Rocketmen: Axis of Evil Official Thread is up and running
http://www.neogaf.com/forum/showthread.php?t=247617
http://www.neogaf.com/forum/showthread.php?t=247617
XBLArcade.com:The game seems to have a Sim City with "disasters turned up to 11" vibe to it, was that intentional?
Justin Kovac (Frozen Codebase Lead Designer):
Absolutely. The original ideas (which are more noticeable in the DS version) were focused on just taking a concept like Sim City and flipping it around. Knowing that was the game at its very core, we were then able to focus on all the other gameplay elements to stack onto it.
superfly-image77 XBLArcade.com: Tell us about the Multiplayer elements?
Justin Kovac (Frozen Codebase Lead Designer):
The Multiplayer side of the game are Cooperative and Destruction modes. In Cooperative mode, the campaign works the same as Single Player, though a few things are slightly tweaked (such as the required number of generators destroyed to defeat a boss). Destruction mode supports up to four players on Xbox Live (two on split-screen), and is a head-to-head race of who can destroy the most before the clock runs out. Since the player only starts with level 1 elements, powerups are scattered throughout the levels that will give the player the higher level elements, as well as things like temporary invincibility and score multipliers. Death in destruction will take away a portion of the money you've earned, so players can focus on destroying more than their opponents or focus solely on destroying them.
XBLArcade.com: What other game modes will we be seeing?
Justin Kovac (Frozen Codebase Lead Designer)
Single player will consist of three modes. The Story mode is your basic progress through the game until the end mode. Free Play mode allows players to hop into any of the missions they've completed in Story mode and take as long as they want to destroy all the buildings in any level. Lastly, Survival mode is unlocked after beating the game and is essentially the games expert mode. In this mode, the player's energy is constantly draining and powerups are scattered through the levels.
XBLArcade.com:Will we be seeing any DLC for the title, and if so, what will it entail?
Ben Geisler (Frozen Codebase Producer):
I will only say this -- yes!!! There is something really cool in the works and DLC is definitely planned. Its going to entail not only an enhancement to the original experience but brand new modes.
XBLArcade.com:When are we going to be able to get our grubby little paws on it? And before you bust out that "No comment", at least give us some sort of hint
Ben Geisler (Frozen Codebase Producer):
Ill tell you that were entering CERT testing now. Lets keep our fingers crossed and well have it to you as soon as possible!
China gets into Xbox Live Arcade development starting with Crazy Mouse
Written by: Spencer on February 15th, 2008 @ 1:01 pm
Microsoft is ramping up Xbox Live Arcade development in China and one of the first titles scheduled to come out is Crazy Mouse. Ultizen Games, whose other titles include Kung Fu Piggy, is leading the project. Aside from the developer and its Xbox 360 Live Arcade Game Concept Award not much is known about Crazy Mouse. It exists, probably sitting in development alongside plenty of other original, unknown Xbox Live Arcade games.
And I wonder how many of them are being developed in regions other than North America, Japan or Europe. It would be great if Xbox Live Arcade becomes an internationally diverse platform with titles from India, South Africa and South America. Ive never played a console game constructed in South Africa before
Real distribution, RealArcade developing WiiWare and Xbox Live Arcade games
Written by: Spencer on January 7th, 2008 @ 9:45 am
realarcade.jpgRealArcade might not be well known to the core gamer crowd, but they will be soon. Their casual titles are heading to consoles. At CES, I asked Michael Rasmussen, Director of Business Development Off-PC Games from RealNetworks, if they were planning to support console browsers in the future. To my surprise, he explained they are going one step beyond with plans to use the existing digital distribution systems to sell RealArcade games. RealArcade games are coming to the Xbox Live Arcade in the near future and WiiWare titles are in development. When I asked about PlayStation Store support he said "its up in the air". No specific titles have been announced, but RealArcade holds the license for board games like Scrabble. I imagine they will leverage their popular board game licenses on top of porting existing RealArcade games.
soldat7 said:MS burying the Arcade even deeper in the menu and lackluster pre-release marketing and post-release marketing are to blame I think.
The sticker-shock of many 800 and 1200 MS point games is also a big problem (not sure how MS can convince folks that $10 is a movie ticket and $15 is a DVD).
XBLA needs a blade of it's own, MS needs to improve XBLA marketing, and they need to implement a program to continually reduce prices over time.
Icarus said:Yes.
Umm... no. $20 is the pain threshold... I don't see a lot of bitching about prices for the hours of entertainment these games give, especially relative to full retail releases.
Yes, yes, no. The value quotient for the game doesn't change over time and there's no inventory to manage out of the channel for new stock, why would there need to be reduced prices over time? All that'll would do is make the starting prices $20 or $30 so they can get managed down to $10 or $15. They're starting at the prices they should finish at, I'd leave that part alone.
Stick with it. Just memorize the pattern and it'll only take a few tries. The ending is worth it.Carl Martin said:I'm so fucking mad right now. I'm playing Psychonauts and I've enjoyed it alot. Until I now. I'm at the Meat Circus and this is the most boring piece of shit level ever. WHY THE FUCK DID THIS LEVEL EVEN MAKE IT INTO THE GAME?
Oh, yes I know! Let's make a level based on platforming because the controls and camera are fucking ass juice and it will be almost possible to clear the level! I'm a fucking genius. Waaaaaweeeeeeee!
Did you buy/try Gripshift and N+?DCX said:Man, i have a shit load of MS points and nothing really worth spending it on, what's on the horizon?
DCX
Got E4?DCX said:Man, i have a shit load of MS points and nothing really worth spending it on, what's on the horizon?
DCX
Quazar said:Just got new EGM and can't wait to hear more on Plunder. Has some nice ideas just hope it isn't too simplified.
I have yet to get Gripshift. That will be picked up tonight. N+? Dont know if i'll like it much.MicVlaD said:Did you buy/try Gripshift and N+?
Same here, I've been sitting on like 2000 points. I'm just waiting for Ikaruga, Bionic Commando, and Castle Crashers, but they are taking their sweet ass time getting here. Maybe I should spend them on new bomberman costumes....hmmmmDCX said:Man, i have a shit load of MS points and nothing really worth spending it on, what's on the horizon?
DCX
N+ is one of the best (and purest) 2D platformers ever created in my opinion, so I think you'd like it as long as you like playing games of that genre.DCX said:I have yet to get Gripshift. That will be picked up tonight. N+? Dont know if i'll like it much.
DCX
Icarus said:Umm... no. $20 is the pain threshold... I don't see a lot of bitching about prices for the hours of entertainment these games give, especially relative to full retail releases.
womp said:Any idea what we'll be getting this week? It's been much more hush hush than usual.
VALIS said:Is The Incredible Machine still coming? It was quasi-announced in a Vivendi financial report over a year ago and I'm not sure if there's been anything since.
Icarus said:The merger might have an impact on it.![]()
Shard said:No, it is you who has not been paying attention. We are getting Rocketmen: Axis of Evil this week.
Quazar said:Has Plunder details been posted in this thread/EGM? I'll post some info if not.
Quazar said:Plunder takes it's influence from Settlers of Catan board game and plays out as an RTS where each player steers a ship and compete to capture the most land.
With up to eight players in a game, team coordination is key.
Four player split screen support to a Halo-esque matchmaking system that allows players to stick together in parties to a map editor that'll let you upload and share custom maps.
soldat7 said:Well when Puzzle Quest was released at 1200 MS Points a lot of folks at xbox.com and gametrailers.com were complaining. 1200 MS Points is definitely painful for many many people even when the value is obviously there (Puzzle Quest).
Target offering BOGO pre-paid XBLA game cards
Posted Mar 2nd 2008 1:15PM by Dustin Burg
Filed under: Xbox Live Arcade, Deals and Bargains
This week, Target has a pretty dandy Xbox Live Arcade deal where they're offering a buy one get one (BOGO) free sale on all their pre-paid XBLA game cards. This offer is only good on pre-paid XBLA cards, which are nothing more than a redemption code to enter on the XBLM, that are $9.99, so your selection will be limited to games like Worms, Boom Boom Rocket or Mortal Kombat 3. But if you're looking to expand your XBLA library, getting two $10 XBLA games for the price of one isn't all that bad of a deal. Though, we are sort of saddened by the fact that our local Target is sold out of the pre-paid GoldenEye 007 XBLA cards. Maybe they'll be in stock next week.
shintoki said:*Cries*
Any word on Ikaruga release date yet?
Shard said:No. The last date I saw was a nebulous "Winter 2008" on the Ikaruga XBLA site.
Joystick interview: Penny Arcade Adventures
It's fair to say that quite a lot is expected from Vancouver-based developer, Hothead Games. The group not only has to deliver a series of downloadable and episodic adventure RPGs in regular intervals, but also appease a fanbase so large and rabid that it can click your website to death -- accidentally, if you're lucky. On top of all that, the poor developers are occasionally dragged into a tiny room for the sole purpose of being poked by a plethora of questions regarding their upcoming games.
Penny Arcade Adventures producer, Joel DeYoung, and Hothead creative director, Ron Gilbert, had to endure just such a prodding during GDC, the results of which can be viewed after the break. Appropriately enough, our interview's almost as long as the title of the first episode: On the Rain-Slick Precipice of Darkness.
How far along is Penny Arcade: On the Rain-Slick Precipice of Darkness?
Joel: It's very close to done, we're beta on Episode One right now, and because it's episodic and we're gonna release episodes every few months, a lot of the work and content on Episode Two is already done. We've already started started work on Episode Three and so the team is split in working on them in parallel.
Do you have a maximum number of episodes already planned out?
Joel: We haven't announced how many episodes we're gonna release, but we do have to plan a fixed number of episodes. Each episode has its own story, bu the story arc runs the entire length of the game series and so it definitely has a beginning, middle and end.
Ron, what have you been doing for the last few years? We've been reading your ramblings on Grumpy Gamer, but what have you done outside of that?
Ron: For most of the last couple of years I've been doing two things: I do a lot of consulting with companies, which is how I hooked up with Hothead, because I'm doing consulting on the Penny Arcade game for the adventure game aspects of it. The other thing I've been doing is just working on the design for my DeathSpank game and pitching that to different publishers which, once again, led me to Hothead since they're gonna be publishing and funding the game.
So it has nothing to do with that Monkey Island money finally running out?
Ron: [laughs] There was no Monkey Island money to run out, so no.
What exactly does your job entail at Hothead? What do you do on a day-to-day basis?
Ron: Two basic things. As creative director, I work with the other designers, just brainstorm with them and look over their designs and provide support where I can. And for the Deathspank stuff, I'm the designer for that and also leading that project. We're in pre-production right now, so I'm working very closely with the artists, getting the whole look and feel of the thing figured out.
How was the connection made between Ron and the Penny Arcade game?
Joel: Well, at PAX back in 2006 we announced we were doing the game, and Ron actually sent us an e-mail. We were a bit cagey about what style the game was -- we said it was a "comic adventure" -- and so he said, "If that means it's at all an adventure game or even close to an adventure game, then I'm really interested in working with you guys on it." So, he jumped at the opportunity for sure.
So you guys didn't just say, "Hey, we can put Ron Gilbert's name on our game!"
Joel: Well, it's great having Ron associated with Hothead and having him on as our creative director, but he's really brought a lot to the process of helping our design team. And frankly, Mike and Jerry at Penny Arcade understand how you structure a story for an adventure game.
What's it like working with Mike and Jerry? They're obviously familiar with games; they write about them, they make fun of them, but they're not really known for designing them.
Joel: Well yeah, they're not game designers and they've never made a game before. They're absolutely insane to work with, they're very creative guys. We'll sit around at their office around the whiteboard, brainstorm out the story, the structure, the way the adventure game stuff's gonna work. It's been a real eye-opening experience for them I think, seeing the process of making a game from beginning to end. They do see a lot of games, they talk a lot about games, they know a lot about games but, I think it was eye-opening for them seeing how unfinished games look throughout the process. That being said, they have definitely been involved day-to-day. Jerry has not only written all the dialogue, but every word in the game has had his hand on it. And Mike did a lot of the character design and environment design and they work on a daily basis with our people at Hothead.
Ron: They're both really great people and I think the brainstorm meetings we've had with them have been some of the best brainstorming I've been involved with. They really understand the whole brainstorming process and how you churn ideas through really really well. So, it's been wonderful to work with them.
That's an interesting way to approach game design, isn't it? Getting people who aren't already entrenched into the development scene, acting like a fresh pair of eyes.
Ron: I think there's a little bit of that. I think with Mike and Jerry, they're very very creative. And Jerry is such an incredibly good writer, and that's something that the game industry really needs more of -- really really good writers. So, it was really great to be able to work with him and yeah, he does kind of bring a fresh perspective to things and how they approach things with the comic versus games.
So, why choose episodic for this series of games?
Joel: Well, for several reasons. It's really the best way to tell a story in a lot of ways. Because, you know, we're pretty familiar with TV shows and having self-contained stories, but having a larger story arc. But it's also just getting the game into the hands of the gamers earlier and being able to hear their feedback and respond to that. I'm sure we'll get lots of feedback from the Penny Arcade fans after Episode One comes out, and we will listen to that and incorporate that into future episodes. It's also very difficult these days -- you buy a game for fifty bucks, and it's forty hours of gameplay and it's actually really hard to make it through the whole thing. And episodic, I think, is just reflective of how a lot of hardcore gamers or formally hardcore gamers now have busy lives and aren't able to actually play a game. I've picked up some big AAA games recently and they look really great, they're really polished, it's just almost a daunting feeling that I'm gonna have to work through this and finish it all. And as you know, a lot of games don't get finished. We think episodic lets people have a chance at having a self-contained experience that they can get through.
Ron: Yeah, I think the number one thing for me and why I'm interested in episodic, is I want people to see the end of my game. I think for a lot of games the endings are just not seen by most players.
Or they're just not very good.
Ron: Well, I think they're not very good because ... who puts the time into them? I think a lot of developers know that 15% of the people are actually going to see the ending, so why build an arc towards things? Why spend time and effort, technically and creatively, on the ending when 15% of the people are gonna see it?
Do you know how long it'll take between episode releases? Do you have a fixed schedule?
Joel: Yeah, definitely there's a fixed release schedule. It's tentative right now, but we're talking about one every four months. Because, you know, this is a new model for us, and it is quite tricky with all the project management scheduling, making sure we're officially overlapping the work on all the episodes.
I imagine deadlines are a huge issue when it comes to episodic games.
Joel: Absolutely. People know it's going to be coming out regularly, they're gonna expect that it comes out on time at a regular interval. I think Telltale's done a great job of saying, we're gonna release episodes of Sam & Max every month, and people that are fans of the series look forward to the release day very much.
Do you think the constant pressure of deadline after deadline -- you have to finish the game and work within your allotted amount of time -- spurs on creativity?
Joel: Well, it's always a struggle making video games. You always have deadlines, you always have these pressures, but you also don't want to release something too early. Certainly in the case of the Penny Arcade game, we know the fans are very particular about their games, and we think they'll be really critical of this game, as they should be. So, it's important to us to make sure they get an authentic Penny Arcade experience and something that's really high quality. While we certainly have our own pressures to get it out as soon as possible -- we want to get this in people's hands -- we've always said we weren't going to release this until we really felt it was ready, and frankly, until Mike and Jerry really think it's ready. One philosophy we have at Hothead is to get the game running as soon as possible and then take the time to step back, see what's good, see what's maybe not so good, and take the time to iterate. We've really done that with this first episode.
Ron: I think with episodic games, you have something else going on in that a lot of creative work is really done upfront. It's not that, you know, we're making a game a month or a game every three months. There's a whole lot of work, so I think that creativity isn't really cut short because it's episodic since a lot of work is done upfront. I think with the episodic stuff, at least for me designing the Deathspank games, is it really focuses me. It really says, "You know what, I need to put the important things in this game and not the unimportant things." I think in some ways that's a good thing creatively.
The first Penny Arcade trailer you guys released was met with a bit of a lukewarm reception. Was that too soon?
Joel: Well, possibly. Looking back on it, we definitely wanted to show people we were very excited about the 2D look and the sort of vector graphics style cutscenes that we have in the game and how you're customized player shows up in there. But we also didn't, because it was very early, we didn't want to give the wrong impression that it was a strictly 2D game, so we threw in bits of 3D. Definitely, we were at a very early stage with not only the look of the characters, but the rendering approaches we were using -- the toon shading wasn't in at all and so forth -- so I think some people might have misinterpreted what that means. It simply means that when the next trailer released, people were able to see the progression we were making along the way.
I was looking at it yesterday, and you have these really neat transitions from 2D to 3D. Did that present a notable technical challenge?
Joel: Absolutely. Even just aesthetically, trying to bring a 2D comic IP into 3D games is a challenge. It's two very different art styles, and we wanted to make sure that it was very seamless. So, there's aspects of it in the 3D world. When you run to the edge of an area, a little comic panel appears and the whole thing slides over. When you're watching the 2D cutscenes, you see them in comic panels and you can see the other panel (non-animating) that's coming next and then one panel freezes, it slides over ... We wanted to just have those themes go through the entire game to make it seem as seamless as possible.
Why did you decide to make the game into an adventure RPG? When you read the comics, they don't immediately lend themselves to any specific genre.
Joel: Yeah, it's true. I think the story, being set in an alternate universe -- it's in the 1920's, it's kinda H.P. Lovecraft style -- It's a story that Mike and Jerry have wanted to tell for a long time. In terms of the style of game, we think that people who are fans of Penny Arcade are pretty hardcore, and we believe that there are a lot of RPG fans that are also fans of Penny Arcade, so we wanted to definitely get those RPG elements in. But, the adventure stuff comes from the fact that this is a very story-focused game and it's about telling that story in the way that only the Penny Arcade guys can. You know, we've all got a soft spot in our hearts for adventure games, having played a lot of the old adventure games (it's why we're so happy to be working with Ron), but we believe that for today, to bring adventure games back if you will, we wanted to add something extra to it.
It's kind of an unusual game for XBLA in particular, since most of the games are action-based, pick-up-and-play titles. In this one, you have to immerse yourself in the story and RPG elements. Do you think it'll be tough getting the attention of Xbox Live Arcade gamers?
Joel: We think there's a lot of people that are Penny Arcade fans and that really like Xbox, so a lot of them are gonna have Xboxes. The thing about Live Arcade, certainly it has been pretty focused on arcadey-type games and this is definitely going to break new ground, but we think Live Arcade is a great service because it's focused on digital distribution. More and more people have broadband, more and more people want to be able to just be on their couches and download a game directly to either their PC, which they'll be able to with this game, or to a console. So, we're very excited about the platform and we're excited to be breaking some new ground with it as well.
Any other target platforms under consideration aside from XBLA and PC?
Joel: We've always said that we want the gamer to choose the platform they play this on and not have the game impose it on them. We don't have any extra news to announce at this time, but there's probably going to be some stuff coming up about being able to get this in other ways as well.
So, Gizmondo version?
Joel: [laughs] We'll have to see, we're doing that after the Amiga.
Shard said:XBLA Deal happening this week at Target.
http://www.xbox360fanboy.com/2008/03/02/target-offering-bogo-pre-paid-xbla-game-cards/
MicVlaD said:N+ is one of the best (and purest) 2D platformers ever created in my opinion, so I think you'd like it as long as you like playing games of that genre.
I thought we'd all agreed this was vapourware?:lolShard said:Warlords Atari, Inc. E No Descriptors Xbox 360
cjelly said:I thought we'd all agreed this was vapourware?:lol
Shard said:ESRB Watch:
Battlezone Atari, Inc. E Mild Fantasy Violence Xbox 360
Warlords Atari, Inc. E No Descriptors Xbox 360
Tell me, why does Capcom hate releasing their XBLA titles in Japan and Korea? So far it's looking like Bionic Commando will be the only one, unless they decide not to release that as well. Someone said, "Don't blame MS, blame the publishers," but how can MS be letting this happen? Not releasing SF2 or Puzzle Fighter in their home country really seems weird to me.Shard said:The Countdown Begins as Rocketmen: Axis of Evil Lands on Xbox LIVE Arcade this Wednesday!
Help save the solar system this week when Rocketmen: Axis of Evil touches down on Xbox LIVE Arcade this Wednesday, March 5 at 9:00 a.m. GMT (1:00 a.m. PST).
Join Rocketmen Nick Sion, Alec Mink and the Alliance of Free Planets in their white-knuckled struggle to free the solar system from the tyrannical grip of the Legion of Terra in this RPG styled shooter. Players have the choice to save the galaxy alone or cooperatively with up to three other players over Xbox LIVE or locally on the same console. With its distinctive cel-shaded art style, engaging storyline, customizable characters and RPG elements, this shooter will keep players coming back for more. Capcoms Rocketmen: Axis of Evil will be available worldwide (with the exception of Japan and Korea) for 800 Microsoft Points and is rated E10+ by the ESRB.
For more details on Rocketmen: Axis of Evil please visit:
* http://www.xbox.com/en-US/games/r/rocketmenxboxlivearcade
* http://www.capcom.com/digital
Jonnyram said:Tell me, why does Capcom hate releasing their XBLA titles in Japan and Korea? So far it's looking like Bionic Commando will be the only one, unless they decide not to release that as well. Someone said, "Don't blame MS, blame the publishers," but how can MS be letting this happen? Not releasing SF2 or Puzzle Fighter in their home country really seems weird to me.