Official Xbox Live Arcade Thread

Status
Not open for further replies.
Interesting thing in that Metanet blog post is that they say it's highly unlikely DLC Pack 2 will hit Arcade before September, because August's XBLA schedule is 'so full'. :D

Good times ahead!
 
B-Rad Lascelle said:
Want some more XBLA content this week?

Puzzle Quest Expansion - Revenge of the Plague Lord - is also out THIS WEDNESDAY

"The pack will also contain new monsters and bosses, more than 50 new spells and 40 new items, expand the game's level cap to 60, and offer three new Achievements. The Revenge of the Plague Lord expansion will be released, thus far, exclusively to the Xbox Live Arcade version of the game, and will be priced at 700 Microsoft Points (about $8)."

(Hopefully we'll also see the Cagney Update for Burnout Paradise and the Mission Mode for Ninja Gaiden II before the week is through. Mucho meaty DLC goodness!)


MEGATON!!!!!!!!!!!!!!


I will be all over this expansion pack!!!!!
 
cjelly said:
Interesting thing in that Metanet blog post is that they say it's highly unlikely DLC Pack 2 will hit Arcade before September, because August's XBLA schedule is 'so full'. :D

Good times ahead!


Indeed, starting this week I should say.
 
Codeglue Interview

http://www.xblarcade.com/node/2021

nterview: Codeglue Talks Rockets and Rotterdam
Mon, 2008-07-21 19:08 — LunarDuality

IMG_1482 8-bit junkies rejoice! There are some feisty developers toiling away in Rotterdam that found inspiration where you found an obsession. Codeglue is betting that their brothers and sisters in (pixelated) arms will enjoy the 2D-styling of their upcoming Rocket Riot. However, simple 8-bit inspiration cannot blunt the challenge of building a next-gen worthy product. Lucky for us, they feel up to the task and are nearing the completion of the game.

I got a chance to pick the brains of a few members of the Codeglue collective to get some perspective on their history, their game, their process, and most importantly Rocket Riot's invisible ninjas.

Read on to learn more and check out more snaps of Codeglue's base of operations.

XBLArcade's LunarDuality: First, go ahead and introduce yourselves and how you fit into the Codeglue puzzle.

Peter de Jong: My name is Peter de Jong, CEO of Codeglue and I'm responsible for the production of the game.

Sander van der Vegte: My name is Sander van der Vegte, I was hired as the lead designer for Rocket Riot and I'm responsible for the overall design of the game.

Maurice Sibrandi: My name is Maurice Sibrandi, CTO of Codeglue and active as a technical director on this project.

LD: In general, Rocket Riot has a Worms meets Super Paper Mario look and feel -- from the digitized announcer voice to the 8-bit style pixelated environments. What attracted you to this style to present the game and what do you like most about the pseudo-3D presentation?

Peter: The reason the style attracted us so much is that we are big fans of old-school 2D games. Most of us played our first games on a Commodore 64, an Amiga or on a (S)NES system. The trick for us was to get that very accessible old school game feel while at the same time giving the user a next-gen game experience. We feel like we have achieved a good balance between these two with Rocket Riot.

IMG_1472 LD: What other games on the market inspired and informed the design and development of your game?

Sander: There is one game that I drew some inspiration from for Rocket Riot, and that is a game called BreakQuest, but in the end the designing of the game really was an organic process. Our only goal before we started this project was that we wanted to create a frantic multiplayer shooter. Not until we had a rudimentary prototype where you could fly around and destroy the landscape, the real potential and the numerous possibilities became clear to us. After having the prototype we came up with all the different game modes and it was not until then that we started to add gameplay elements like power-ups and power-downs.

LD: Why the name change from Jetpack Junkies to Rocket Riot? Was that a publisher decision? Was the similarity to Jetpac Refueled a consideration?

Peter: The main reason why we changed the name from Jetpack Junkies to Rocket Riot is that the first name didn't advertise the multiplayer aspects of the game very well. We feel the single player mode of Rocket Riot is entertaining and a great training mechanism, but the multiplayer games modes is where this game shines. The name change is something both Codeglue and THQ agreed on in an early stage of the project.

LD: Any plans for downloadable content for the game? Will it depend on user response or has it already been plotted out?

Maurice: Downloadable content for Rocket Riot is something we'd really love to do, because we think the game would be ideal for it. But, unfortunately DLC is something that isn't currently available in our set of tools.

LD: The most obvious of questions -- release date? TeamXbox lists the game for "August 2008" -- is that accurate and are you on target?

Peter: With our switch to XNA 2.0 the opportunity for a deeper multiplayer experience became more obvious in development so we have spent some extra time on that. We're going to be submitting for certification soon and after that the date will be determined.

IMG_1484 LD: You mentioned to me that Rocket Riot is being built with XNA 2.0. Did you have previous experience with 1.0? And if so, how has the platform improved and grown since its inception? Have you ever felt limited by XNA? How has it eased the burden of taking Rocket Riot from concept to finished product?

Maurice: Actually, yes, we do have quite some experience with the first version of XNA. We started out creating our prototype for Rocket Riot using Managed DirectX as we knew that this would be the basis for the then upcoming XNA framework. As soon as XNA 1.0 was released we migrated to this new platform. Later we migrated to XNA 2.0 during the development of the game. The biggest improvement in XNA 2.0 is the addition of multiplayer functionality of course. Rocket Riot is a multiplayer in its core, so this was a must have for us. We definitely had a lot of benefit from using XNA during the development of Rocket Riot. Especially the fact that XNA uses managed code was a big plus for us because it meant we didn't have to worry too much about memory leaks for instance. So overall we have been very happy with XNA as it has saved us some valuable development time.

LD: As a company you have quite a bit of experience with games for mobile phones. How was the transition to XBLA? How did your development philosophy struggle and succeed in the move?

Peter: Well, at the end of the the day we are talking about entertainment. Many of the lessons that we've learned in our history is certainly applicable on XBLA too. How do you balance core game mechanics? How do you make controls accessible? Familiar problems on any platform, we think. However it is a bit like driving a Ferrari.

LD: The environments appear fully destructible which allows players to (in theory) go anywhere and do anything within the context of a map. What kind of design and gameplay balancing challenges resulted from this player freedom? And were those challenges unique to either single player or multiplayer?

Peter: Since we built the game from the ground up with destructible environments in mind this actually gave us more gameplay possibilities than challenges. The ability to carve your own path into the environment added a layer of skill and tactics that basically worked for itself. A lot of the balancing of the game had to do with the various power-ups in the game. Because gravity plays an important role in this game, we had to use the power-ups to even the odds for all players.

LD: There are a multitude of twin-stick shooters out there on XBLA. What major feature differentiates Rocket Riot and how will it make it easy to part with my Microsoft Points?

Peter: One of the big differences is the skill based shooting and movement. While both are very accessible at their core, a good player will use the natural drift and moment of the movement a bit more efficiently, and a good marksmen will know how to properly arc a shot to be more dangerous at long distances. With the ability to carve your own path into the environment, Rocket Riot adds a layer of skill and depth that isn't available in some of the other offerings.

LD: With robots, pirates, zombies, and soldiers in the game do you feel worried about a possible ninja backlash (since they appear to have been left out)?

Peter: Ninjas are not left out of the game, we wouldn't dare! There are various ninjas present in the game, but the thing with ninjas is that they are so fast and stealthy that you can't see them.

IMG_1492 LD: How does your physical location in Rotterdam inform how you make games? Do you find a certain Dutch quality in your process and products?

Peter: Rotterdam is a great city to be in for us and for game development companies in general. The city is actively promoting and helping the creative sector and especially the game industry to a higher level. Rotterdam is also a very modern and inspiring city with a lot of unique and daring architecture. It definitely feels right for a company as ours to be located in such a vibrant city.

The Netherlands has a large creative industry and has always been famous for their industrial design. So maybe there is a unique form of Dutch game design as well? Being located in such a creative country has helped us to find the right people to create games like Rocket Riot.

LD: As a follow up, do you feel that you have to cater to the European, North American, and Asian markets in different ways?

Peter: I think for the most part there hasn't been much consideration for the different territories. Really any area that old 8-bit games had success in should find something familiar in Rocket Riot. It's part of the reason that the story components are very light, the arcade action will speak for itself, just like the classics.

LD: Where does the name Codeglue come from?

Maurice: The name Codeglue really had no meaning originally. Really just a couple of programmers that were looking for a company name. Now, I think we've built a brand over the last 8 years and consumers know when they pick up a game developed by Codeglue, whether it's a licensed product or one of our original IP's, that they can expect a quality experience.IMG_1479

LD: Thanks for the interview, anything else you'd like to share with the readers?

Peter: You can expect Rocket Riot to hop on other platforms as well, because we feel that the game would be a good fit for other platforms on the market today as well. And of course, everybody who loves a good multiplayer riot should definitely buy this game when it is released. :)

Rocket Riot Videos

http://features.teamxbox.com/xbox/2240/Rocket-Riot-Exclusive-Videos/p1/


Rocket Riot Screenshots

screenshot_deathmatch_multiplayer_0_2.jpg


screenshot_goldenguy_multiplayer1_2.jpg


screenshot_goldenguy_multiplayer9_2.jpg


screenshot_bigrocket_powerup2_2.jpg


screenshot_deatmatch_multiplayer_1_2.jpg


screenshot_bigrocket_powerup3_2.jpg


screenshot_deatmatch_multiplayer_2_2.jpg


screenshot_deatmatch_multiplayer_3_2.jpg


screenshot_goldenguy_multiplayer2_4.jpg


screenshot_goldenguy_multiplayer2_4.jpg


screenshot_goldenguy_multiplayer5_2.jpg


screenshot_goldenguy_multiplayer6_2.jpg


screenshot_goldenguy_multiplayer8_2.jpg


screenshot_goldenguy_multiplayer10_2.jpg


screenshot_triplerocket_powerup1_2.jpg


screenshot_triplerocket_powerup2_4.jpg


screenshot_triplerocket_powerup3_4.jpg
 
Oh NO! NO NO! I was hoping Puzzle Quest expansion would be cheap (max 400 pts). I do not have enough points for this and 1942 this week (neither time). 700 pts is an odd and expensive price. What they are thinking?
 
forgeforsaken said:
So is Rocket Riot sort of like Bangai-o?
I played it at GDC and had a really fun time with it.

its sorta like bangai-o...a bit... in the sense that you have 360 degree movement via the left analog. but really thats all the similarities i found.

To me, it was more like Soldat that anything - skill-based aiming (aka you have to lead, predict, learn) and lots of weapon choice. The controls take a bit of time to get used to, and while the learning curve is challenging it makes for more rewarding mid-air shots and rocket kills. Also, the challenge will make for more fun in MP against talented players.

at least check out the demo - its good times IMO. plus the codeglu guys are really bang-up good guys.
 
edit: woops someone told me the N+ exp was going to be 700 points. Turned out it was only 200. Hopefully nothing ever turns up that is 700 points.
 
Sectus said:
From the screenshots, Rocket Riot looks a lot like Liero. Although the graphics looks awful.
Watch the videos. It looks much more impressive in motion. I especially like that it's using 8-bit style graphics without resorting to grave robbing.

Honestly, if this game doesn't move 100k+ downloads by the end of the year it would suggest that something is seriously wrong with XBLA's marketing and distribution model.
 
Rocket Riot has got the 8-bit style down to a tee. Reminds me of impossible mission in particular. Really looking forward to this but it doesn't mean that XBLA doesn't need Death Tank now. You hear me MS?
 
SapientWolf said:
Honestly, if this game doesn't move 100k+ downloads by the end of the year it would suggest that something is seriously wrong with XBLA's marketing and distribution model.

It's already fucked. I don't know why big retail releases can have release dates months in advance but not these small titles. MS doesn't do anything to generate hype. Lack of marketing and that stupid delisting meme just ruins titles before they even get a chance to do well. Go read some of the comments at major nelson and your brain will hurt from the stupid shit there every week.

"Why bother? This is going to get delisted duuuuuuuuuuuurrrrr"

Idiots
 
I really hope Ninja Bee makes a Cloning Clyde sequel. That game is so fun and humorous at the same time. Man, morphing into cloned chickens, sheep and the mutant is so fun. :lol
 
Kuroyume said:
It's already fucked. I don't know why big retail releases can have release dates months in advance but not these small titles. MS doesn't do anything to generate hype. Lack of marketing and that stupid delisting meme just ruins titles before they even get a chance to do well. Go read some of the comments at major nelson and your brain will hurt from the stupid shit there every week.

"Why bother? This is going to get delisted duuuuuuuuuuuurrrrr"

Idiots
I think they're trying to create a push economy, where you keep more points than you need just in case one of your anticipated titles comes out. When your title doesn't come out that week they're hoping you buy something else to help ease the disappointment. You see this all the time in retail, when they advertise a hot item at an unbelievable price and don't stock enough supply to meet demand. This may be effective on certain occasions, but consumers will eventually get tired of waiting.

MS is paying close attention to things like word of mouth, and I expect to see them start pushing features like user reviews and recommendations. Why should they generate hype when they have other people willing to do the job for them?
 
Do we have an official announcement for tomorrows content?

I've heard, 1942, N+ Content, Puzzle Quest Content, NG2 Content, etc
 
robot said:
Do we have an official announcement for tomorrows content?

I've heard, 1942, N+ Content, Puzzle Quest Content, NG2 Content, etc

All of that plus Go! Go! Break Steady I think is it. This is really one hell of a week for XBLA.
 
cjelly said:
Huh? Tee It Up is awesome, man.

I've played it every day since the damn thing came out! Easy achievements, as well.

I'm enjoying it as well... even ignored some of the reviews here (ricky business) and went forward anyway. not disappointed and if DL content comes as promised, might be cool.
 
MirageDwarf said:

Omg, that looks so awesome.

Just, so friggin' awesome. I love NinjaBee, Outpost Kaloki X and Cloning Clyde are 2 of my favourite XBLA games and while I Band of Bugs (Is that the right name?) wasn't too my taste I can appreciate that it was a good game.

Day one!
 
This weeks Top 10 Arcade Titles

1. Golf: Tee It Up!
2. SOULCALIBUR
3. UNO
4. DOOM
5. Worms
6. Schizoid
7. N+
8. Geometry Wars Retro Evolved
9. Wolf of the Battlefield: Commando 3
10. Coffeetime Crosswords
 
Shard said:
This weeks Top 10 Arcade Titles

1. Golf: Tee It Up!
2. SOULCALIBUR
3. UNO
4. DOOM
5. Worms
6. Schizoid
7. N+
8. Geometry Wars Retro Evolved
9. Wolf of the Battlefield: Commando 3
10. Coffeetime Crosswords


wow @ golf. I didn't think it's that impressive, but well done to them.
 
So upon realizing that I'm probably going to end up buying everything in the next few weeks, I used some of my GameStop credit to buy 5700 Microsoft Points.

I am ready :D
 
Ok, I'm going to have to start planning my purchases for the next month or so. So maybe we can take some educated guesses on the schedule. Let's start with what we know:

Geometry Wars August 6th

Pre Release Splash Pages:
Galaga Legions
Portal: Still Alive
War World
Uno Rush

Passed Cert:
Braid
Shred Nebula

In Cert and due soon:
Castle Crashers
Bionic Commando Rearmed
Rocket Riot
Vigilante 8
Pirates v Ninjas Dodgeball
Fable 2 parlor games

TBD:
Flock
Powerup Forever
Age of Booty
Air Burst
RBI Baseball
Blood Bowl
The Maw
Dishwasher: Dead Samurai
Darwinia+
Ender's Game

If I had to guess, I'd go with Braid and Shred Nebula for next week, which means I'll need at least 800pts.
 
Good luck with that, you are going to need it. You can also add to the coming soon pile, Samurai Showdown 2, Shotest Shogi, Pirates Vs. Ninja Dodgeball, Things on Wheels, Defense Grid: The Awakening and Gin Rummy with Zombie Wranglers in September.

I refrain from speaking on next weeks releases until I have gathered the requisite evidence or they flat out tell us.
 
pilonv1 said:
wow @ golf. I didn't think it's that impressive, but well done to them.
I think if you put the word 'golf' on something, it will sell regardless of it's quality (not that Tee It Up is a bad game, there's just not enough of it).
 
Bionic Commando is next week, I assume, since the PSN version is.
Uno Rush presumably won't come until the new dash update? It seemed to be linked heavily to the new features.
 
Jonnyram said:
Bionic Commando is next week, I assume, since the PSN version is.
Uno Rush presumably won't come until the new dash update? It seemed to be linked heavily to the new features.


Bionic Commando Rearmed does not have a confirmed release date no matter what the PSNners think.
 
Jonnyram said:
Well Famitsu says next week too, so... (and that's on 360) :P


Well, you didn't mention that before, that has a lot more credence, not sure if it 100% yet, but that is stronger then misreading a press release.
 
I couldn't find the Puzzle Quest expansion, neither in new releases neither in all games. It is not out yet. (good thing for me since I do not have points or time for it this week)

There are 2 multiplayer maps for Marathon out today however (busy week) but they are pretty expensive (400 pts each).
 
Well the Puzzle Quest DLC is up here in Japan, and there was an update for the game, but the DLC doesn't seem to be active at all. Don't tell me I have to start a new game for it to work -- I should be able to use my existing save, right?

Also, 1942 is not out in Japan, contrary to Monday's press release. No loss, I guess.
 
Merscom to Publish GAMEINVEST's Sarah's Emergency Room for Digital Distribution on PC and Online Console Networks

Innovative Time Management Game Scheduled for September Release

CHAPEL HILL, NC - July 23, 2008 Merscom announced today at the Casual Connect show in Seattle that it has partnered with GAMEINVEST to publish Sarah’s Emergency Room, a next-generation time management game, for digital distribution on the online console networks and PC platform. Merscom’s production team, which worked on the hit title Dairy Dash, will work closely with GAMEINVEST on the marketing and distribution strategy to ensure Sarah’s Emergency Room is embraced by casual gamers. Sarah’s Emergency Room will be available this September.

“Our past successes with time management games will allow us to help GAMEINVEST make this title exactly what the market is looking for,” explained Lloyd Melnick, Chief Customer Officer at Merscom, “Sarah’s Emergency Room has the chance to redefine the entire time management genre.”

Sarah’s Emergency Room casts players as Sarah, a young nurse who has recently graduated from college and is struggling to start her career. Her dream is to manage an emergency room in a big city hospital. In a twist of fate, Sarah is hired for a nursing position at a small town hospital in Maryville, Arkansas where she discovers that managing an emergency room is a bit harder than she expected. Sarah is the central element in the game, tending to all patients who walk through the door. She brings prescriptions to the different triage centers, takes X-rays, diagnoses patients, administers treatments and even assists in the operating room. Play through the game’s narrative to the exciting conclusion – will Sarah’s career as a nurse be a success?

Key Features include:

* Fun and fast-paced next-gen time management
* 7 hospitals, 9 levels of difficulty per hospital
* Multiple on-screen levels – manage different floors in bigger hospitals by taking patients up and down the elevators
* 3D graphics
 
Status
Not open for further replies.
Top Bottom