New Happy Tree Friends: False ALarm video: Developer's Commentary
http://media.xbox360.ign.com/media/903/903771/vids_1.html
http://media.xbox360.ign.com/media/903/903771/vids_1.html
Rocky and Bullwinkle will be making its way to the Xbox LIVE Arcade on April 16th for 800 MS Points. Word of this comes from a ZEN Studios press release detailing a Rocky and Bullwinkle themed table that is on its way available now for Pinball FX. The new table will be is available for 200 MS Points and features Rocky, Bullwinkle Boris Badenov, Natasha Fatale and all the rest of the gang from Frostbite Falls. The full version of Pinball FX is required to enjoy this new table.
It means Streetwise sucked hard and damaged the franchise. Capcom knows this and they want people to forget Streetwise before they move forward with a possible Final Fight Remake.RBH said:What exactly does this mean?
Final Fight on XBLA/PSN should be an automatic YES and not a fucking "maybe."
o the layperson, Shotest Shogis gaming surface will look something like an oriental version of Scrabble, when it is really, in fact, an oriental version of Western chess. Therefore, a horse is a horse (of course, of course) is a knight in Shotest Shogi as well, but twists such as certain classes of bishops also being translated into steed-based combatants muddy the water for U.S. players. Add to the slightly different character lineup (theres no queen for instance) the fact that the pieces themselves are non-iconic in structure, (replaced with Chinese-based Japanese lithography) and general mayhem normally ensues at first glance of the board and its pieces.
Rubicon is here to calm players fears about this very interesting chess variant by including a thorough tutorial section in Shotest Shogi. Full, in-game tutorials are available in beginner, intermediate and advanced flavors, but all with one goal in mind: dominance of the warrior on the other side of the table; you know, that shifty looking chap hoping to put your king in check. Visual aids such as board highlights and interactive, in-tutorial tests have been included as well, and will surely help Shogi n00bs become very comfortable with the game before throwing down in the Career mode, via Xbox Live or against one of Shotest Shogis sixteen CPU masterminds.
* Beginner Complete all sections of the beginner tutorials 5 GS Points
* Intermediate Complete all sections of the intermediate tutorials 10 GS Points
* Advanced Complete all sections of the advanced tutorials 15 GS Points
* Local Winner Beat any opponent in career mode 15 GS Points
* Shogi General Earn a skill rating of more than 1200 20 GS Points
* Shogi Master Earn a skill rating of more than 1600 30 GS Points
* Xbox Live Winner Play an Xbox Live enabled game, in any mode, and defeat your opponent 15 GS Points
* Xbox Live Winner 3 Play an Xbox Live enabled game, in any mode, and remain unbeaten for 3 games in a row 20 GS Points
* Xbox Live Winner 7 Play an Xbox Live enabled game, in any mode, and remain unbeaten for 7 games in a row 30 GS Points
* Xbox Live Player Play to completion 25 online matches, win, lose, or draw 10 GS Points
* Career Hero Defeat all 16 computer opponents in career mode 20 GS Points
* Career Loser Lose three games in a row in career mode 10 GS Points
Moby Dick 10
Single Player: Destroy the Mecha Orca.
Hot-wired 10
Single Player: Capture all 3 hijackable vehicles at least once.
Pyromaniac 10
Single Player: Burn 50% of infantry in any Zone: Medium or Hard difficulty in one session.
Ice Cold 10
Single Player: Freeze 50% of infantry in any Zone: Medium or Hard difficulty in one session.
Assault Flags 10
Single Player: Collect all of the Flags scattered throughout the game.
Fearless 20
Single Player: Complete 3 sequential areas on foot: Medium or Hard difficulty in one session.
Wonder twins 20
Zone Battle: Use all 4 Co-Op attacks, kill 10 units with each: Medium or Hard in one session.
Zoned Out 20
Zone Battle: Complete 6 Zones, each with the help of a different LIVE enabled friend.
Escapist 20
Zone Battle: Defeat all spaceships in Areas 29 & 30: Medium or Hard difficulty in one session.
Smoothie Heroes 20
Co-op Campaign: Kill 100 infantry, one player freezes & the other shatters, on Hard in one session.
Underground Hunters 20
Co-Op Campaign: Finish all underground areas with the help of a friend: Medium or Hard difficulty.
Heroes Campaign 30
Co-Op Campaign: Complete all areas on Hard difficulty with the help of a friend.
Texas-based indie game developer Certain Affinity has an interesting split of projects, having been formed by Bungie veterans and having first worked on add-on map packs for Halo 2.
However, the firm now has two projects in progress, since it's working with Valve and creator Turtle Rock to develop the Xbox 360 version of the upcoming zombie action title Left 4 Dead.
At the same time, Certain Affinity is preparing to release their first original title, hex-based strategy game Plunder, to be published by Capcom for digital download later this year.
In this in-depth interview, Gamasutra spoke to Certain Affinity president and Bungie vet Max Hoberman about some intriguing industry-related issues centered around both Left 4 Dead and Plunder.
Topics include the advantages of developing from scratch as opposed to using middleware, working with Valve and Capcom, and the 'messy' politics of doing cross-platform play across PC, PlayStation 3, and Xbox 360.
Tell me about Certain Affinity. How did you get started?
Max Hoberman: Im originally from Austin, Texas, and I moved up to Chicago and then out to Seattle. I went to work for Bungie and I was there for about ten years. I moved back, finally, to Austin. I missed the sun.
When I went back, I was working for Bungie remotely, but theres only so much you can do remotely in the game development business. Its very much collaborative, especially since I worked in multiplayer as the multiplayer online lead at Bungie. Its just an extremely collaborative business.
I wanted to go on and do bigger and better things. I met a really good group of guys and we ended up founding Certain Affinity. Austin has a lot of people with a lot of experience some of my guys are old Origin guys, going back to the late eighties. Our lead programmer started in 87, and was the lead programmer on some Wing Commander games. So we put together a really good initial group, and since then weve about tripled in size.
To what?
MH: Were eighteen people right now, and were interviewing and have a number of people were probably going to make offers to soon, so well probably go up to twenty-two or twenty-three in the near future. Yeah, weve got a really good group of guys, and since Halo 3 wrapped up, Ive managed to get a couple of good friends from Bungie who moved down to Austin and are now working with us good team.
Is the company going to be very multiplayer focused, coming from your background?
MH: Its kind of weird. Its kind of unavoidable for us the common thread running through us at the company is that we all love multiplayer. I say 'multiplayer,' and then I kind of catch myself, because its actually cooperative multiplayer play that we like.
Multiplayer in a free-for-all setting, I dont think it has the same kind of appeal as team-based cooperative multiplayer, whether its a cooperative single-player experience against the computer or against other people. Its cooperative, team-based games that are really fun, and thats a thread that I see going through everything were doing. Were doing the Xbox 360 version of Left 4 Dead for Valve, which is this cooperative zombie FPS, and its definitely a common thread for the company.
Are you doing the Xbox 360 version or the multiplayer stuff?
MH: Were responsible for every aspect of the Xbox version, and the game is also in development so weve helped them out a lot with the PC version. Its not exactly a port, its simultaneous development on the Xbox version and theres a lot of back and forth with those guys. But yeah, were responsible for everything from the control scheme to the matchmaking, and doing some pretty cool, pretty ambitious things. I cant talk about that too much without Valve here, but were doing some pretty cool stuff.
Regarding Plunder, its hex-based, and there havent been a lot of hex-based games for a long time. A couple of Japanese RPGs have filled the gap since the eighties
MH: --Was there a gap? I wasnt aware there was a gap?
I havent seen a whole lot.
MH: Yeah, I know what you mean. I actually wrote up the design doc for the very first draft and its changed a lot, but the very first design doc for Plunder I wrote up a couple of years back, and at the time I was playing Settlers of Catan. I was just incredibly impressed with that game. Everybody Ive brought in to play that game has enjoyed it, whether its my friends, parents, wife, my siblings, everyone. I just wanted to make a game that had that same accessibility.
You know, one thing I hated about it, because Im impatient, is that its turn-based, so I thought Id start with some of that, take away the turn-based, turn it into a real-time strategy and see where that leads, and we ended up with a really interesting game. Its hex-based, but it doesnt feel hex-based.
Some of the early shots I saw of the Live Arcade version of Catan, where you can play in a 3D environment got me thinking, "Oh, wow, you can do 3D in a hex-based game really well," and I think we have.
When youre playing the game, it doesnt feel hex-based. I think what actually happens is that you actually forget youre playing on hexes. You think youre in this little 3D world. Hexes are a beautiful interface for the map editor, for example. Youre laying out hexes, and that sort of thing and interface for controlling your ship and all of that.
Chiaroscuro said:Great, I will download the table as I get home. Any new achievement?
N+, TMNT 1989, Contra, etc.Sectus said:How many broken XBLA online games do we have now? Mr Driller, Doom, Lumines Live, SWOS, Speedball 2, Metal Slug 3, and probably a lot more.
Princess Skittles said:N+, TMNT 1989, Contra, etc.
I was exaggerating, but the point still stands that there are a lot of more enjoyable Capcom games that should be in line for remakes before Final Fight.RBH said:
I've never had a game without lag in N+ =(SpeedRazor said:N+? I've played countless 4 player games with little to no lag at all. It's been one of my favorite online Arcade games.
Pretty much all of them.Sectus said:Microsoft should really add a requirement for multiplayer XBLA games to actually have some proper netcode.
How many broken XBLA online games do we have now? Mr Driller, Doom, Lumines Live, SWOS, Speedball 2, Metal Slug 3, and probably a lot more.
The general rule seems to be that if a game is an emulation or port, then you can pretty much assume online multiplayer is unplayable.
DCX said:Downloading now!! I wish they had the license to Attack from Mars! I LOVED that game along with the Star Wars: Episode One pinball games!
BojTrek said:I emailed the main guy at ZEN Studios about licensing Attack From Mars! or big name games... and he replied back and replies back to all emails...
He said that the licensing cost was so high that they could not afford it... he told me to think of a high number and add a ton of 0's to the end...
Oh well...
Shard said:
Yeah, TMNT Arcade was one of the top titles on XBLA last year, yet somehow no lessons were learned. Konami and Ubisoft put aside their differences and were rewarded very handsomely because of it. Pay attention, publishers.AstroLad said:Grrrr, I hate licensing BS. I wish the two companies could just get together and say "we know you value your brand highly, but this is how much we're going to make--it's a tidy sum and quality product and you can get x% of it." It's not as if any of these brands would be harmed by competent games featuring them--quite the opposite. But instead they just sit dead in high-priced-unused-license-land.
It's a real shame, because you know they'll probably never be used as the brands lapse into obscurity and the demands remain "ZOMG billion dollars upfront."
Let me rewind a bit. The Penny Arcade adventure, at the moment, is an episodic adventure-RPG starring the infamous Gabe and Tycho--except in 1922 instead of the modern day. They're the two principals of the Startling Developments detective agency, and they're investigating the giant fruit-f---er (a Penny Arcade term) robot rampaging through New Arcadia. You play a normal everyday Joe or Jane whose house is destroyed in the rampage, and join up with the duo to investigate these robotic shenanigans. I'm not going to talk about any plot elements, or even mention any of the numerous jokes, beyond that.
Character generation is simply a matter of choosing from pre-set options for body, face, and clothes. While you can't re-create Val Kilmer (like in Mass Effect), one nice effect of this pre-fab system is that, whatever the result, your character is drawn perfectly for the numerous dialogue interactions and 2D comic-strip panel cutscenes. Normally, you're a 3D cel-shaded character, but whenever you're in a conversation tree or key cinematic moment, you look like a natural denizen of Penny Arcade's cartoony universe. It's already a seamless integration of the Penny Arcade art style.
The combat system is a straightforward turn-based endeavor. Each of your party members has three icons enclosed within individual circles--one for item use, another for a basic attack, and the last for any special attacks. You wait for the circle to fill up around the icon, and then can click on it to perform an action; the order the circles fill the icons in is item, then attack, and finally special attack. While you're waiting for the circles to fill up, the enemies can take a chance to smack you as well; your defense for these instances is proper use of the block button (spacebar for the PC) to either absorb, or at least mitigate, the incoming damage. Each special attack uses a specific minigame: yours is a spinning arrow inside a circle, hitting space at specific parts of the circle as the arrow does a 360-degree rotation adds bonus damage. Gabe's special attack is a two-part affair where you rapidly hit the spacebar to fill a meter. Once filled, you watch a bar descend that same meter, and hit the spacebar when that bar lines up with a colored area on the meter to determine Gabe's bonus damage.
Ann does more than talk sass with her uncle.
Thus far, my party consists of myself, Gabe and Tycho, with a random cat found on the street named T. Kemper, and Tycho's niece, Ann-Claire as supporting members. The last two are somewhat like summons in a Final Fantasy game; not independent, controllable party members, but special attacks that can be used on occasion. T. Kemper just licks himself (it does a whopping one point of damage, but also supposedly slows down the enemy to give you extra time to wait for your circles to fill), while Ann-Claire will fire away with her flamethrower.
Syb said:I have 400 spare points, what would I best spend them on?
Gowans007 said:I'll ask for a refund today on Mr. Driller and post how it goes.
Where, and how?Gowans007 said:I'll ask for a refund today on Mr. Driller and post how it goes.
Gowans007 said:I'll ask for a refund today on Mr. Driller and post how it goes.
Content: Mr.DRILLER Online
Price: 800 Microsoft Points
Availability: All Xbox LIVE regions
Dash Text: [ESRB: E (EVERYONE) MILD FANTASY VIOLENCE] Single Player, Xbox LIVE Multiplayer 2-8, Local Multiplayer 2, HD (High Definition). The popular Mr. Driller series makes its debut on Xbox LIVE Arcade! Featuring an addictive single player mode, Online VS. play, simple controls and deep gameplay. For players of all ages and skill levels. This game requires the Xbox 360 hard drive or the 512MB Memory Unit for storage. There are no refunds for this item. For more information, see www.xbox.com/live/accounts.
Remy said:Good luck, sir.
They should've realized that on their own though, before all the complaints rolled in.Rlan said:
MicVlaD said:They should've realized that on their own though, before all the complaints rolled in.
Rlan said:
soldat7 said:Speaking of broken Mr. Driller, I would have spent countless online hours on Lumines Live! were it not for the broken online play. There is simply no excuse for the poor performance of these Arcade games' netcode.
BojTrek said:I emailed the main guy at ZEN Studios about licensing Attack From Mars! or big name games... and he replied back and replies back to all emails...
He said that the licensing cost was so high that they could not afford it... he told me to think of a high number and add a ton of 0's to the end...
Oh well...
Once I again, I concur most thoroughly. You sir, are a man of excellent gaming taste.Rlan said:After a few weeks of long, LONG hours at work - I give you:
What needs to be on XBLA? #5 - Chu Chu Rocket!
http://www.xblah.net/2008/04/what-needs-to-be-on-xbla-5-chu-chu.html
MicVlaD said:Also, for those who've missed it: here's an interview I had with Metanet Software (N+), where they talk about their next game (Robotology) among other things.
steverulez said:Do we know what Ninja Bee are up to atm for XBLA?
Been playing Outpost Kaloki X and Cloning Clyde a bit recently, damn good games, I want sequels!