Official Xbox Live Arcade Thread

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http://www.joystik.com/2008/07/13/source-geometry-wars-2-announced-tomorrow-dropping-this-week/

A reliable source close to joystik informed us that Geometry Wars 2 will be announced at Microsoft's press conference tomorrow morning. That wouldn't be much of a surprise -- after all, the achievements were leaked on Xbox.com two weeks ago.

Our source informs us that the game has already passed certification, clearing the major barrier of entry for all Xbox Live Arcade titles. Is Microsoft going to "bring Geometry Wars 2 home" tomorrow? We already know they're launching Coffeetime Crosswords and Shred Nebula next week, but a follow-up to Xbox 360's Number 1 launch title would be polygonal icing on the keynote cake.

Would be awesome surprise if true.
 
I don't want to spend too much money since I've already bought the system itself, so what is one game I should get? (800 points or less)



If it helps, I don't particularly care about straight puzzle or horizontal/vertical shooter games. Also, I've played enough dual-stick shooters for the time being.

I was thinking N+ might be the right choice, but I want to know what you guys think.
 
Speevy said:
I don't want to spend too much money since I've already bought the system itself, so what is one game I should get? (800 points or less)



If it helps, I don't particularly care about straight puzzle or horizontal/vertical shooter games. Also, I've played enough dual-stick shooters for the time being.

I was thinking N+ might be the right choice, but I want to know what you guys think.

That will probably give you the most innovative bang for your buck. How much is Puzzle Quest these days? It's definitely not straight up puzzle gaming.
 
Okay, I bought N+, but then I discovered that I had an extra 300 points, so I just bought another 500 to make it 800.


What's another one I should get?

You think maybe we'll have an OMG MEGATON XBLA game in celebration of E3?

I'd jump on Duke Nukem 3D.
 
Rlan said:
Puzzle Quest is 1,200 but it getting a price cut this wednesday to 800.

Crazy!

(not as crazy as the fact that I do not own this yet, yes, I am ashamed of myself, but I didn't want to jeopardize my final semester of Uni with this drug)

Thanks for the heads up, I have no excuse to delay this purchase.
 
Speevy said:
Okay, I bought N+, but then I discovered that I had an extra 300 points, so I just bought another 500 to make it 800.


What's another one I should get?

You think maybe we'll have an OMG MEGATON XBLA game in celebration of E3?

I'd jump on Duke Nukem 3D.


Difficult to say, Microsoft did provide everybody with some XBLA developments to be enacted next week, but a glance at the list shows that it makes sense to do so since if Microsoft Mouthpiece de Jour announced at the conference that Coffeetimes Crosswords was available RIGHT NOW on the XBLA, thew only things that would be heard is crickets. Maybe Shred Nebula is supposed t obe the "secret" game since it wasn't on the official list, but the same problem exists for that game, lacks the gravitas of previous shockers.
 
Speevy said:
You think maybe we'll have an OMG MEGATON XBLA game in celebration of E3?

I'd jump on Duke Nukem 3D.

I really hope there is and I would expect it to be either Duke, Geometry Wars 2 or Castle Crashers finally being released. All of them would be worth your money, in my opinion.

If there isn't a surprise game, I'd say get Geometry Wars or wait until Wednesday and get Puzzle Quest.
 
Eric WK said:
I really hope there is and I would expect it to be either Duke, Geometry Wars 2 or Castle Crashers finally being released. All of them would be worth your money, in my opinion.

If there isn't a surprise game, I'd say get Geometry Wars or wait until Wednesday and get Puzzle Quest.

Yeah, I'd hold onto that three hundo. N+ is certainly enough to keep you occupied for the next 24 hours.
 
Gowans007 said:
Its just there heads are pretty squashed up with them being little fat rolling spheres.

Also its weird but my fave thing in the whole demo was the half second where it showed you making crop circles.

Really love the way it looks like you have to heard and tease animals around (tho i wasn't too keen when I saw arrows on the ground but guess thats a different mode).

Yep! The pigs have squashed heads when they're rolling, and then they pop out when they right themselves. The arrows on the ground are for catapults (they show which direction they'll be flung.
 
I love Puzzle Quest until I reached that boss you have to beat to get the last part to recreate that bull god. Maybe it's just me but it's impossible.
 
Shred Nebula is now NOT coming out this week. Apparently it was some changes in the schedule, people got confused, that sort of thing.

http://www.gamerbytes.com/2008/07/shred_nebula_not_so_much_being.php

However ******* are now saying that Geometry Wars 2 might make a release appearance during E3.

Also, the Go Go break steady Xbox.com splash page has been updated to look like the regular ones! Looks like that may be the release NEXT week!

http://www.xbox.com/en-US/games/g/gogoxboxlivearcade/
 
The Stick of Joy is also speculating that it might be the super secret Bungie project. I think we have beaten Joystick to the punch on all of this speculation.
 
Illuminati said:
Speevy I will add you only if we can sing duets from Phantom of the Opera while playing.



Insolent boy! this slave of fashion. Basking in your glory.Ignorant fool, this brave young suitor. Sharing in my triumph! Flattering child, you shall know me. See why in shadow I hide. Look at your face in the mirror. I am there inside!
 
Rlan said:
Also, the Go Go break steady Xbox.com splash page has been updated to look like the regular ones! Looks like that may be the release NEXT week!

http://www.xbox.com/en-US/games/g/gogoxboxlivearcade/

tenay_west_hi5.gif


XBLA Game of the Year*. I can not freaking wait to play the final version of this.

* In an alternate universe where Castle Crashers doesn't exist.
 
besada said:
Quick list:

Models look like troll dolls
Perfectly round greens
Shitty physics and controls
Overall poor art design
Balls that roll forever...through rough.
Tacked on, crappy, bullet-time spin mod in the air.

Frankly, I don't se how anyone who's played a decent golf game on this standard (ie: Hot Shots) could be anything but repulsed by this game.

Disagree all around. I like the models, round greens I never noticed if that is there, physics are actually pretty good and controls allow for the standard of golf game control, art design is at least as good as Gamecube Mario Golf, Balls don't seem to roll too far unless it is on a severe incline, mid air control is actually appreciated and instrinsic to the game. Only time this game made me angry was the last hole of the park and trying to get the shot onto the plateau.

I'm really enjoying it.
 
Speevy said:
Okay, I bought N+, but then I discovered that I had an extra 300 points, so I just bought another 500 to make it 800.


What's another one I should get?

You think maybe we'll have an OMG MEGATON XBLA game in celebration of E3?

I'd jump on Duke Nukem 3D.

One of:

Pinball FX
Pac-Man CE
Eets Chowdown
Catan
Carcassone

And if you can get away from your hate of twin-stick shooters, Assault Heroes 2 is pretty awesome.
 
Brashnir said:
One of:

Pinball FX
Pac-Man CE
Eets Chowdown
Catan
Carcassone

And if you can get away from your hate of twin-stick shooters, Assault Heroes 2 is pretty awesome.


I don't hate twin-stick shooters at all. It's just that there are so many of them. I bought Assault Heroes (the first one) as a matter of fact.
 
BRAID

according to the official blog written by jonathan blow, the game's creator, the game passed certification last week. release date has been set but not announced (maybe at e3 tomorrow?). pretty good magazine preview posted here as well.
 
TheMWord said:
BRAID

according to the official blog written by jonathan blow, the game's creator, the game passed certification last week. release date has been set but not announced (maybe at e3 tomorrow?). pretty good magazine preview posted here as well.
To be honest, I'm more excited about XBLA games that will be shown around E3 this year than the retail releases.
 
The hardest secret CVG has ever had to keep is finally out in the open: Rare's original N64 Banjo-Kazooie is coming to Xbox Live Arcade in its entirety, Nintendo logos and all!

We travelled to Microsoft last week to see the XBLA version in action, which is being ported externally by a third-party developer.

Visually it's benefited massively from a boost in resolution, and Banjo's model seems to have been touched up in-game as well.

Essentially, Banjo is untouched from the 1998 N64 original. Boot it up, and Mumbo plays away on a big, Nintendo-branded xylophone. Skip to the menus and Banjo will even have a go on his Gameboy. We've no idea how this is legally allowed to happen but we're glad it is.

Achievements and leaderboards are a mandatory addition to the Xbox Live Arcade version, but in our chat Rare hinted that the infamous 'Stop 'n Swap' feature vetoed from the N64 version could make a come back. "We can't say anything", they told us when quizzed on the feature.

Rare's hoping to get Banjo XBLA out before the release of Nuts 'n Bolts, which still has as a temporary release date at the end of the year. More soon.

http://www.computerandvideogames.com/article.php?id=192635
 
I so want to play Go Go Break Steady! I don't even know what it's about, but the art style looks awesome and it seems like it's going to be a really fun one!
 
Lest we forget the homebase it is the XBLA E3 Recap: Day One, Part One

http://www.xblarcade.com/node/2010

The full list of titles unveiled at the MS Conference

* [Update 1] The Story So Far...
* Uno Rush announced featuring a seamless slide from your "live party" into the game.
* Geometry Wars: Retro Evolved 2 coming next month exclusively to XBLA. (And I saw 4 player co-op in there!)
* Galaga Legions announced from NamcoBandai. A true sequel to Galaga. Also exclusive to XBLA and coming next month.
* Portal: Still Alive announced featuring new levels and coming Fall 2008.
* South Park game announced for XBLA
* Community Games coming in the fall featuring Colosseum, Hot Potato, and Word Soup.
* [Update 2] Original Banjo Kazooie coming to XBLA.

first details of Portal: Still Alive and Banjo-Kazooie XBLA

http://xboxlive.ign.com/articles/888/888895p1.html

E3 2008: Portal is Still Alive
Downloadable version adds new content.
by Nix

July 14, 2008 - Announced via Microsoft's Gamerscore Video Blog, a new version of the breakthrough puzzle/shooter Portal will be released on Xbox Live Arcade. It is unknown if this version of Portal will be released for any other platform.

To be released in 2008, Portal: Still Alive will contain the original Single Player experience as well as an all new Challenge Mode of gameplay. Pricing and release date as well as other details have yet to be announced. It's unknown if anything else will be announced about this Portal edition, but stay tuned for more details.

http://xboxlive.ign.com/articles/886/886920p1.html

E3 2008: Banjo-Kazooie Hops on Live Arcade
MS announces remake of the original.
by Erik Brudvig

July 14, 2008 - At its E3 press conference, Microsoft announced that Rare's original Banjo platformer will be released this year for the Xbox Live Arcade. The game will feature slightly upgraded visuals and the long awaited "stop and swap" functionality originally promised at its release more than 10 years ago.

Many will remember that the first Banjo-Kazooie game promised to interact with Banjo-Tooie. That didn't pan out, but that feature will finally be realized on Xbox 360. By finding specific items in Banjo-Kazooie on Xbox Live Arcade, you will be able to unlock things in Banjo-Kazooie: Nuts and Bolts.

E3 2008 Trailer for Geometry Wars: Retro Evolved 2

http://www.gametrailers.com/player/36204.html

Portal: Still Alive E3 Announcement Trailer

http://www.gametrailers.com/game/9149.html

Microsoft PR Statement


1 vs. 100(Endemol): From the makers of Deal or No Deal, Endemol, the world's largest independent production company, brings the popular television game show 1 vs. 100 to Xbox LIVE Primetime. The exclusive game pits one Xbox LIVE member against 100 others from around the world with a live host and great prizes. The goal of "the One" is to eliminate all opposition by correctly answering questions, hoping opponents will answer incorrectly and be eliminated from the game. And stay tuned for 1 vs. LIVE, where one lucky winner will have a chance to compete against the entire Xbox LIVE community.

UNO RUSH™(Microsoft): Developed by the same team that brought the original, best-selling UNO® to Xbox LIVE Arcade, this challenging and exciting party card game for up to four players boasts a wide range of gameplay and social features—multiple variants, house-rule options, local and Xbox LIVE multiplay, camera support, avatar support, and more—plus fast-paced gameplay to keep the party going. UNO RUSH is coming exclusively to Xbox LIVE Arcade in 2008.

Galaga Legions ( NAMCO BANDAI Games): The legend lives on with Galaga Legions debuting exclusively on Xbox LIVE Arcade in 2008. Featuring table-turning game dynamics, updated graphics, and vast waves of ferocious enemies, Galaga Legions was created by the same team that developed the best-selling PAC-MAN Championship Edition™ for Xbox LIVE Arcade.

Geometry Wars: Retro Evolved 2 (Bizarre Creations Ltd./Activision): The latest version of the frenetic retro shooter, and debuting exclusively on Xbox LIVE Arcade in 2008, newcomers and pros alike will be blown away by the screen-melting intensity and insane new features, including six action-packed gameplay modes, new enemies, scoring strategies, and a diverse list of exciting Achievements. The game also supports multiplayer mayhem for up to four players, with versus or co-op modes, and features razor-sharp 1080p graphics and new, pulse-pounding music.

Portal™: Still Alive (Valve/Microsoft): Portal: Still Alive features the full award-winning Portal single-player game from Valve plus a new challenge mode. Designed to change the way players approach, manipulate, and surmise the possibilities in any given environment, Portal has earned more than 70 industry honors for its innovative gameplay, with more than 30 Game of the Year Awards. Solve physical puzzles and challenges by opening portals to maneuvering objects, and yourself, through space. The game debuts on Xbox LIVE Arcade in 2008.

South Park (South Park Digital Studios/Doublesix/Microsoft): Based on the Emmy- and Peabody-award winning show, a South Park game (title TBA) is coming exclusively to Xbox LIVE Arcade in 2009.

E3 2008 South Park Announcement Trailer

http://www.gametrailers.com/player/36211.html

Galaga: Legions Gameplay Trailer

http://www.gametrailers.com/player/36214.html

Geometry Wars 2 Screenshots

http://www.gamerbytes.com/2008/07/geometry_wars_2_screenshots_an.php

The entire Conference Video
http://www.viddler.com/explore/Gamerbytes/videos/103/

IGN XBLA Presents Geometry Wars Retro Evolved 2 Hands-On Preview

http://www.gametrailers.com/player/36204.html

E3 2008: Geometry Wars Retro Evolved 2 Hands-On
The XBLA sensation makes a triumphant return with new game modes and co-op play.
by Hilary Goldstein

July 14, 2008 - Few would argue that Geometry Wars: Retro Evolved defined Xbox Live Arcade in the early days of Xbox 360. More than two years later, the series has spawned some iterations on other consoles, but a true sequel has yet to hit Xbox Live Marketplace. That finally changes on August 6 with the release of Geometry Wars: Retro Evolved 2.

At its core, Geometry Wars is still the same addictive game that captivated early 360 adopters. You use the left thumbstick to move your ship around a rectangular arena while aiming and firing your weapon with the right thumbstick. You won't see a tons of new enemies either -- in fact those new to Xbox 360 were introduced on other consoles. But that doesn't really matter. You can play 20 different kinds of solitaire, but the cards never change. It's the game modes that really matter. And for Geometry Wars 2, the six modes plus co-op and competitive play make for an awesome sequel every bit as enthralling as the original.

The biggest change fans of Geometry Wars: RE will notice was made to the multiplier system. Killing enemies doesn't automatically increase your multiplier. Instead, each enemy leaves behind a small green +1 multiplier. Collect it before it vanishes and your multiplier increases. This sounds simple, but you'll be amazed how many multipliers are left on the battlefield. The good news is that the multiplier doesn't refresh after you die. While this will lead to far higher scores than in the first XBLA Geometry Wars, it's nice not to be punished so harshly for dying. And collecting multipliers also adds to the risk/reward element of Geo Wars. It's not enough to kill enemies; if you want a high score, you have to weave through hostile territory to claim multipliers.

Screen-clearing bombs are back and work as they did in the past. One squeeze of the trigger and the kaboom takes out every enemy on screen. And you will need those bombs, because there are no weapon upgrades this time around. Your puny little starting gun is all you have to vanquish the hordes of enemies surrounding your ship.

This may turn out poorly.
There are six game modes available in Geometry Wars 2: Deadline, King, Evolved, Waves, Sequence and Pacifism. You begin with Deadline unlocked, but can quickly unlock the rest by scoring well in each successive mode. Rather than reveal all the fun elements of GW2 right out of the gate, let's focus on the best of the new modes: Sequence and Pacifism.

Sequence puts you in a series of 20 arenas where a set pattern of enemies appear. You have 30 seconds to clear the arena. If you die, you automatically jump to the next arena, but you get an "X" in the sequence denoting you are a horrible blight on family and friends. Kill all enemies within 30 seconds and you get a crown on the sequence, letting the world know you are king in that area.

The goal is not only to make it through all 20 sequences (no easy task), but to rack up as big a score as possible. You're rewarded for playing again and again as each run through an arena gives you more experience in defeating that set pattern. But even veteran Geometry Wars fans will find the final few sequences tough to master. And getting through all 20 without dying is going to be a true challenge.

The best of the modes, though, is Pacifism. As the name implies, your ship follows the belief that the best weapon is no weapon at all. You have no guns and no bombs. The only way to take out enemies is to fly through small gates which spawn at rapid intervals on screen. When these gates explode, they take out any nearby enemies. Just be careful flying through gates, because the orange ends of the gates are deadly to your ship.
You have just one enemy type to worry about in Pacifism -- it's the blue diamonds that move towards your ship as if attracted magnetically. You can use this to your advantage. Fly around, zipping between groups of diamonds, and slowly pool them together. Then lead them towards some gates and take a big group down at once. The philosophy is similar to what gamers have used for decades when playing Pac-Man -- sit by a power pellet and wait for a few ghosts to get close.

Pacifism is the ultimate expression of the term "threading the needle." The screen quickly gets overrun by enemies and gates and only those truly deft with their thumb will make any progress. Though the gates are your lifeline, they are often your undoing. Gates slowly rotate and move across the arena, often overlapping with one another. It's great for destroying enemies, but it also becomes easy to run into the deadly end-caps of a gate.

The multiplier system is the real devil here. You aren't going to score much of anything without gobbling up multipliers. But with no weapons and so many enemies on screen, every dash to grab multipliers is a major risk. Oh, and you have a single life in Pacifism, so use it well.

If playing solo isn't enough for you, Geometry Wars 2 adds local co-op and four-player competitive play. Yes, local means not online. Dry your eyes and accept that MP is offline, then read on.

Oh yeah, things still get crazy in Geometry Wars 2.
Competitive modes are fairly obvious. You and up to three friends play on the same screen against the same enemies attempting to earn the most points before death claims you. However, some modes, such as Sequence, add power-ups. These add shields, bombs, and other such goodies to give one player an edge over the other. In pacifism, players have no weapons, but are competing to get through gates and waste enemies. It's a bit hectic and not the best use of this game mode, but it should make for a good party game. There is a tally kept as you play MP so that you can see who won the most recent game and who is winning overall.

More fun is playing co-op. As with competitive play, the number of enemies and the game mode itself don't change in any way. But now you have a friend helping you out. This can make sequence much more manageable. The one catch is that if one player dies, both are pushed to the next sequence and must bear the shame of an "X" on their record.

The most interesting multiplayer variant is co-pilot mode. With this mode enabled, you have a single ship. One player is pilot, the other is gunner. Obviously, this mode is shut off for Pacifism, since the gunner would have nothing to do but make off-color comments to his pilot. But in Sequence, you can greatly improve your play. Focusing only on piloting (or shooting) is only going to strengthen your ability. Having that singular focus can turn you into a superstar. And hey, if you're a pilot, you can show off all the needle-threading skill you've attained in Pacifism.

Geometry Wars: Retro Evolved 2 will be here in just a few weeks. I recommend you start sharpening your skills now.
 
XBLA Recap E3 2008: Day One, Part 2


http://www.gamerbytes.com/2008/07/uno_rush_fact_sheet.php

Uno Rush Fact Sheet

Title: “UNO RUSH™”

Publisher: Microsoft

Developer: Microsoft

Format: Xbox LIVE® Arcade for the Xbox 360™ video game system

ESRB Rating: TBD

Availability: 2008

Product Overview: UNO RUSH™ is a challenging and exciting party card game for up to four players. Developed by the same Microsoft team that brought the original, best-selling UNO® to Xbox LIVE® Arcade, UNO RUSH™ boasts exciting gameplay and social features – multiple variants, house-rule options, local and Xbox LIVE multiplay, camera support, avatar support, full XSAM (LIVE Party Chat) support and more – plus fast-placed gameplay to keep the party going! Sort your cards whenever you have a second to think, because they’re played automatically on your turn. Think fast, keep an eye on your opponents’ cards, predict the flow of play, and above all, don’t forget to call UNO!

Features: “UNO RUSH” features include the following:
• Full Avatar support
• Full XSAM (LIVE Party Chat) support
• Couch play for the whole family – Up to 4 players per console
• Full guest support for multiple users per console over Xbox LIVE
• Xbox LIVE Vision support
• Big Button Pad support
• Co-op Play for teams of two
• Achievements

First Uno Rush Screenshots

http://s248.photobucket.com/albums/gg181/xblah/XBLA/UNO Rush/

First Galaga Legions Screenshots

http://s248.photobucket.com/albums/gg181/xblah/XBLA/Galaga Legions/


http://www.geometrywars2.com./article.php?article_id=5318

ACTIVISION AND MICROSOFT ANNOUNCE
GEOMETRY WARS: RETRO EVOLVED™ 2 FOR XBOX LIVE® ARCADE

Santa Monica, CA - July 14, 2008 - Activision Publishing (Nasdaq: ATVI) and Microsoft announced today the highly anticipated Geometry Wars: Retro Evolved™ 2 for Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft. Developed by the industry veterans at Bizarre Creations, Geometry Wars: Retro Evolved 2, the sequel to the smash hit, takes players on an all new adrenaline ride through six different action-packed gameplay modes. With all the signature vibrant visuals and heart-pumping battles of the original, the game also features a new electrifying soundtrack and exhilarating local multiplayer modes in either versus or co-op for up to four players.

The title is scheduled for release this summer via download on Xbox LIVE Arcade for Xbox 360 and has been rated "E" for Everyone by the ESRB.

For more information or to receive exclusive updates on Geometry Wars: Retro Evolved 2, please visit http://www.geometrywars2.com.
About Bizarre Creations

Bizarre Creations is a medium sized video game developer, based in Liverpool, England. Established in 1994, the company is famed for such high profile franchises as Formula 1, Fur Fighters, Geometry Wars, The Club, and Project Gotham Racing. With 160+ staff working out of a custom-built development studio, the company now simultaneously develops several next-gen projects across various platforms.
About Activision Blizzard

Headquartered in Santa Monica, California, Activision Blizzard, Inc. is a worldwide pure-play online and console game publisher with leading market positions across all categories of the rapidly growing interactive entertainment software industry.

Activision Blizzard maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, Norway, Denmark, the Netherlands, Romania, Australia, Chile, India, Japan China, the region of Taiwan and South Korea. More information about Activision Blizzard and its products can be found on the company's website, www.activisionblizzard.com.

Okay, if one goes to the new Geo Wars 2 site, it says in big letters the release date of this game of August 6, 2008

'MegaChile Pluto' Screenshots

http://www.gamerbytes.com/2008/07/megachile_pluto_screenshots.php

Screenshots Of 'Clean Up'

http://www.gamerbytes.com/2008/07/screenshots_of_clean_up.php

Screenshots Of 'Colloseum'

http://www.gamerbytes.com/2008/07/screenshots_of_colloseum.php

Screenshots of 'Hot Potato Online'

http://www.gamerbytes.com/2008/07/screenshots_of_hot_potato_onli.php

New Xbox.com Splash Pages

Galaga Legions

http://www.xbox.com/en-US/games/g/galagalegionsxboxlivearcade/

bannerdefault.jpg


Geometry Wars Retro Evolved 2

http://www.xbox.com/en-US/games/g/geowarsre2xboxlivearcade/

bannerdefault.jpg


8 New Castle Crashers Screens

http://media.xbox360.ign.com/media/844/844289/imgs_1.html

3 New Fable 2 Pub Games Screens

http://media.xbox360.ign.com/media/142/14236733/imgs_1.html

Word Soup from Fuzzy Bug Interactive.

http://www.gametrailers.com/player/36256.html

Some Banjo-Kazooie XBLA eyes-on impressions from CVG.

The hardest secret CVG has ever had to keep is finally out in the open: Rare's original N64 Banjo-Kazooie is coming to Xbox Live Arcade in its entirety, Nintendo logos and all!

We travelled to Microsoft last week to see the XBLA version in action, which is being ported externally by a third-party developer.

Visually it's benefited massively from a boost in resolution, and Banjo's model seems to have been touched up in-game as well.

Essentially, Banjo is untouched from the 1998 N64 original. Boot it up, and Mumbo plays away on a big, Nintendo-branded xylophone. Skip to the menus and Banjo will even have a go on his Gameboy. We've no idea how this is legally allowed to happen but we're glad it is.

Achievements and leaderboards are a mandatory addition to the Xbox Live Arcade version, but in our chat Rare hinted that the infamous 'Stop 'n Swap' feature vetoed from the N64 version could make a come back. "We can't say anything", they told us when quizzed on the feature.

Rare's hoping to get Banjo XBLA out before the release of Nuts 'n Bolts, which still has as a temporary release date at the end of the year. More soon.

Finally, a new Megaman 9 interview from 1UP.com

http://www.1up.com/do/previewPage?cId=3168726&p=37

Previews: Mega Man 9
Mega Man 9's producer gives us all the news on the retro sequel.
By Jeremy Parish 07/14/2008
Mega Man 9 is playable on the E3 show floor this year...but the floor's not quite open yet. Capcom teased us with a hint of the game, though, letting us talk to producer Hironobu Takeshita in front of a demo kiosk running the intro sequence on an endless loop. Once we were done soaking in the great Astro Boy-styled art, we got to business -- discussing the big picture behind the game's unconventional retro style as well as some gameplay specifics to tide us over until we have a chance to go hands-on with the demo once the show begins.

1UP: We haven't actually had a chance to play Mega Man 9 yet, so if you don't mind please tell us a little bit about the play style and what you were shooting for in going back to the NES style.

HT: Well, the classic Mega Man series has a lot of fans, and they're always asking "Can we have another?" We remember the old games...you may think of them of them as simplistic, but they're challenging. When you beat it, you felt like you were rewarded for getting that far into the game. All of us at Capcom, including Mr. [series creator Keiji] Infaune, we've always had a special place in our hearts for these games and we've always wanted to continue the series in some form. When Virtual Console came along we felt the time was right. We decided that if we want to do this thing right, we should do it in the classic style. That meant going back to the NES period and bringing back those 8-bit graphics, sound, everything. That was the challenge we set for ourselves -- to see how much we could emulate our own style from way back when.

1UP: But why specifically go with the 8-bit style? Mega Man has had 16-bit and 32-bit sequels, and those games played pretty well. So why go back to a style that was popular in the '80s rather than something that's a little more timely?

HT: Well, when you put it like that...yes, it's an old-school style, like an old game. But it's a new addition to the series. As you probably know, Mega Man 2 is very popular -- the fans out there of the Mega Man series probably like that one best and have the fondest memories of it. So the challenge to us was to create a game that goes beyond MM2 to bring something new to the fans, something they really want. While the graphics are 8-bit, we like to think of 8-bit as just one possible art style we can employ to make a Mega Man game. We still think it looks good for the series.

SCREENS: Click the image above to check out all Mega Man 9 screens.

1UP: Many of the gameplay innovations we saw in later Mega Man titles, like the slide and charge shot, being able to duck, have been removed from this game because you want to focus on the purity of the Mega Man 1 art and style?

HT: Yes, it's true that we don't have things like the slide or the charge shot, because we really want to bring it back to the basics -- simple is better in this case. The basics of Mega Man are moving, jumping and shooting. The challenge comes from the levels themselves. There's all these obstacles inside the levels that make playing Mega Man a fun adventure game. That's what we wanted to preserve when making this game.

1UP: I'm excited that the game is being created by IntiCreates, who made the Zero and ZX games. Those were actually very challenging games -- much harder than the classic games in my opinion -- but they really get what makes Mega Man good. Are they bringing some of the design concepts and innovations of the Zero and ZX games into MM9 to make it more contemporary and challenging?

HT: The staff at IntiCreates -- thanks for praising them -- most of them came from Capcom to begin with, so they've been involved with Mega Man in various forms from the classic series on out. They know what goes into making a Mega Man game, making it fun. This time with MM9 our goal was to go back to Mega Man 1 but to make it more polished. It will provide a challenge for modern gamers, even though it looks simple. You might be frustrated sometimes while playing it. If you keep trying, I'm sure you'll be able to beat the game.

1UP: Well, specifically what I had in mind is...I'm really looking forward to MM9 and have recently been replaying some of the older games. Something I've found is that in the NES games, the levels tend to be pretty short, and the bosses tend to have fairly simple patterns, especially compared to the Zero games where the levels tend to be longer and the bosses are extremely difficult. I'm wondering if MM9 will feel more like that -- more of an endurance contest than in the older games.

HT: It's definitely closer to the classic series in terms of gameplay. We wanted to create a fun game that's like the original series and challenges players, so everything from the boss fights to the stage lengths are similar to the original series.

1UP: Everything looks very classic except for one thing: Splash Woman! What's the story behind Splash Woman? Is Dr. Wily just lonely? How did this happen?

HT: Yes, as you can see, that is the first Something-Woman character in the Mega Man series. MM9 is like the classic series, but we wanted to add something new to surprise players, throw them off. I think you're going to find all the bosses are unique in their own way. Our priority with them has been to make new bosses for a new game and I think you'll enjoy them.

SCREENS: Click the image above to check out all Mega Man 9 screens.

1UP: You've said you want to go back to Mega Man 2 for the inspiration for this game. What specifically about MM2 is it that you're trying to emulate this time? There is a certain purity to the game, especially compared to something like Mega Man 7, but I'm wondering how you've isolated those elements and brought them into MM9.

HT: Well, MM1 and 2 are what we want to want to use as the basis, because they're simple. You run, you jump, you shoot. With Mega Man 3 and beyond you had other elements like the charge shot, the slide, a lot of things that fans enjoyed. People do like those things, but MM2 has the most fans and we realized we wanted to keep it simple but make the levels challenging, and that's where the fun in this game would come from. So in that regard, we emulated MM2 to make this new game.

1UP: One thing I've noticed in replaying the MM games is that in some of the original games (1, 2, 3), you tend to use the Robot Master weapons a lot throughout the game whereas you don't do that so much in the later games. Is that something you've managed to recapture in this game? Will people try out the weapons and find that they're actually useful, instead of just relying on the arm cannon?

HT: Well, if you try really, really hard, you can probably make it through the whole game using none of the special weapons, but that would be tough. We've made it so that when you get the boss' weapons, they're incorporated into the game -- they allow you to defeat enemies quicker, access places you wouldn't otherwise be able to reach, basically getting you through stages quicker. So they are an integral part of the game -- if you want to use them, they're there for you.

1UP: Will it include special items like Item-1, the Rush Jet, the Super Arrow, or are you keeping it a purer experience?

HT: We've definitely brought back Rush, Beat and Eddy, and they'll help you get through the game. So fans of the series should enjoy having them back.

1UP: A few years ago, Capcom rebooted the series with Mega Man: Powered Up. People liked it a lot, but it didn't sell that well. Do you think you'll ever revisit that, or does MM9 spell doom for that take on Mega Man?

HT: We have to see where things go from here. It's hard to predict the future. First, we want to see how well MM9 does. If it succeeds, we'll definitely think about releasing more games in this series. But we also realize there are fans out there who like Powered Up, and if we hear more from them, we'll definitely have to think about putting more out.

1UP: Have you considered releasing Powered Up and Maverick Hunter X as downloadable content for, say, Xbox Live Arcade or PSN, to see how they do there?

HT: As it stands right now, nothing has been decided yet. 1UP: Will there be any differences in the three versions planned? (Wii, XBLA, PSN) Will the Xbox 360 and PS3 versions have achievements and trophies?

HT: That's a very good question! (laughs) The main thing with this game is that we didn't want there to be any differences between the various systems. We wanted people to experience an 8-bit game regardless of the system they own. As far as other things related to the systems, I don't want to say too much right now, but I'm sure you can imagine the kinds of things each respective system would have. But the game is the same on all three systems.

SCREENS: Click the image above to check out all Mega Man 9 screens.

1UP: Now, if MM9 is a success, you said you'd consider making more games along these lines. Have you considered going back to some of the other MM series like Mega Man X or Legends and continuing those games in the styles they originally appeared in? Like, make a 16-bit style MMX or a Mega Man Legends with PlayStation-level technology?

HT: With each successive generation of home consoles, the graphics get better, the sound levels move up with surround sound and everything, and game makers try to create games that meet the specs of each console. I don't always agree with that, because you can play a game like this that doesn't have great graphics or the same superior sound and it's still a fun game to play. I think by just trying to meet the specifications of the new hardware, you're closing the door to creators like us. If we want to make a 16-bit game because we think it's good and fun, we will. If we want to make an 8-bit game, that's what we'll do. As long as the door remains open for game creators, it enriches the gaming world. You should think of the 8-bit graphics not as 8-bit graphics per se, but as a different art style. And this is just one of many art styles we can use to create a game. But if MM9 is successful, we will think about redoing older series -- 8-bit, 16-bit, what have you.

1UP: On the flip side, has it been difficult for you and the team at IntiCreates to go back to this simpler style? You're used to dealing with the DS, which is a fairly powerful system compared to the NES. Has it been hard to work within those constraints? Specifically, the sound in the trailer is so old-school -- were you used to making the graphics and sounds, or were the young programmers like, "How can we do this?"

HT: Well, the composer for MM9 did work really hard on this. He did work on NES games in the past, but now with modern sound and instruments and what you can do it wasn't the same, trying to limit himself. It takes a special skill set to be able to go back and work with less, and I think he achieved that with this game. As far as IntiCreates and making the game itself, we wanted it to be authentic like an NES game. That meant we couldn't rely on any of the methods we use for modern games -- we had to go back and draw things by hand and make sure we got it right. It's a laborious process at times, but I think in the end it pays off because you get the realism of that 8-bit era.

1UP: One last question, then. You said that MM2 is very popular in Japan, and I'm wondering if you've seen things like the fan-made video Air Man Will Not Die, these fan-made games and tributes to the series, and if they give you encouragement and confidence when you're working on MM9?

HT: When I see things like that, especially using, say, footage from MM2, which is an old game, it makes me realize, "Wow, people have loved this game for this long," and I'm really happy the fans have been with the series for so long. It also teaches me something about the game -- what the fans like about it. It makes me grateful to them for that. Of course, we could also talk about copyright issues! (laughs) Things of that nature...but I don't want to get into that, because I'm just happy to see these things. I can't really say that, of course, but it's great that fans love the game.

Megaman 9 Screenshots
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So most of the additions in Geo Wars Galaxies didn't make the cut? And why didn't they release the game during E3? It already passed cert. Downloads would have gotten a spike every time the conference was re-broadcast.
 
Gowans007 said:
Rlan what was the game you were super hyped about?

Also where the hell is my Castle Crashers news/release MS!

They didn't announced it!! ;_;

Now I just look like a fool. I guess I'll have to keep it to myself. :(

The fact that it REALLY looks like it's only Crosswords is out this week is pretty damn weak :(
 
Yeah it's shitty that there's no cheeky xbla surprise but good to know there's a few xbla aces to come. Can't wait to see what you smileing about but give me castle crashers & bionic commando.
 
Gowans007 said:
Yeah it's shitty that there's no cheeky xbla surprise but good to know there's a few xbla aces to come. Can't wait to see what you smileing about but give me castle crashers & bionic commando.

=\

Seriously. I want Castle Crashers as much, if not more, than any other title this summer.
 
NinjaBee Interview

http://www.gamasutra.com/php-bin/news_index.php?story=19167

You were one of the earliest companies to be developing new IP for Xbox Live Arcade. How did that happen?

ST: It was a bit of a strange path with Outpost Kaloki X - we designed a console game, pitched it to 30 publishers, got 30 rejections, and released an adapted version on the PC.

We continued to pitch the game around and finally showed it to Ross Erickson and Cherie Lutz who convinced us to consider Live Arcade for Xbox 360. We considered it (for about 15 seconds) and jumped at the chance to execute on the original console vision of the game and make it even better.

We had to borrow some money, and a chunk of the work was me in a dark room after hours developing a personal relationship with my dev kit. Microsoft supported us with hardware and people, and we got the game done in time for the platform launch.

Cloning Clyde was a bit different. John Nielson came to a meeting with us to pitch a completely different game, heard the Live Arcade pitch and walked away with little dancing sparklies in his eyes.

A few days later he said, "OK, there this guy named Clyde and he's involved in this cloning experiment with sheep and frogs and stuff," and at that point we couldn't have stopped him if we tried. This was also well before the launch of the platform, but we weren't done with the game until the next summer.

We followed those up with Band of Bugs (more original IP, but in a very different direction), and we're actively working on more original stuff for Live Arcade, including A Kingdom for Keflings.

Can you talk about A Kingdom for Keflings?

ST: Not a whole lot, yet. It's a crazy cool city building game, different from everything else we've done, and completely different from anything else on Live Arcade. Is it a good idea to go so far off the path of what's currently selling on Live Arcade? I guess we'll find out!

What did you think of the recent "delisting games" news?

ST: It's probably not a great idea for me to comment directly on controversial Microsoft policies. I can see some pros and cons. How's that for taking a stand?

Well, how has Microsoft been to work with?

ST: Overall, fantastic. More than anything else, it's the people that have been the best part of the experience. The producers and technical guys working on Live Arcade titles are hard-working and dedicated to the service.

I've gotten many e-mails written in the wee hours of the morning by people at Microsoft who felt that following through on promised feedback was more important than sleeping.

Have you ever felt constrained?

ST: Absolutely. I'll be honest - Microsoft has not hesitated to push us one direction or another where they felt it was critical, or to demand the addition or removal of a feature related to a particular policy. User-generated content, for instance, is still a particularly dangerous area to be in right now.

Microsoft bears the ultimate responsibility for this service and platform, and if I were in their shoes I would probably be pretty demanding as well. I might disagree with some of their policies and choices, but this is their platform and each platform has its own rules - including the PC, if you count big web portals and other distribution services.

Speaking of user-generated content, I heard that on Band of Bugs your level editor only allows users to make particularly small levels specifically to avoid people being able to spell out any swear words with their designs.

ST: Sort of - in the end, the size and complexity of the user-created levels was really up to us. We chose those limits mostly for performance reasons (an open-ended editor lets people do some crazy stuff that's expensive to process and render) but we also felt large sprawling levels didn't work well with the game mechanics.

The scale and resolution of maps in Band of Bugs was a design decision we made early on - we wanted the feel of Vandal Hearts more than the feel of Halo, for instance. Now, it is true that this seemed to help when it came time to get the level editor approved. More than one conversation was had about blocky maps making it harder to create offensive content, but nobody pretended that made it impossible.

The bigger issues were related to where the maps got stored, how users got access to them, how we could keep people from seeing content they don't want to see, etc. This stuff is still a pretty hot button, unfortunately.

It was the people we worked with that eventually made this editor happen. We got some individuals on the Live Arcade team behind the idea of the map editor, and they championed it and helped us get it approved, even though it was opening several cans of worms and raising a lot of questions.

There's been a lot of talk about how onerous their submission and testing process is otherwise, too.

ST: Yeah, the more vitriolic complaints have surprised me a bit. It's a console platform, and every console platform has a difficult certification process. It kinda sucks, but was it any less painful on previous or competing consoles? Not in my experience.

Here's another area where the people we're working with matter a lot - the producers and test people on the Live Arcade team work pretty hard to cut down on the complexity and frustration of this process.

Megaman 9 Fact Sheet:

http://www.gamerbytes.com/2008/07/mega_man_9_screenshots_and_fac.php

The original 2D classic Mega Man returns in Mega Man 9 for Nintendo WiiWareTM, Xbox LIVE® Arcade, and PLAYSTATION® Network. This latest Mega Man title brings the series back to its old school roots with retro action platforming gameplay and classic 8-bit NES-style graphics and sound. Relive the Mega Man experience with classically inspired bosses, each with their own unique weapons and weaknesses.

The story of Mega Man begins in the year 200X, as the advanced science of the era has created industrial robots that co-exist with humans. However, an evil genius, Dr. Wily, plots for world domination and creates his own robot army to take over mankind. Luckily for humanity, Dr. Light outfits one of his domestic robots "Rock" to fight Dr. Wily's creations. Mega Man is born.

Set after the events of Mega Man 8, multiple riots have sprung up all over the world. Whilst many people suspect that this is another plot from Dr. Wily, Dr. Light is stunned to recognize that some of the robots rioting on the TV screen are his own creations. Even more stunning, Dr. Wily appears on television to proclaim that Dr. Light is the evil mastermind behind these latest catastrophic incidents and it's up to Mega Man to clear his creator's name!

• Fun and addictive Mega Man graphics and gameplay focused around defeating bosses and acquiring a diverse arsenal of weapons

* Over a dozen challenging levels to tackle
* Over 50 new enemy and bosses to battle
* Character designs directed by Keiji Inafune, the original character designer of Mega Man.
* Online leaderboard ranking system, track your score and time with other Mega Man players

Megaman 9 Screenshots and Artwork

http://s248.photobucket.com/albums/gg181/xblah/Mega Man 9/

Flock Fact Sheet:

SAN MATEO, Calif. — Jul 15, 2008 — Capcom® Entertainment, a leading worldwide developer and publisher of video games, today announced Flock! (working title) for PLAYSTATION®Network, Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, and Windows® PC. Developed by Proper Games™, whose talented team members are known for their previous work on Lemmings, Crackdown, and Battlefield 2: Modern Combat, Flock! is currently scheduled for a downloadable release this Holiday season.

In Flock!, players take control of a UFO that has been given the challenge of herding farm animals to its mothership through a variety of puzzle-filled interactive levels, including corn fields, pastures and other “plushie”-like environments. In order to succeed, players will have to manage the quirkiness of the animal’s distinct behaviors, as well as solve a series of environmental puzzles using Flock’s! physics-based gameplay. The animals that populate these islands – sheep, chickens, pigs, cows and more – respond to the UFO in all kinds of eccentric ways based on their nature. By finding or creating a passable route across a level, players can herd the animals safely toward their ship. Solving the puzzles within the suggested time limit yields exciting rewards, but players can also take their time in order to find more hidden bonuses. With a unique theme, clever humor and easy pick-up-and-play controls, Flock! promises to be an instant hit with gamers of all ages!

Flock! uses a sophisticated physics engine that drives the challenging puzzle elements of the game. Whether using the Tractor Beam to move obstacles out of the way or the Depressor Beam to stamp out crop circles to guide your herds, being an extraterrestrial has never been this fun! Friends will also be able to join in on the animal herding adventures through co-op play. And when all the levels have been completed, the journey is just getting started as users will be able to make their own customized puzzle-filled levels using the level editor. Flock! comes packed with so much content, the potential fun is out of this world!

Flock Screenshots and Artwork

http://s248.photobucket.com/albums/gg181/xblah/XBLA/Flock/

Age of Booty Fact Sheet

http://www.gamerbytes.com/2008/07/age_of_booty_press_release_and.php

Set in the swashbuckling era, Plunder is a casual real-time multiplayer strategy game that puts players at the helm of their own pirate ship with the goal of sending your enemies to the briny deep, and looting and capturing towns for your pirate faction.

In Plunder, players team up with other online players or AI-controlled pirate ships to raid, pillage, sink, and destroy their way to dominance on the high seas. Spoils of war and booty are used to upgrade and customize pirate ships to make them even more deadly as players take on 25 unique challenges and seven of the most devious Pirate Alliances on the high seas. Gain notoriety and fame by climbing the online leader boards. Create and share custom maps using the intuitive map creation system.
Key features

• Single player and multiplayer real-time action strategy from Certain Affinity, lead by Max Hoberman, designer of Halo 2 and 3's multiplayer game.

• Raid villages, sink merchants, seize towns, steal gold, upgrade your pirate ship and use your guns and your wits to send your foes to the briny deep

• Master twenty-five unique multiplayer maps or create your own and share them with your friends

• Up to four players on one console, up to eight players over LAN or the Internet

• Tons of customizable options that allow you to tune the game to meet your taste

Age of Booty Artwork and Screenshots

http://s248.photobucket.com/albums/gg181/xblah/Plunder/
 
Galaga Legions Hands-On Preview

http://xboxlive.ign.com/articles/889/889791p1.html

E3 2008: Galaga Legions Hands-on
Namco scores with another update to a classic.
by Erik Brudvig

July 15, 2008 - Namco Bandai first struck Live Arcade gold with Pacman: Championship Edition, a modern vision of the iconic series. The game stuck true to its roots, but added flair and modern design to create one of the premier downloadable games on Xbox 360. Now that same development studio has turned its attention to Galaga. The original arcade shooter was released a while back on the Xbox Live Arcade. Galaga Legions is in an entirely different league.

The basics idea of Galaga carries through to Legions: Steer your craft clear of incoming enemies and their fire while blasting them down with your own weapons. That's about where the similarities end. The graphics are bright and stylish -- a great fit for the Live Arcade. The "vintage" mode isn't just the old Galaga graphics, either. This mode still has flash to it, it just gives all of the ships and enemies an 8-bit look that I actually prefer to the standard graphic style offered in Legions.



The enemies in Legions come in pseudo-3D patterns that look great and come from all four sides of the screen. Each wave has at least one bigger ship that can be taken out to destroy an entire section of the fleet, giving you a special target to aim for while the smaller ships run interference and protection. There's a multiplier that resets rather quickly, encouraging you to keep the assault coming. That's no trouble for the player, though, since the game even offers a mode where your ship fires continuously without even having to hit a button. If you turn it off, you simply hold down the fire button to keep shooting.

The coolest addition, though, are the two ally ships at your side. These extra gunships on your flank lag slightly behind your ship as you zip from left and right. They also can be directed to sit in one spot and fire in one direction while the main ship flies off and does its thing. Since the enemies come from all angles, it can be extremely advantageous to leave an ally ship facing to the left and then fly off to the right to take care of what's coming from another side of the screen. As long as they're left there, they'll fire anytime your main ship does. To drop off an ally ship, you simply tap the right analog stick in the direction you'd like it to face. Up to two can be dropped off at a time in individual places. To pick them back up, you just swing by and fly over them. Or, if they're hit by an enemy craft, they'll automatically teleport back to your side.

In the orginal Galaga, you could capture another Galaga ship to increase your firepower. Here, you capture Legions. These are entire small fleets of ships that follow your two ally wingmen, vastly increasing their firepower. Just like those allies, you can direct them to sit tight and fire in one direction while you fly around. They're impervious to enemy fire, but if they come in contact with another ship they can be hurt and lose some of the small ships in the fleet. And, of course, if you get killed you lose them all.

The big advantage to the legions and ally ships comes if you pay close attention to the flashy lines that appear on the screen prior to each wave of enemies. These blue streaks give you the direction the next wave is going to come from, allowing you to drop off allies to wipe them out as they appear. Since more than one wave of enemies can come simultaneously, the only way to get them all quickly is to use this to your benefit.

Galaga Legions looks to be another sure thing on the Live Arcade. It looks great, controls well and has a lot of cool new ideas to add to the Galaga franchise. Plus you can save your replays when you do something awesome. That's always fun. Keep an eye out for this one as it approaches release, debuting exclusively on the Live Arcade in 2008.
 
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