articles/108/1080128p1.html

PAX East 10: BattleBlock Theater Preview

March 26, 2010 - The Behemoth were on the show floor at the inaugural PAX East this year with the title-formerly-known-as-game-three, BattleBlock Theater. Unveiled at the Tokyo International Anime Festival almost exactly a year ago and last shown at PAX West last September, Game Three got its final name and an expected 2010 release date earlier this year along with a trailer. The Behemoth have finally given us a chance to play something new.

In its debut at PAX West, two game modes were on display: the first had players competing to see who could claim the most blocks for their team by touching them (and these blocks had a limited window post-touching where they could be stolen) by the end of the round; the second mode forced players to scoop up gold dropped by a floating golden whale to then deposit it in an equally buoyant floating safe, all while staying alive and killing other players to take their collected gold.

Here at PAX East, a third multiplayer mode has been revealed: a bizarre combination of King of the Hill and Capture the Flag type modes. In this mode, every player has a ghost in their possession, and when they're killed the soul floats away. Collecting enemy souls causes your score to tick up while the timer ticks down, and the only way to get your soul back is to kill the enemy holding it. It makes for a hectic and unpredictable few minutes.

And this really appears to be the core of the BattleBlock experience. Typically, same-console multiplayer games seem to occupy one of two roles: party experiences or action titles. Party games are easy to pick up and play but typically depend as much on luck as anything else, whereas action titles typically revolve around skill. BattleBlock combines the action elements of Castle Crashers with platforming and introduces the unpredictability of the party game to create something that may well become another XBLA go-to title with friends. The Smash Bros. series comes to mind, though as someone who typically finds that series overly chaotic and, well, mashy, BattleBlock feels simpler mechanically but more nuanced control-wise. It's also nice to have a purpose to work toward other than knocking people around (though there's a certain appeal to throwing a Frisbee bomb at an enemy... or a teammate).

Like Castle Crashers and Alien Hominid before it, BattleBlock Theater is defined in large part by its style and personality. A lot of visual flourish has been filled in since the title's last appearance at PAX West. While there were still plenty of blocks to be found (they are a major part of the game's mechanics, after all), there was foliage and color and goofiness to be found that were absent before. Also new to this build was at least one instance of a trapped monster that could be freed should a player dare it in order to gain access to the blocks it was sitting on (and presumably set loose upon the playing field and unsuspecting competition). Little touches here, like the monster peaking from out of a bush when its block was bumped, go a long way to making things feel cohesively bizarre.

The funny thing in all of this is the characters themselves don't actually have much personality at all. They tend to look like clay dolls with silly shapes for heads (though some have masks for, well, extra personality I suppose), and the levels are pretty and funny but not terribly distinctive. Somehow though, the whole thing seems to be coming together in such a way as to give the game an identity of its own. At this rate, The Behemoth could very well own another summer on the XBLA -- assuming it makes it out this year.

Check back tomorrow for updated impressions of the second half of The Behemoth's PAX East 10 showing of BattleBlock Theater.
 

Shard

XBLAnnoyance
PAX East 10: Monday Night Combat Hands-on

http://xboxlive.ign.com/articles/108/1080119p1.html

March 26, 2010 - Xbox Live Arcade is growing a healthy stable of multiplayer shooters. Last summer we got Battlefield 1943 and the hyper-destructive Breach will be here in a few months. But for a more Team Fortress-style experience, you might try Monday Night Combat. This is a six-on-six class-based shooter played from a third-person perspective. It all takes place in a brutal, futuristic sports gameshow where the athletes blow each other away for cash. We played a couple rounds at PAX East today and had a pretty good time.

Monday Night Combat has two game modes, one for single-player and one for multiplayer. They were demonstrating the multiplayer game, Crossfire, today. It's a variation on Capture the Flag where each team has a "Moneyball" on their own turf. True to its name, it is a ball filled with money. Your goal is twofold: defend your own Moneyball and destroy your opponent's, releasing the coinage within. Players will have to communicate well with their teammates in order to make sure all bases are being covered.

There are six classes to choose from:
Assault: An offensive player wielding an assault rifle and grenade launcher.
Tank: A heavy unit with an intense Jet Engine Gun that works like a particularly badass flame thrower. But he also packs a Laser Railgun for long-range sniping.
Sniper: A quick unit that does his best work from a distance.
Support: Uses his extensive knowledge of cyberbiology and medicine to keep his team happy, healthy, and wise.
Gunner: Slow and methodical, the Gunner is good at providing defense for his teammates.
Assassin: She can cloak herself and pull off impressive acrobatic kills.

The Assassin has some pretty entertaining finishing moves.
In addition to two weapons, each class also has three skills that can be activated with the X, Y, and B buttons. These can be used repeatedly but take some time to recharge. Defeated enemies will leave behind cash you can use during a match to upgrade your suit, your skills, and build defense turrets around your Moneyball that will attack incoming enemies.

Each team also has bots playing for them. These machines will spawn in groups and head towards the enemy Moneyball. You'll need them to bring down the Moneyball's defenses before you can start blasting it.

Matches have a 10-minute limit in case neither team can destroy the other's Moneyball, at which point the game will go into two-minute overtime. We played two rounds today: the first only lasted a couple minutes, and the second almost went into overtime.

Game representatives tell us there will be a persistent meta-game that tracks many of your stats and hands out constant rewards, similar to what the Modern Warfare games do. There are 400 Pro Tags to earn and show off to your buddies online. Some of these Tags are difficult to achieve, and the developers anticipate a lot of discussion among players about how to get those higher-level badges.

The other game mode is called Blitz and is intended to be a single-player experience, although it can be played with up to four players cooperatively. But those impressions will have to wait for another day. What we've played so far of the multiplayer game has us feeling positive this will be a nice addition to XBLA's shooter lineup.
 

Shard

XBLAnnoyance
Dishwasher Vampire Smile Preview

http://www.1up.com/do/previewPage?cId=3178522

In the midst of all the chaos named PAX East, I found an outlet for all my nerd rage in Dishwasher: Vampire Smile. The edgy art, the gore, and the over-the-top finishes helped me find a reason to smirk today on the show floor. In a convention with little room to stretch your arms, I was fortunate enough to play the demos for the Dishwasher and his sibling. Vampire Smile utilizes a whole new engine, and features two campaigns -- one for each playable character.

The Dishwasher's moves and the scenarios he finds himself in are still intact from the games' predecessor -- and so is the difficulty. When I was playing on normal difficulty, I probably died the most in his particular demo (where I'm on a construction elevator going up, while also fighting non-stop waves of enemies) because of the unexpected elements that appeared. Though, Dishwasher comes equipped for such gruesome bloodshed with two new weapons: the violence hammer that is covered in barbed wire, and the guillotine that looks like a large pair of scissors -- expect a lot of decapitations.

But fighting the groups of enemies weren't the worst of it. The unforeseen element came on death's wings in the shape of a robot dragon. The craziest moment I caught myself in, has to be when the dragon is hanging himself on the side of the elevator and randomly blowing blue flames from its mouth -- and this doesn't stop current enemy A.I. from attacking you either. The best tip to remember in this kind of moment is to dodge attacks as much as possible. James Silva, the man responsible behind the game asked me why I kept dying so much. He gave me the assurance that when the game is made available, it should have a very easy mode; one he's calling, "Pretty Princess."

Yuki, the aforementioned sibling, has just as a bizarre storyline as her brother. And for no particular reason other than being adorable, a cat named Paka always follows Yuki around. In the demo, Yuki's primary weapon is interchangeable between a samurai sword and what Silva refers to as a, "cloud sword." The latter weapon resembles the buster sword that Cloud wields in Final Fantasy VII. Yuki also possesses a distinct physical feature in the form of a chainsaw on her right arm. In the playthrough, I came across a present sitting on the ground, and after opening it, Yuki's chainsaw upgraded to a machine gun.

After battling various enemies, Yuki occasionally experiences nightmares or flashbacks as minigames. One particular incident had me frantically tapping a button that made her saunter away from what looked like the Grim Reaper. And yes, I said saunter -- she seemed like she couldn't care less at how fast I wanted her to get away from him, but I didn't wait to see what happened if he caught up to me.

And in another nightmarish instance, Yuki, dressed in a hospital patient's robe, stood inside a barren laboratory. Her right arm looked like it was recently decapitated, with blood dripping on the ground. Silva mentioned that her various dreams make her stronger throughout the story -- in this case, she earned the ability to use a magic attack. We'll have to wait to see just how many more eerie moments we'll experience with both Yuki and Dishwasher. But at least, we won't have to experience the frightening moments on our own; Silva promises a co-op mode for the campaign. Hopefully we'll get our hands on the full experience later this year.
 

Shard

XBLAnnoyance
PAX East 10: Deeper Into Limbo

http://xboxlive.ign.com/articles/108/1080329p1.html

March 27, 2010 - Limbo is one of those games that makes everyone stop and say, "Whoa, what is that?" as soon as they see it. It's a 2D puzzle platformer with a haunting black and white aesthetic. We instantly liked it when we first played it at the Game Developers Conference a few weeks ago, and today we got to play through a new section of the game here at PAX East. Limbo won the award for Technical Excellence at this year's Independent Games Festival and is one of our most anticipated Xbox Live Arcade titles.

When we last saw the boy with the white eyes (the star of Limbo), he had used a bear trap to chomp off the legs of a giant spider blocking his way. Today we continued from that point into an underground cave area where it looked like some mining was being done. The first thing you encounter is a group of children running into a pond and drowning themselves. Are they fleeing from something? Are they insane? Limbo is a pretty grim game.

We came to a pit that was being watched by a giant slab of concrete hanging overhead. A tripwire lined the bottom of the crater and would release the rock above if we jumped into it. So we headed back to the dead kids floating in the pond, dragged one of their bodies to the pit, and threw them in.

Next, we were chased by some mean kids with blow darts. Perhaps this is what the other children were running from. Deeper in the mine we could see giant gears rotating in the background.

And then we met the Somber Worm. This little invertebrate drops from the cave ceiling onto the boy's head and limits his ability to move. As long as it is attached the boy can only run in one direction, but every time you encounter bright light it will burn the worm and allow you to change your trajectory. By exploiting the worm's weakness you can maneuver the boy underneath some hanging creatures that will happily pick it off the top of your head for a snack.

Limbo's developer describes the gameplay as "trial by death." You will die many, many times during the game, but hopefully you will learn from your deaths. The developer doesn't want it to be frustrating, and it hasn't been for us, so far. On the contrary, it's usually a delightful surprise to be decapitated or impaled out of nowhere. The basic flow of gameplay seems to be: encounter a puzzle, be killed by it, and then respawn right before it with an idea of how to get past it.

You should definitely keep Limbo on your radar. For now, check out our new offscreen gameplay videos in the gallery.
 

Shard

XBLAnnoyance
Raskulls Hands-on

http://xboxlive.ign.com/articles/104/1048198p1.html

November 23, 2009 - Halfbrick Studios, the independent Australian group behind a number of XNA Indie Games on Xbox 360, is preparing to release its first Xbox Live Arcade game in early 2010. The game, called Raskulls, is a fast-paced puzzle-platformer that plays a bit like Mr. Driller crossed with Super Mario Bros. It's lighthearted and inviting presentation give it the appearance of a kid-friendly title -- and your son, nephew or kid sister may indeed enjoy Raskulls -- but us at IGN quickly learned that it's frenetic pacing gives it hardcore appeal.

As players work through the three large overworlds, completing levels and tackling bonus stages, a cartoonish story is told involving some wacky characters and evil rats. That's just the extra jazz between gaming to give it some context. The real star is the fast paced platforming. As players fly through the stages at breakneck speed, various shapes of blocks are the primary obstacle. Blast them with the X or B button to clear a way, but watch out -- doing so can cause the pieces above to fall which can hit you and slow you down.

It starts out pretty simply with a few different gameplay types. In one stage, you'll be doing things like evading a robot that continuously chases. In the next, you'll be tasked with racing to the finish ahead of AI controlled foes. Presents that provide power-ups, water blocks that you can swim in, and a special overdrive mode that can be activated by collecting jars of Boosties get added to the mix to keep things lively. All told, the campaign features 10 game types of increasing difficulty as the game progresses. And of course, there will be boss fights.

The campaign was good fun, but the real star here was the multiplayer game. Up to four players, online through Xbox Live or locally, can race through a dozen stages to see who is king. Things get crazy once you start hitting each other instead of the blocks, or when everybody starts launching fireballs at each other through power-ups. I took first place in our first grand prix series, though Greg Miller bested me in both smack talk and points in the second. I think it was because he was playing as a skeleton character dressed like Uncle Pennybags from Monopoly.

Keep an eye out for Raskulls in early 2010 and have a look at the media galleries below to see how it's shaping up.
 

gafster1

Neo Member
Shard said:
focus here is on destructible environments -- think Battlefield 1943, but with even more devastating opportunities. This is a very fast-paced game and it'll only take one or two bullets to put you down. There are five classes total with four available right away: Rifleman, Gunner, Sniper, and Support. After

If this is half as good as Battlefield 1943, I'm already sold.
 

Spruchy

Member
Wow xbox live arcade has a lot of good stuff to look forward to. Didn't think it was possible to surpass previous years but I mightve been wrong.
 

Shard

XBLAnnoyance
Interview: The Path of Go developers (XBLA)

http://www.joystiq.com/2010/03/27/interview-the-path-of-go-developers-xbla/

Nothing says intelligent, timeless strategy like Xbox Live Arcade, right? The Path of Go producer Joaquin Quiñonero Candela is determined to stop people from guffawing at that line when his team introduces this ancient Chinese tactical game to the realm of thumbsticks later this year.

Developing Go is a very difficult undertaking, because it has more possible moves than Chess, on the order of 10174. Take that, Deep Blue! Gameplay also involves strange concepts like honor, and a lack of teabagging, which is hard to foist on the gaming community. However, we spent a few moment with the tutorial, and actually learned how Go works for the first time, and promptly had our ass kicked. So they did something right.

We sat down with producer Joaquin and programmer Markus Jost at GDC this year to talk about the game, that the process was like, the innovative "Play By Message" feature, and how it was all born out of herd of sheep and a German Shepherd. Read on for the full interview.



Well, first of all, tell me your names and your roles?

Joaquin: Yes. So I am Joaquin Quinonero Candela. I am the senior of Microsoft Research Cambridge.

Markus: My name is Markus Jost, and my position working for Microsoft is ... external person, I guess. [laughter]

You are the lead developer? I guess, the director of The Path of Go? Do you have sort of a title for your developer/creator position?

Joaquin: I guess Markus is the main developer and I am the producer.

And how many people are on the team total over in Switzerland?

Joaquin: There are two people, essentially. So one of them is Markus here and the other one is Remo Zehnder, who has not worked continuously throughout, but most of it. And Remo has done all of the 3D art. And then there is a person who has helped us for just a couple of months who has created a lot of the soundtracks for the game.

Well, this game has a very unique genesis in how it came to be. Can you sum up what brought us from this guy who worked in the banking system, to where he is now developing a game for Xbox Live?

Joaquin: Absolutely. At the end of 2007 and the beginning of 2008, we launched a coding competition where we asked the people to use XNA Game Studio to create a game themed around artificial intelligence and being able to use that artificial intelligence. And we only gave them seven weeks to actually submit a finished game. And Markus here and Remo were the team of two. Markus did all the coding and Remo did the art. They put together this crazy game called iSheep where you are a German Shepherd dog herding some sheep and having to pin them. And we actually loved the game. It was certainly the top submission. So after that, we hired them as interns.

Was that the prize? An internship?

Joaquin: If the legal department was here, they would force me to say that the prize was an interview for internship. We cannot give away internships. And, in fact, we did interview Markus and Remo for an internship. So at the same time, the team at Microsoft Research in Cambridge where I was working at the time had been working on an AI for Go for many years. And so it seemed like, you know, you had the one plus one makes two there. We decided to embark on suggesting an Xbox Live arcade game of Go.

So Markus, where did you guys hear about this competition and what encouraged you to enter?

Markus: From Remo, my friend. We was working not in the same team as me but close to my place. So we had lunch together like once a week or so. And he is like a very enthusiastic gamer. He has like ...

Joaquin: Yeah, 60,000 gamer points.

Wow, that's impressive. We only have one writer at that level.

Markus: My roots go back to the old NES. And so we are both gamers. We went to university together, and he knew that I was a good programmer, so he tried to talk me into participating in that event. Like, first of all, it started like three weeks into the competition when he wanted to join. And second of all, I never had anything to do with 3D programming. Yet, he managed to convince me, so we would just do it. I remember after I came home from work, I was just reading tutorials, like, moving the camera around the first time. After three weeks, we managed to have an actual game that was quite polished and playable-split -- screen-everything.

So that was fun and a very nice experience. Like, programming video games, if you don't know what it is about, it always feels like it is magic. And, you know, I already knew how to program. I took two years of programming, but games, I mean it is games. You don't touch it, it is magic. And that actually was really easy to start. It was just straightforward and such a good start. After maybe five months of XNA, I, of course, started learning C++. And all the knowledge I gamed from XNA has made it so easy to understand the very complicated world of C++ and Direct X.

Was it hard to move from banking into the world of games?

Markus: I think you need to be creative. So if you are a good programmer and you are not creative, you probably don't become a very good game developer. So if you are creative and you understand 3D worlds, map builder stuff, then I think it is easier.

So you were okay with taking a pay cut?

Markus: I was because I knew that it was just temporary.

Are you now wanting to stay in the game arena and develop more games?

Markus: That is a tough question. I mean, you know, I love programming games and I will never stop programming games. But if I look at the industry and I see all these underpaid people, you know, being handled like slaves, I definitely don't want to be part of this. But I will do games. Even if it is just for fun or for my own company, whatever opportunity I have, I will do games. But I am not ready to work for a lower salary or work 15 hours a day.

At what point was it decided, "We are going to bring these guys on as interns and they are going to work on Go as a game."

Joaquin: Yeah, we had a lot of brainstorming around that. What platform to go for was one of the big initial discussions. It turns out that Silverlight was just coming out as well in that time, in the summer of 2008. So Markus actually, in record time, put together a very nice Silverlight prototype of the game that had network functionality, so we did actually spend quite a few afternoons in the lab playing against each other using that. So that was a great first step. And then one of the big questions was, are we going to try to make something for the PC, or are we going to attempt the Xbox. And we had heard about XNA community games as a shipping vehicle.

But, of course, you aim as high as you can. So we sort of thought, "Let's just try to convince the publishers at Microsoft to do a proper full Xbox Live arcade game." So I think, yeah, it was sort of a joint brainstorming decision. Markus was extremely keen on seeing his name on a game on the Xbox, and so were we. I mean we are all very keen gamers. In fact, if you came to visit us in Cambridge, you would see that most of us have a big screen and an Xbox in our room. Whenever we have a bit of time, we actually spend time playing.

What kind of games do you tend to play?

Joaquin: We spend way too many hours playing Halo 3. And part of the reason for that is that the team in Cambridge worked together with Bungie on tuning multiplayer for Halo 3. And obviously, you need to test it extensively. It is required work, right?

Oh sure, that's required. [laughs] So had any of you actually played Go?

Joaquin: I had never really played go before, and I believe neither had you Markus, right?

Markus: No. the rules were a bit peculiar.

Joaquin: The guy who played Go a lot was actually the person who was my manager back then. His name is Thore Grapel [senior researcher, Microsoft Research, Cambridge]. He has written a couple of academic papers on Go. And we owe him for the AI. He is a pretty decent player. In fact, he perfected his skill in Japan. He was there for a period of time.

Have you guys had Go experts play this and give you feedback?

We have had Go experts, yes. In fact, we were lucky that we have, in our lab, we have a 4th Dan player, which is an extremely strong player. His name is Robert Matescu [researcher at Microsoft Research, Cambridge]. He has played a lot, yes. Definitely.

I was reading about Go and it has a lot of concepts that are sort of foreign to games, like the concept of honor is one thing where you won't make a move because it isn't honorable. How do you get a computer to understand that? What was the move difficult part of developing the AI?

Joaquin: That is hard to say. I mean I suppose that the answer lies probably in the timelines. Not to say that Markus didn't work extremely hard. I mean Markus has been working more hours than the day has in the past year. But really, the research that has gone into the AI has been going on for probably about five years. So if we hadn't had the AI, we would not have been able to develop it in one year. That's for sure. We did strongly leverage all the research that had gone into that already.

So, this game is really interesting because it has a "Play By Message" feature. That sounds great for playing when you aren't on as the same time as a friend. How does that work?

Joaquin: Absolutely. OK. So that is quite simple. Do you want to explain that one Markus?

Markus: Technical or in terms of the user experience?

Joaquin: No, just from the user experience.

Markus: So, what you have is you have friend that you can fit with games. So you invite a friend. The other player has to be a friend because of technical limitations. But you just invite a friend, and then you initiate a game, and then you make the first move. The other player then receives a message saying, "You got an invitation to play a game." You can then go into message and look. If you got the invitation, you will find that game, accept the invitation, and from that point, you can just play a move, the game sends a message back, and the other guy can start his Xbox, play a move, send a message back, and so on. And what you can also do is, at any time, also play live if you both are online. Then that game, you can continue it, exit the game, and restore it ...

It goes back into play by message?

Markus: Yes, and that is a very nice opportunity to actually finish a 19x19 game.

Yeah, which could take 16 hours or longer.

Markus: Well, I think one hour is really all it takes.

Joaquin: It depends, really, on how seriously you take it. But, yeah, actually, this brings us to the board sizes. So indeed, Go is played on a 19x19 board. We decided to put a lot of focus on the 9x9 board because we were building an arcade game. When you play an arcade game, you don't want to pick up the controller and put it down 16 hours later. So message play was a way to alleviate that. As Markus was saying, you can save the game at any point. You can actually make a move asynchronously if both players are not online.

Speaking of the user experience, you are playing in this game as your avatar, I am guessing.

Joaquin: That is correct. We have full avatar integration. A lot of kudos actually have to go the Xbox Live Arcade, both the producers and the testers from there. So Chad Long from the test group in Xbox Live Arcade actually suggested message play. And you know how it is. The day he suggested it, we looked at him and said, "Are you crazy? We are not doing that." And then Scott Brody, who is a producer, said, "Oh, you guys should have avatar integration." And we basically gave the same reply. We said, "Are you crazy? We are not doing that." But then we did both and it turned out to be two absolutely great ideas that made the game a lot better.

Is this the first Xbox game that will have play by message? To my knowledge it is.

Joaquin: I believe it is, yes. I am going to leave a 1% uncertainty level there and say with 99% confidence, I believe it is.

So you have three sizes of boards you can choose from? 9x9 is the "casual" board.

Joaquin: 9x9, 13x13, and 19x19.

And then you have the different backgrounds, five different backgrounds.

Joaquin: There are five different environments. There is the temple where you meet the grandmaster first. Then there is a lake that you need to cross. There is a fairly lady that keeps that lake. Then you reach the top of the first small mountain and there is a hanging bridge. Then there is a cave where something happens. I don't want to spoil the game. And then finally, there is the top of the mountain at the end where something even more exciting happens. And all those scenes have different environments. And in fact, it is at different times of the day. You pretty much go through a day. It is morning initially, then sort of midday, then the afternoon starts to fall, and then eventually it is night at the top of the mountain.

This is the story mode.

Joaquin: That is through the story mode. And then if you play against a friend or if you play a local game, you can play on any scene that you have unlocked through playing the story mode, just to encourage you guys to go and sort of finish the story.

I am guessing the game is called The Path of Go because that is something that you can trademark, versus just calling it Go. Was that decision?

Joaquin: I have to say I don't have a good answer to that question. The only thing I can say is you can spend hours and days thinking about a title for a game. [laughs] I suppose the reason why we chose The Path was because we wanted a metaphor for the process of learning. It really feels like a journey. We also toyed with The Journey of Go. And then, of course, there is the joke, you know, Go as in going. So we sort of thought it would be fun to call it that. Yeah, we definitely wanted to sort of convey the idea that it is a journey, really.

We should stress, I guess, that this game is not quite finished. You said you guys are still working on it. Is it anticipated to be out sometime this year?

Joaquin: Absolutely, yes. I am fairly confident that ... I will not commit to a date yet. I think that would be risky. I am quite confident that we will be able to make it available this summer as an Xbox Live arcade game.

Have they said anything about pricing?

Joaquin: Yeah, I don't have a good answer to that. It is definitely going to be a middle or full priced arcade game. That decision also is a decision that we don't make unilaterally. That is also done together with the Xbox Live Arcade team.

Does you have the ability to add stuff to this game later, like different environments? Is that something you could drop in?

Joaquin: Oh yeah. That is definitely an option. It is very early days for us now to tell if this is something we want to do. I mean we want to finish it first.

What happens with the team once this title is finished? Are they off to the winds or are some of them going to stay on fulltime?

Joaquin: That is also a completely open question at this stage. I mean there is obviously two factors that come into play. One of them is personal choices. So some of the members of the team are committed to families and jobs and all that. Some of the members of the team we would love to see stay on at Microsoft. So we are going to do our best, basically, for both sides-to do what is best for all.

What about you, Markus?

Markus: My personal trajectory is actually diverging from games. I think what kept me doing games was really the overlap between my background in machine learning and artificial intelligence and my passion for games. And I could do that as a researcher at Microsoft Research. But I've recently transitioned to Microsoft Ad Center where I am applying machine learning techniques to optimizing online advertising. And that is consuming increasingly more of my time, so I am probably going to pause games for a while, but I would love to get back to it.

Well, if this becomes a smash hit overnight, they may make you come back and say, "All right. We want some more games. Right now."

Joaquin: That would be fun. [laughs]

Well, thank you guys. We look forward to playing The Path of Go.

Joaquin: Thank you very much.

Markus: Thank you.
 

Shard

XBLAnnoyance
PAX East 10: More XBLA Game Footage


Shank
PAX East 10: Demo Gameplay Part 1
http://www.gametrailers.com/video/pax-east-shank/63732


Shank
PAX East 10: Demo Gameplay Part 2
http://www.gametrailers.com/video/pax-east-shank/63730


Shank
PAX East 10: Demo Gameplay Part 3
http://www.gametrailers.com/video/pax-east-shank/63728


Hydro Thunder: Hurricane
PAX East 10: (Cam) Split-Screen
http://www.gametrailers.com/video/pax-east-hydro-thunder/63734


Hydro Thunder: Hurricane
PAX East 10: (Cam) Storming Asgard Gameplay
http://www.gametrailers.com/video/pax-east-hydro-thunder/63736


Hydro Thunder: Hurricane
PAX East 10: (Cam) Area 51 Gameplay
http://www.gametrailers.com/video/pax-east-hydro-thunder/63740
 

firehawk12

Subete no aware
Random question - if you buy a Xbox Live game from Amazon.com (US), does the code work on a Canadian Xbox account?

I remember people saying no, but I wasn't sure.
 
XBLA had a really strong showing at PAX I though. I'm likely to purchase the 3 games I got to try which were Shank, Hydro Thunder, and Snoopy Flying Ace. The others there also looked like purchases but I didn't go hands on with them directly. Monday Night Combat is looking really good.
 

besiktas1

Member
firehawk12 said:
Random question - if you buy a Xbox Live game from Amazon.com (US), does the code work on a Canadian Xbox account?

I remember people saying no, but I wasn't sure.
I know they don't work on UK, so guessing no for Canadian.
 

jedimike

Member
Shard said:
http://xboxlive.ign.com/articles/107/1079855p1.html

PAX East 10: Atomic Games Wants to Level the Battlefield
Hands-on with Breach, the new shooter from the makers of Six Days in Fallujah.



Developer Walkthrough
http://media.xbox360.ign.com/media/066/066316/vids_1.html


Amazing! I can see spending many hours playing this game. I just can't believe it's an XBLA title... It looks like some developers are offering retail level games on XBLA if only to avoid all of the headaches with retail outlets, publishers, etc.
 

Noogy

Member
Kotaku did a quick video interview with Nathan Fouts of Mommy's Best Games, and he mentioned a 2011 XBLA release of Grapple Buggy through Blitz Games.

Having spent a lot of time with the game, I have to say it's one of my most aniticipated XBLA titles, even if it's a year out!
 

J-Roderton

Member
I gotta get South Park Tower Defense.

I'm also getting Banjo Tooie. Is it a pretty long game? I want a new game to play that will take a while.
 

mujun

Member
forgeforsaken said:
XBLA had a really strong showing at PAX I though. I'm likely to purchase the 3 games I got to try which were Shank, Hydro Thunder, and Snoopy Flying Ace. The others there also looked like purchases but I didn't go hands on with them directly. Monday Night Combat is looking really good.


Snoopy looks pretty damned cool.

Video footage from PAX.
 

raviolico

Member
Noogy said:
Kotaku did a quick video interview with Nathan Fouts of Mommy's Best Games, and he mentioned a 2011 XBLA release of Grapple Buggy through Blitz Games.

Having spent a lot of time with the game, I have to say it's one of my most aniticipated XBLA titles, even if it's a year out!


yeah, it looks rad.

just played "Weapons of Choice" & "Shoot 1UP".
great, great fun. and what a cheesy, bizarre, weird art style.
reminds me of those old Monty Python things.
 

Shard

XBLAnnoyance
http://www.1up.com/do/newsStory?cId=3178541

In just over nine months, Battlefield 1943 has sold a million copies on the Xbox Live Marketplace alone, making it the fastest Xbox Live Arcade game to reach the one million unit milestone. It's an impressive accomplishment, especially when considering that the game is priced at 1,200 Microsoft Points ($15) -- a price that would have placed it at the highest price tier back when the Xbox 360 first launched. That price might not be scoffed at in the same way it used to, but $15 remains on the high-end for XBLA game pricing.

"The reception of Battlefield 1943 continues to amaze us, even months after the game was released," said producer Gordon Van Dyke in a press release. "Being the fastest game to reach this milestone is an incredible achievement. The game has set a new standard for what can be done in the downloadable games category. It's fantastic to see how gamers have recognized the value that the game delivers for just $15. It is another great entry point into the Battlefield franchise."

1943 continues to only be available on the Xbox 360 and PlayStation 3, but the long-awaited PC version (the one that EA has been taking pre-orders for since October) may finally be on its way. The press release notes that the game will "soon also be available for PC," but doesn't go into any specifics about when we'll actually see it show up on PC. it's certainly been a long wait, with even Battlefield: Bad Company 2 being released on PC before 1943 could make its way out.
 

Shard

XBLAnnoyance
http://www.joystiq.com/2010/03/29/after-burner-climax-takes-off-april-21-on-xbla-april-22-on-psn/

Not many of us have the good fortune of taking a soak in a hot tub time machine and waking up in 1986, the year the fighter jet pilot officially became the raddest job on the planet. Fewer still know the whereabouts of a decent arcade that has an After Burner Climax cabinet, the 2006 revival of Sega's classic air combat franchise. Thankfully, in less than a month, all of us can experience the glory of stopping a nuclear inferno from within the cockpit.

Sega of America has dated the Xbox Live Arcade release of After Burner Climax for April 21, followed by an April 22 release on PSN. The publisher did not announce a price for the downloadable title, but the Japanese version was previously priced at the $10 equivalent.
 
rezuth said:
Whaaat? They made this into an XBLA game? Does this mean they scrapped the whole singleplayer campaign stuff?
Pretty sure that this was an XBLA title from the start. And, man, it does look just like a next-gen Crimson Skies: High Road to Revenge.
 

SAB CA

Sketchbook Picasso
Why do they make it sound like the JP version was previously released, and the english later? They'll both come out at that time, and the japanese made mention of a 10 dollar price point. Has there ever been a difference of price between regions?

Anyway, WoOT, Afterburner Climax! Great to finally have a date!
 
Seattle, WA, March 2010 – Michel Gagne and Fuelcell Games are pleased to bring their independent video game, Insanely Twisted Shadow Planet, to Xbox Live® Arcade.

Michel Gagne and Joe Olson, CEO of Fuelcell Games, met in 2007 in Seattle’s Fremont district where they discussed the possibility of bringing feature quality 2d animation to the gaming world in a classic side-scrolling adventure. Shortly after, a production team was assembled and Fuelcell Games was born. Their mission: bring the vision of Insanely Twisted Shadow Planet to life.

“This is one of the most thrilling projects of my career”, said Gagne. “I love working on ITSP with Joe and his team. It amazes me to see how they’re able to expand on my concepts and animations and create such a memorable interactive experience. Simply put, this game is going to rock!”

The Fuelcell team has been busy building a studio infrastructure and quietly working with Gagne on ITSP while exploring partnerships to develop the game. After months of negotiation with several entities, it was decided that Microsoft and Xbox LIVE Arcade was the best possible home for the project.

“The team here at Fuelcell is incredibly excited to be starting production in full force on Insanely Twisted Shadow Planet”, said Olson. “We’ve assembled an extremely talented, dedicated, and passionate group of people around this unique project. The combined forces of our team of game industry veterans, Michel’s unique artistic style and vision, and Microsoft’s expertise in the downloadable game space is sure to make for a lasting impression on 2D gaming.”

“Microsoft is thrilled to have Insanely Twisted Shadow Planet heading to Xbox LIVE Arcade”, said Saxs Persson, Senior Director of Xbox LIVE Arcade. “We look forward to helping Michel and Fuelcell realize their creative vision, and continuing to support independent developers looking to drive innovation on our service.”

For more information on Insanely Twisted Shadow Planet visit www.insanelytwistedshadowplanet.com or the official blog at http://michelgagne.blogspot.com.
 

rezuth

Member
MightyHedgehog said:
Pretty sure that this was an XBLA title from the start. And, man, it does look just like a next-gen Crimson Skies: High Road to Revenge.
Really? I remember it being PS3, Xbox360 and Wii confirmed from start.
 
rezuth said:
Really? I remember it being PS3, Xbox360 and Wii confirmed from start.
http://www.1up.com/do/newsStory?cId=3176171
First I heard about was last year during MS' TGS reveal though it seems that it was announced as in production a year before that with some confusion as to what platforms it was confirmed for. There seems to be early talk about Wii and X360, but that was so long ago I have to wonder if publishing issues changed the initial plans.


http://www.neogaf.com/forum/showthread.php?t=341200
Ah, here's the thread from 2008 on its initial reveal. Doesn't seem to be anything concrete other than it being in production. Platform and delivery changes to something not so high profile in the last two years seems pretty well expected given how much choosier pubs got in that time.
 
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