MBU is my fav Live Arcade game to date, you did good.Son of Godzilla said:I splurged and finally bought Marble Blast Ultra and Mutant Storm with that TRU BOGO 50% deal.
They are both everything I ever hoped they'd be.
MBU is my fav Live Arcade game to date, you did good.Son of Godzilla said:I splurged and finally bought Marble Blast Ultra and Mutant Storm with that TRU BOGO 50% deal.
They are both everything I ever hoped they'd be.
Omega Five.LakeEarth said:There's also a 3D game that looks like a side scroller where you're on a jetpack, which is that?
Triggerheart Exelica.No6 said:another v-shmup with anime characters
The key to the game is to explode in time with the rhythm of the music. Detonate at the right time and you'll set off a massive chain reaction and score tons of points. Explode at the wrong time and you won't get the same effect. To help you out, a small bar at the bottom of the screen will fill and empty along with the music. The controller vibrates in time with the beat as well, giving you yet another way to follow the tune. This was a life saver on the loud show floor.
Mizuguchi was on hand at the Microsoft booth to watch people enjoy Every Extend Extra Extreme.
Once you piece back together, you're given a brief period of invulnerability to fly around and gather up any power-ups the wasted enemies may have left behind. Some increase the rhythm, sending more obstacles on screen faster. This complicates things but it also allows you to score more points, if you're good. You can increase the rhythm up to 20 times, making things truly hectic.
You can also grab extra time to extend your game. This creates an interesting dynamic. By pressing the B Button, you can cancel an explosion and come back to one piece more quickly. This prevents you from getting massive combos, but it allows you to pick up more time to keep things going. Let the chain reaction go too long and you'll end up running out of time faster than you'll want to.
If you've played Ikaruga before, you should know exactly what to expect out of the Xbox Live Arcade release. There are a few new additions, but the game plays exactly the same as it did before straight down to the enemy patterns. The game is a standard overhead shooter with an interesting color twist. The ship can flip colors with the touch of a button, making it invulnerable to like-colored attacks. Switching colors to stay on the offensive, chain together attacks, and survive is the name of the game here.
The most immediately noticeable new addition is the improved visuals. Running in HD, the game is still taller than it is wide which causes a lot of the screen to be filled up with ugly bars. We didn't have the chance to see if TATE mode is a go. The game field, though, has made a nice transition to the HD era. It's crisp and clean and hasn't been given an ugly overhaul like some games we've seen revived recently.
Every Extend Extra Extreme (E4) from Q Entertainment takes the Every Extend formula of exploding your own ship to cause a huge chain-reaction bomb even further by adding a rhythm game layer. The controller rumbles to the beat. In fact, since it will auto-detect the thump of any music (even country) that you stream off your Xbox 360 hard drive. An on-screen rainbow-colored bar at the bottom of the screen fills and empties along, too, so if the rumble feels a little imprecise, you have a back-up a visual indication. Since you can earn score multipliers up to x5, hitting perfectly on the beat for an "excellent" is another strategic move to consider along with how much time you're spending setting up your super chains.
Power ups are familiar types like extra time, faster fodder feed, speed boost, and a longer lasting shield. The limited amount of shielding after respawn means you have to collect the drops fast or you'll end up crashing.
Rlan said:Except neither game is avaliable ON the Australian Marketplace. Boo urns.
bigswords said:I hate this gay region stuff, most of the 360 games are region free. Why do they even impose a damn region system for the marketplace, there's nothing that is that violent or won't pass censorship (even my marketplace has MK3 but does not have heavy weapon).
INSANE!! It's like MS doesn't want my monies!!!!
Shard said:One word, copyrights.
bigswords said:Hmmmm?
Shard said:Example, wanna know why TMNT isn't in Australia? It is because Ubisoft doesn't hold publishing rights there, some unnamed company does and they have to negotiate in order to get the game published there.
bigswords said:that sucks big time, I though that XBLA was an easy way for devs to get their games out without the fuss of publishers?
Shard said:Example, wanna know why TMNT isn't in Australia? It is because Ubisoft doesn't hold publishing rights there, some unnamed company does and they have to negotiate in order to get the game published there.
Not surprisingly, you control Mr. ESC using the left control stick. You can walk left and right using the thumbstick, or simultaneously hold the right trigger and press in a direction to run. You push up to climb ladders and ropes, or climb over boxes and other obstacles. Pressing the "A" makes ESC jump, and you can perform a bounding leap by pressing the "A" button while running, or climb up tall ledges by jumping up to the edge and pulling yourself up. Mr. ESC's final trick is to get on all fours and crawl into low, narrow spaces.
Using a combination of these moves, your ultimate goal is to get Mr. ESC to the exit of the level in a set amount of time, along with any other poor saps who happen to be stuck in the level with you. It's all simple enough in theory, but getting Mr. ESC to the end of each level can be a challenge.
For all his abilities, Mr. ESC depends on the people he saves -- called Companions -- to help him out. You'll find four types of companions in Exit. The first, simply known as Young People, have abilities very close to Mr. ESC; they can run, jump, climb and use items. The second type of companion -- Adults -- move slower than Young Adults and can't climb without some assistance. They can, however, push large boxes due to their strength. Kids, on the other hand, can't push things or climb by themselves, but they can crawl through small spaces. Finally, there are the totally helpless Patients, who can't do anything without being carried.
Winner. Done. Alpha and the Omega. Nothing else matters. My DOA stick welcomes you, my precious.SAMURAI SHODOWN 2 (Xbox LIVE Arcade)
No6 said:I am leaning towards a dual release of SWOS and Castle Crashers next week. I can taste it in the wind, I can.
Grecco said:Ill definetly be all over SS2 and the SS collection.
Any early guesses on next week? Puzzle quest? or War World?
Shard said:Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, Castle Crashers is 2008, CASTLE CRASHERS IS 2008 DAMN IT!
No6 said:I am leaning towards a dual release of SWOS and Castle Crashers next week. I can taste it in the wind, I can.
TGS hands-on: Every Extend Extra Extreme
12 Comments by Andrew Yoon Sep 21st 2007 1:51PM
Filed under: Microsoft Xbox 360, Puzzle, TGS
Don't let the ridiculous title fool you: Every Extend Extra Extreme has a lot going for it. Q? Entertainment's upcoming XBLA game expands upon the ideas of Every Extend Extra and provides a refreshing twist on a familiar concept. Unlike other shooters where players must protect their ship at all costs, E4 has players actually blowing up their own ships. The explosions caused by the self-detonated destruction ripple across, creating a domino effect that destroys all enemy ships within range of the connecting string of explosions.
E4 improves upon the previous titles by making true on the promise of the PSP E3. Mizuguchi's trademark music synesthesia style was merely cosmetic in that title, with almost no interactivity between the music and gameplay. E4 is different, however. As if taking a cue from Everyday Shooter, the explosions now add to the musical tapestry of the game, as they'll add an interesting and catchy beat to the music playing in the background. Detonating at the top of a beat will make the resulting blast even more powerful, so internalizing the music will only add to the gameplay experience.
E4 also adds a new shield system that encourages players to pick up power-ups as quickly as possible before they become vulnerable once again. The balance created by the new shield system creates a much faster-paced game than before, one where players will opt to trigger explosions more frequently -- it also makes the game a lot more accessible than the PSP title, which was somewhat notorious for its difficulty.
The new Endless mode is a great addition to the franchise, as it allows players to enjoy the simple pleasures of the gameplay without having to think too deeply. In order to extend time in Endless mode, players will still need to pick up Extend power-ups, but so long as they do, the game can continue indefinitely, perfect for competitive point earners and casual gamers alike.
It's easy to say that Every Extend Extra Extreme is an improvement for the franchise. It offers accessible gameplay that works well for both the hardcore and the casual, and includes a plethora of modes that will certainly keep players interested. The shooter mode, for example, returns the game to more traditional roots. The only misstep seems to have taken is in its visuals. Compared to the vibrant and varied themes found in E3, E4 looks somewhat uninspired. Also, the boss characters have been removed from E4. Sure, they were much too difficult in the previous game, but they could've added a lot of potential for quick strategic thinking. However, E4 is a clear progression forward for the series, one that deserves to get a bit more attention on XBLA.
TGS hands-on: Ikaruga (XBLA)
24 Comments by Andrew Yoon Sep 21st 2007 2:55PM
Filed under: Microsoft Xbox 360, Action, TGS
There are many gamers that don't know of, let alone know how to pronounce, Treasure's Ikaruga. Unfortunate, considering it's the definitive shooter of the last console generation. With its arrival on Xbox 360, a whole new set of gamers can enjoy Treasure's masterpiece, which was previously only available on the Dreamcast and Gamecube.
Those that have already played the game can rest assured that the game is identical in every way to the original. Every enemy pattern that we've seen in our short time with the game remains exactly as it was years ago. There is one key enhancement: the video has now been upgraded to run in HD, making the game look as good as you remember it. Admittedly, you won't be concentrating at the backgrounds while playing the game, simply for the sake of staying alive. However, it's a good addition to know will be in this remastered re-release.
Those that haven't played the game will find Ikaruga to be one of the games that's easy to learn, but difficult to master. The game only uses two buttons: A and B. One button will let you shoot a barrage of bullets, while the other will let you switch polarity. Polarity becomes the big theme of the game, as your ship changes strengths and weaknesses when changing affinities. Being a white ship will allow you to destroy black ships twice as quickly, but it will leave you vulnerable to any attack from black fire. The opposite is true for black ships. Your ship can absorb the bullets of the same color, which you can then throw back at enemies. These rules are the construct for devilish enemy patterns and level designs that will have you memorizing each level just for fun. It's brutally difficult, but immensely satisfying, and easily one of the best additions to XBLA.
GDJustin said:Did ANYONE buy Geon?
I dug the demo so picked it up (I'm a sucker for $10 pricetags - I'll buy almost ANYTHING at $10. I'll buy 6 $10 games before 1 $60 game).
I haven't played it much because I got a PS3 this week too, but what I DID play beyond the demo was pretty neat. A nice selection of modes, etc.
The 1v1 multiplayer worked great (I got spanked every game), but both team games I got into were lagged all to hell.
Yeah absolutely, both for XBLA and PSN, itd be fantastic. I think that probably a high-res Turrican more based on the Amiga Turricans would be great on those platforms. We obviously have the Virtual Console out there on the Nintendo side, and thatd obviously work well for the Genesis and Super Nintendo Turricans. So yeah, were talking!
No6 said:Now someone tell how and who approved GEON? I mean, what gap does this fill in the XBLA roster? The boring game gap? Even the bad XBLA games like Mad Tracks or Street Trace are still interesting, just broken/messy. This is just dull.
TerryLee81 said:Any chance that we get Puzzle Quest on Wednesday?
McBradders said:Gah, now I have to see if War World has some links that are work viewable... or does it have a good old fashioned Gaf Topic of all info required somewhere else?