Official Xbox Live Arcade Thread

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I'm still having problems with Braid. I downloaded it on another 360 with my HDD installed. When I try and play on my 360 with my HDD installed it only allows me to play the trial. I've deleting and re-downloading and I can't get it to work. For the record my 360 is always connected to Live.
 
BMX Bandit said:
Looking forward to a demo and release date/price point for 1943. Like others have already said, 1942 was a lot of fun and had an amazing demo. Let's hope 1943 can bring us the same experience again.
Dedicated servers + 64 players and I'm in.
 
Have there been any videos or images of the R.B.I. game thats in production? God bless todays bb games but until one gives me that classic over the head panned out view that R.B.I. had I can't enjoy bb games quite the same really.
 
NYCC 09: Battlefield 1943 Pacific hands-on (XBLA)

http://www.*******.com/2009/02/06/nycc-09-battlefield-1943-pacific-hands-on-xbla/

Battlefield 1943 Pacific is just like ... well, other Battlefields. That's a compliment, by the way. 1943 is no janky spinoff. It's small in scope, sure, but it offers (and even improves upon -- read: no more health packs!) the core experience of its disc-based brethren. This is visible -- even playable -- in a pre-alpha build (XBLA version) on the New York Comic Con show floor.

We got our hands on the Wake Island map, one of three in the downloadable game, which is modeled on the actual geographic location with a few gameplay-enhancing improvements. 1943's color palette is distinctly vibrant, clashing against the epic destruction that ensues once a match begins. As featured in Bad Company last year, the Frostbite game engine's destructible environments are exploding and imploding in 1943 as well, with buildings reduced to mere foundations as players carelessly toss grenades, launch rockets and even bomb from the skies (bombers can be somewhat controlled from within specially-marked, protected bombing HQs). Destruction is a gimmick -- but a good one.


1943 is limited to Battlefield's now classic Conquest Mode, where teams must capture all the flagged territories around the map. Once captured, these territories become spawn points, with one designated as the "frontline," indicating where the most action is taking place. More calculating players can choose to spawn closer to home base (say, an aircraft carrier) and ride a boat to shore or hop in a fighter plane.

Calling to mind Warhawk (on PSN), 1943 features two layers of play: first-person shooting and air combat. Admittedly, our only flight ended in a quick, spiraling dive into the sea, but, theoretically, a squad of fighter planes could do some major damage to an opposing team. We stuck to the ground, though, sniping, rat-tat-tatting, or simply tanking through the enemy. You know the drill.

And that's 1943. A familiar kind of fun, served small -- an appetizer portion of a game. At $15-20 (we're told), 1943 will fall into the pricier tier of downloadable titles (on PSN, XBLA and PC), but justified by its inherent replayability -- supported by a "stamp and postcard" rewards system -- in addition to Trophies and Achievements. But the real draw is a social one. 1943 is team-based, and developer DICE promises to improve upon the squad system featured in Bad Company. In this sense, teams are split into three, four-player squads (24 total match players), surely a perfect opportunity for several friends to get together, if just for a few rounds. DICE is also focused on developing a functional "party" system, essential for any respectable team shooter; but that technology is not complete in this stage of development.

Still, Battlefield 1943 Pacific looks to be on track for its scheduled summer release. Not a blockbuster by any stretch of the imagination, but a solid featurette to enjoy before you launch whatever you have in your disc drive. Keep your radars locked.

Battlefield 1943 Pacific is scheduled for release this summer on PlayStation Network, Xbox Live Arcade and PC for an as yet unspecified price.
 
IGN at NYCC 09: Battlefield 1943 Hands-On
http://xboxlive.ign.com/articles/952/952333p1.html

February 6, 2009 - It's hard to believe that it's been seven years since the release of the original Battlefield 1942, but that's exactly how long it's been since PC gamers were first rapturously enthralled by DICE's online action game. And though we've seen many sequels since then, this is the first time the team is returning to the World War II setting that launched the series. We had the chance to play through the latest build of Battlefield 1943 at Comic Con today and are now even more excited to see how the final game shapes up.

The designers are sticking close to the original Battlefield 1942 model, even reusing the islands of Wake, Iwo Jima and Guadalcanal as the game's three levels. But this time around the levels are being rendered using DICE's new Frostbite engine, which allows for much more detail and destruction in the levels. Watching as a tank blasts through the walls of a bombed out shack as infantry cower in the tall grass nearby really brings the intensity of the combat home in a way that wasn't possible in the original game.

For the unfortunate gamers who never played the original PC version, Battlefield 1943 is an online action game where players start as either US Marines or Imperial Japanese soldiers who are competing for control of a number of flags spread across an island. Players can take command of a variety of vehicles including jeeps, tanks and airplanes in order to gain an advantage over their enemies. Whichever side controls a majority of victory flags slowly tilts the match in their favor. If they can hold on to most of the flags long enough, they'll win the match.

The new engine makes Wake more attractive than ever.
Though that's basically the same as the original Battlefield, there are some other new features in store for the sequel. First, there's a new bomber shack on the islands that can be used to call in a bomber formation to attack the island. When you enter the bomb shack, your view will transition to an inbound squadron of three bombers. The player can steer them left or right as they move over the island, and then switch to a bomb sight view to drop the payload. Then the player exits the bomb structure, which has to recharge before it can be used again. The bombers can be attacked by enemy fighters, which gives pilots more to do than strafe and bomb the infantry and vehicles on the island.

There are a few concessions to the design that DICE has made to make the game more accessible to a wider audience. First, each weapon has unlimited ammo. You'll still need to reload, but you won't have to resupply while in the middle of the game. Second, and more significant, players' health will now slowly regenerate during combat. This change will definitely decrease respawns and might actually encourage retreats from battle. It also means there's no more need for the medic class, so it's been cut.

The classes of machine gunner, engineer and tank-buster have been combined into a single class, the infantryman. This guy comes complete with a sub machinegun, a bazooka, and a wrench that can be used either to bash enemies at close range or repair vehicles in the field. The new rifleman class works a bit better at long range and comes equipped with a semi-automatic rifle and rifle-grenades. For real long range action, players will still need to rely on the scout and his sniper rifle. The scout also now has the old engineer's TNT, so he can also serve in a tank-busting role.

Except for the small landing craft that cart players from the carriers to the shore, controllable naval ships have been eliminated. Now the enemy capital ships will simply serve as permanent, non-destroyable spawn points for players and vehicles. This means that players won't be able to force a defeat by capturing all the spawn points and killing all the remaining enemy players.

Capture points are a little tighter this time around, which focuses the combat a little more than in the original PC version. Now you'll really have to get close to the flags in order to capture them and that will bring you out into the open a bit more. To help ease players into the action, there's a new frontline system that automatically spawns players at whichever friendly base happens to be closest to the action. Of course, if you'd rather spawn at a different base in order to grab a certain vehicle or sneak up on another enemy position, you can still opt to spawn wherever you want to.

Player limits are capped at 12 on 12 for all matches because those are the numbers that the Frostbite engine handles best. The numbers might get bumped up on the PC, but that's not a sure thing. The team says there's no possibility of cross-platform play owing to the balance issues created by different input devices.

Right now there's no plan to include other battles in the game but, given the number of amazing levels in the original game and the producer's obvious excitement when we pressed them about Tobruk, Kursk and Market Garden, we're sure that the possibility exists for future content releases down the road.

Battlefield 1943 is due out this Summer and is likely to carry a price similar to other premium content on Live or the PS Store. It will share a single price shared across all three versions.
 
IGN at NYCC 09: Invincible Tiger: The Legend of Han Tao Hands-on

http://xboxlive.ign.com/articles/952/952392p1.html

February 6, 2009 - From the moment I picked up the controller connected to Invincible Tiger: The Legend of Han, I knew I was going to like this game. I mean, any game that makes its start menu look like a movie poster from the 1970s is gold in my eyes.

Seriously, Invincible Tiger seems like it has a lot going for it. Earlier this week, Ryan Geddes brought you the nitty-gritty details on the title -- a simple downloadable brawler that's heavily influenced by kung fu movies and features two-player co-op. But this year's New York Comic-Con was IGN's first chance to actually play the game. True to its beat'em up roots, the controls should be natural to anyone who is familiar with the genre. The face buttons govern the simple actions of jump, kick, punch, and action, while the shoulder buttons cover dodging and using special stuff. Meanwhile, you can hit the D-pad to meditate and regain your health, but you'll be completely vulnerable while you do this.

The demo starts with Han Tao sleeping and/or passed out outside a classic-looking building. When a man comes to investigate, Tao pops up, and the fight is on. At any time during the fight, you can pull the camera back to take in the whole environment so that you can scope other enemy locations and plan a course to safety. The building in my demo not only covered a hefty part of the horizon but grew towards the sky so that you could take the battle vertical if you felt like it either by jumping or climbing higher. It will be interesting to see how this space is used in the four-player versus mode.


For the next few minutes, enemies came at me in waves. Some made understated entrances through doors, while others threw grappling hooks on the roof and attacked from above. Some stuck with simple hand-to-hand combat, while others brought weapons to the battle. In fact, when I bested a ninja dressed in blue, he dropped his staff and I picked it up. With the tool in hand, it was even easier to show the swarm of enemies who the true drunken master was. After a few hits, the staff disappeared and I was back to cleaning the clocks of ninjas decked out in black. Once I had defeated all of the demo's enemies, a boss in red armor showed up and we headed into the building's interior to settle this once and for all. Han Tao and the new enemy stared each other down and then came at one another, but the screen froze and the demo ended right before impact.

All that said, what really got me excited for Invincible Tiger was the style this game has going for it. It looks clean and sharp, like a well-done cartoon. The animations are fluid, there's a film grain effect to make it seem like you're watching an old movie, and the way enemy bodies bend and roll when they're launched into objects is pretty nifty for a downloadable game.
 
IGN at NYCC 2009: Magic: The Gathering -- Duels of the Planeswalkers Hands-on

http://xboxlive.ign.com/articles/952/952546p1.html

February 8, 2009 - I've been into comics for years and that's led to me getting into all sorts of industry offshoots -- action figures, table top games, and so on. However, there are two hobbies that never captured my imagination but are pretty hard to get away from when it comes to your local comic book shop -- Star Trek and Magic: The Gathering. Now that I'm planning on seeing the new Star Trek film thanks to that sweet trailer, it would appear the rules that have governed my life for years are out the window.

With that in mind, I sat down to play Magic: The Gathering -- Duels of the Planeswalkers.

Let's get one thing out of the way when it comes to Magic, I don't know thing one about it. If you're looking for an in-depth analysis on Planeswalkers from someone who could tell you what the difference between a green deck and red deck is, check out Hilary's hands-on from a few weeks ago. Meanwhile, if you want to read a noob talk about the pretty pictures he saw, stay here.


During my demo today at the New York Comic-Con, it kept being driven home that this videogame is an exact replica of the Magic games that are going on all over the world. There are no crazy 3D effects like the PlayStation 3's Eye of Judgment and there are no lame voices -- you have your playable cards in front of you, the rest of the deck is to your right, and there's a discard pile. When you've selected a card, you can zoom in on it with the right trigger, and you can even skip the screen that shows two cards being played against one another and losing points and what not. In short, this is like you're staring at your friends playing Magic, except for the occasional whirlwind on a card.

Even though I've never been into Magic, I've had enough of my friends fall into it to make me aware of the real obsession with the game -- collecting. Every Magic fan has their deck and it's packed with cards they think can trounce the competition when used correctly. Oddly, there really aren't going to be that many options for you to tinker with your deck in the game. Planeswalkers has eight preset decks that you'll be able to use, no creation option, and 17 cards to unlock and insert in the preset decks. I'm no Magic man, but that doesn't sound a lot like the things my friends were up to while I paged through Superboy comics.

Just what cards did I see today? Well, there was the Goblin Berserker, Wall of Wood, and my giant spider and elephant. All of these things and creature were easily destroyed by my computer opponent. If you're actually good at Magic and get sick of beating on the computer, there are a couple of other gameplay options for you to check out. Challenge Mode is 15 Magic puzzles/situations that you have to think your way out of; it's stuff like starting on turn 17 and figuring out how to win. On top of that, there's local and online multiplayer including Two-Headed Giant, a two on two game of Magic.


At this stage of the game, it appears Wizards of the Coast and Stainless Games are walking a very narrow tightrope. When I was getting my demo, my handler was talking about this title being a way for someone who's never really played Magic to get his or her feet wet and want to go buy a real deck. Thing is, if I never was really into Magic before, why would a game that has no real frills and is just a digital card game change my mind. Meanwhile, if you're the biggest Magic fan in the world (see: IGN's Nate Ahearn), why would you want to come play a game that doesn't support the customization feature you know and love? Again, I'm an admitted outsider here so maybe I'm reading this whole thing wrong; maybe the videogame will be way cheaper than a deck of cards and thus be a viable trial.

Folks who don't want to invest in a deck or just want a quick hit of digital card battles should keep it tuned to IGN to see what our Magic nerds have to say about the final product that's supposed to hit something this spring.
 
Achievements: Death Tank

http://www.xbox360achievements.org/game/death-tank/achievements/

ere are 12 achievements with a total of 200 points.

Tank Commander 25
Attain the rank of Tank Commander.
Hard Shot 5
Shoot an enemy using full power.
Revenge 15
Eliminate your killer with your last dying shot and get REVENGE!
Cleanup 5
Kill 2 enemy tanks with one nuke. "A nuke on the battlefield is worth two in the store."
The Vice 20
Kill an enemy while flying upside down.
The Dex 20
One shot an enemy tank using a straight up MIRV.
Deadeye 15
Hit and kill an enemy with 3 shells in a row. Each shell must be airborne for at least 1 second.
Missile Master 25
Hit an enemy with 3 missiles in a row. Each missile must spend at least 2 seconds in the air.
Jump 15
Fly half the width of the screen and stick the landing... In under 5 seconds.
Veteran 10
Rack up 50 on the Total Kills leaderboard.
Elite 20
Rack up 250 on the Total Kills leaderboard.
Maniac 25
Rack up 5000 on the Total Kills leaderboard.
 
New Xbox.com Splash Page: Death Tank

http://www.xbox.com/en-US/games/d/deathtankxboxlivearcade/

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http://www.gamerbytes.com/2009/02/more_board_games_on_the_way_du.php

Asmodee Games have revealed that French strategy board game Dungeon Twister will be making its way to the Xbox Live Arcade, courtesy of Hydravision Games.

Dungeon Twister is a multiplayer title where you must escape the Dungeon, or destroy the other players. The Dungeon Twister website explains it better than I ever could:

In Dungeon Twister, each player represents a team of 8 adventurers and magical creatures that have been teleported against their will into a mechanical labyrinth that is packed with traps.

Your team is made up of 8 characters and 6 objects. The board is composed of 8 independent square rooms that are able to turn on their axis’s. So the labyrinth can change at any moment!

Before you do anything else, you must choose 4 characters from the 8 you have in your team. These four will be your starting lineup and will be placed in your starting zone.

The other four characters along with all your objects will be placed face down, one after the other in the labyrinth’s rooms.

Currently the game is planned for a Q3 2009 release. The creators have said that it will remain faithful to the original game and will not be dumbed down for the masses - good on them.
 
Davedough said:
So I'm confused. What's releasing this week on XLBA?


Well, it looks like we got two games this week, as I predicted, the Splash Pages for Cellfactor and Minesweeper Flags are up and running.

Cellfactor
http://www.xbox.com/en-US/games/c/cellfactorpwxboxlivearcade/

bntcellFactorPW.jpg


Minesweeper Flags
http://www.xbox.com/en-US/games/m/minesweeperflagsxboxlivearcade/

bntmineSweeperFlags.jpg


Developer: TikGames LLC

Publisher: Microsoft
Minesweeper Flags

Genre: Puzzle and Word

Release Date: 2/11/2009

Console: Xbox 360

400 Microsoft Points
 
The Stick of Joy goes hands-on with Watchmen: The End is Nigh Episode I.

http://www.*******.com/2009/02/11/the-end-is-nigh-impressions-of-watchmen/

Watchmen is regarded by many to be one of the greatest graphic novels of all time. For years, fans have been able to put Alan Moore's creation on a pedestal, and many are afraid that Zack Snyder's upcoming film adaptation can only disappoint. In conjunction with the movie's release is a video game tie-in, which should be cause for more concern, considering the poor quality of most licensed video games.

In theory, Watchmen: The End is Nigh, should be able to overcome the typical woes of movie-game development due to its distribution method. As a downloadable game, it doesn't need to offer the depth expected out of a retail box. However, it's clear that The End is Nigh simply isn't ambitious enough to do the franchise justice. Although much emphasis has been placed on the game's expansion of the franchise's canon, the core game experience simply isn't very satisfying. It can be summed up in just three words: beat-em-up.
Gallery: Watchmen: The End is Nigh


The End is Nigh certainly does a lot of things right, and it's these dressings that make the game worthwhile for Watchmen fans. The visuals are absolutely gorgeous; the dark, rain-drenched cities of the graphic novel are accurately recreated in the game. Multiplatform digital releases very rarely, if ever, look this good. Each chapter begins with an animated introduction that fleshes out this prequel's story. While the production values don't match those of the Watchmen digital comic, these animated shorts do an admirable effort in recreating the look of the original graphic novel. Fans will certainly appreciate being able to see Rorschach and Nite Owl as crimefighters, not the condemned outcasts they become in the original story.

While it's easy to get swept away by the impressive presentation, the gameplay is thoroughly uninspired. Players can play as either Rorscach or Nite Owl, but the choice seems largely inconsequential. Ultimately, all players have access to are a generic combination of punches and kicks. Nite Owl can do electric attacks, and Rorscach can enter a "rage mode." However, these attacks are neither visceral nor cinematic.



Our preview featured only one kind of enemy: generic thugs that can also punch, kick or grab your character. Perhaps more enemy types will appear in the later areas of the game, but what we've seen so far has been disheartening.

The gameplay of The End is Nigh cannot get any more primitive. The beat-em-up genre hasn't progressed very far over the years, and it's clear that The End is Nigh makes no effort in changing the status quo. We're disappointed that some obvious features, like online cooperative play, won't be included with the game's release. Another obvious feature that's absent from the game: cooperative attacks. Although two players can play the game together offline, the lack of cooperative attacks limit the multiplayer aspect of the game. There's no way to do combos in tandem, nor is it possible to attack the same enemy with the two heroes. The multiplayer aspect is, essentially, two single player modes that happen in tandem.

Considering the entire game can be beaten in less than two hours, WBIE is going to have to price this game quite delicately. (Certainly nothing more than $10!) From what we've seen so far, Watchmen fans may want to keep their eyes on the game, not because of the gameplay, but because of the impressive production values and compelling story.
 
I hope Death Tank is coming out next week. I'm not too keen on the others and I imagine Rocket Riot and Dishwasher will be in cert for awhile. But I'm also getting SFIV next week so I guess I won't mind waiting.
 
I imagine it will be either Death Dank or Cellfactor next week.

Anyway: Hasbro Family Game Night Fact Sheet:


From EA-Hasbro comes the Hasbro Family Game Night destination on Xbox LIVE Arcade, which gives families and friends a new way to connect and play together!

Play the classic Hasbro games your family knows and loves in brand new and fun ways or play by the original rules. Hasbro Family Game Night features classic and party game modes of family favourites such as CONNECT FOUR, BATTLESHIP, YAHTZEE, BOGGLE, SORRY! and SORRY! Sliders.

Classic Games!

* Join your host Mr. Potato Head as you play games such as SCRABBLE, CONNECT FOUR, BATTLESHIP, YAHTZEE, BOGGLE, SORRY! and SORRY! Sliders.
* Experience new ways to play these best-selling board games.

Full Xbox LIVE Support!

* Show off your skills with Hasbro Family Game Night achievements and compete with your friends to earn a spot atop the Xbox LIVE leader boards.
* Increase your game score and talk while you play online with voice chat.
* Get your Xbox avatar into the game with Hasbro Family Game Night’s avatar support.

More details after the break.

Online Multiplayer fun!

* Play locally with friends and family or take on other Xbox LIVE players in online play.
* Play with up to four players in SCRABBLE, YAHTZEE, BOGGLE, SORRY! and SORRY! Sliders.
* Play up to two players in CONNECT FOUR and BATTLESHIP.

Deck Out Your Very Own Game Room.

* Launch new games within the Hasbro Family Game Night destination on Xbox LIVE without leaving your game room.
* Download new themes and game room furniture to design and customize your perfect game room.
* Show your custom game room to your friends when you invite them over to play!

Host a Game Party

* Each game has a party mode featuring fun new ways to challenge your competitors.
 
EXIT 2 Confirmed For XBLA, First Screenshots

http://www.gamerbytes.com/2009/02/exit_2_confirmed_for_xbla_firs.php

Previously revealed through various video game rating websites, it has now been officially announced that EXIT 2 will be coming to the Xbox Live Arcade, and Team Xbox have the first screenshots.

EXIT, previously released on XBLA and Taito's first foray into the digital download circuit, got a sequel on Sony's PSP back in 2007. However, the game was only released in Japan and Europe, never getting its release in North America. Now through the power of digital download, the game will get a worldwide release.

If you've played the original EXIT, you'll know what to expect from this sequel. With 100+ more puzzles at your fingertips, you might consider this more of an expansion pack to the original with some additional control tweaks. Your Super Mario Bros. 2 JPN to your original, if you will.

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Jetting Around the Galactrix
Extended impressions and vehicle intel incoming.

http://xboxlive.ign.com/articles/953/953914p1.html

February 12, 2009 - Fans of Puzzle Quest will once again find themselves addicted to puzzle/RPG gameplay soon after beginning their journey with Galactrix. While it definitely feels like its own game, the flow of gameplay will be familiar to anyone who played PQ. Players jet around the galaxy completing mini-quests, improving their hero and ships, and matching a lot of gems. We consider ourselves to be Puzzle Quest connoisseurs, so allow us to break down some of the differences we've found between the first game and Galactrix.

* In Puzzle Quest there was a slew of characters and classes to choose from, but Galactrix offers only two -- a male and a female. There doesn't seem to be any difference between the two, other than cosmetic.
* The game world in Galactrix is much, much bigger. It can be a bit daunting the first time you gaze at the galaxy map, with dozens and dozens of systems each containing missions, shops, its own economy and government, and mini-games.
* In order to gain access to new areas of the galaxy map you have to complete mini-games. Basically, you have to hack a leap gate by matching gems in a specific order within a time limit. Hacking challenges increase in difficulty as you progress.
* Like Puzzle Quest, you can add members to your party in Galactrix. But instead of giving you a small boost in battle, they unlock complete game features. Adding the character Lydia to your party, for example, will allow you to mine asteroids for valuable cargo, which can be sold around the galaxy.
* In Puzzle Quest you could lay siege to any castle you visited, take control of it, and add it to your empire. From then on it would pay taxes to you whenever you passed through. Sadly, this feature appears to be missing from Galactrix.

Another major difference is that you do all your attacking and equipping with your ship. In Puzzle Quest you could capture monsters and use them as mounts, but here in Galactrix your vehicles are much more involved in gameplay. There are over 30 ships you can collect and customize. Below is a breakdown of some of the general classes of ships and their most common uses. You can only have three vehicles in your fleet at any one time, so you'll have to make tactical decisions about which to use. Reading the benefits each class provides gives you an idea of just how big this game is. Ships can be bought, or built if you find the plans.

Warships
Trident Battleship, Vortraag Destroyer, Trident Gunship, Vortraag Cruiser, Trident Warship
These ships have large reserves of Red Energy, useful for outfitting with lasers and missiles. They focus on directly damaging an opponent. It's always good to keep one of these heavy-hitting ships in your fleet for when you find that inevitable boss fight. Be careful with some items like Mines and Minelayers though, because they can sometimes do as much harm as good.

Vortraag Destroyer
Fast Ships
Acheron Ghostship, MRI Blade, Cy-Tech Botship, Cy-Tech Needle
These are useful ships to have if you plan on spending a lot of time running away from encounters or smuggling contraband. Of course, PSI Power will also let you escape your enemies so you may choose to concentrate on that instead. Keep in mind that many of the fast ships are also small, so you may be in trouble if you get caught. If you can manage to obtain an Acheron Ghostship though, you should be able to outfit it with quite a bit of equipment.

Science Ships
Lumina Archive, MRI Science Station, Lumina Warship, Lumina Cruiser
These ships have a large amount of Green Energy, representing the massive computer systems they have on board. Green Energy is useful for buffing up your own ship, so Science vessels are often good defensive ships to keep around when fighting some big enemy capital ships. A science vessel with auto-repair functionality can last a very long time in combat.

Cargo Ships
Elysian Ferry, Jahrwoxi Homeship, Standard Hauler
If you want to make your fortune mining, then it is worthwhile to reserve one or more slots for these behemoths. Your cargo capacity is determined by adding together the capacity of each ship in your fleet, so it is never a waste to keep Cargo Ships around. Although these ships are not good in combat, they will save you the effort of constantly visiting distant stations to get the best prices for your cargo.

Long Range Ships
Cy-Tech Missile Array, Quesadan Lightship
These Ships have a high reserve of Yellow Energy. This is very useful for manipulating the board and can be a great way of denying a specific enemy the energy he needs to activate his most powerful items. In fact it is often worth keeping a long-range vessel and occasionally customizing it on the fly before a battle with a tricky opponent. Keep an eye out for Thrusters, Waves, and Transformers that can be outfitted to these ships to target various gem types in play.

Capital Ships
Lumina Archive, Trident Battleship, Gamma Sphere
These ships have eight item slots and can be literally filled with all sorts of items. They are often slow, but also have good cargo capacity, so you probably want as many of these in your fleet as possible. However they are very expensive to buy, and even if you can find the plans it is very difficult to build one yourself.

Well-Balanced Ships
MRI Mindship, All Soulless Ships
These ships are obviously very versatile. Your biggest problem is locating one or finding all the cargo necessary to create one yourself.


Puzzle Quest: Galactrix ships at the end of this month. Look for IGN's early review next week.
 
LTTP I guess but I just found out today that R-Type Dimensions was up on Marketplace now. Downloaded it. Played it. Loved it. So Awesome!! :D
 
EA to showcase Hasbro inspired video games line-up at Toy Fair

http://www.tradingmarkets.com/.site/news/Stock News/2178292/

HASBRO FAMILY GAME NIGHT will contain some of the most popular family board games, SCRABBLE, CONNECT FOUR, BATTLESHIP, YAHTZEE, BOGGLE, SORRY! and SORRY! SLIDERS for the Xbox LIVE Arcade (XBLA). The company said that the Hasbro Family Game Night destination on Xbox LIVE will allow players to enjoy classic versions as well as brand new ways to play including Party Mode, which offers mini-game versions of each game. The game is expected to be available in spring of 2009. Pricing details were not available.
 
Connect2Media Announces Go Go Rescue Squad

http://www.gamersdailynews.com/story-8507-Connect2Media-Announces-Go-Go-Rescue-Squad.html

Connect2Media, has announced the first release of ‘Go! Go! Rescue Squad!’ a new multi-platform franchise ‘Go! Go! Rescue Squad!’ will release first as a downloadable PC product in February 2009. The game will be released on iPhone next with mobile formats arriving in April 2009, including Windows Mobile and Android. An Xbox Live Arcade version is in development, and the company is exploring routes to market for a Nintendo DS version later in the year making Go! Go! Rescue a true, multi-platform, brand.

The initial release, as a downloadable PC game, places Go! Go! Rescue Squad! firmly in the casual games sector, an area which Connect2Media Directors have had much success in before. CEO of Connect2Media, Eric Hobson, commented, “The global web release enables us to get the game out to a massive audience from the off. Already there is a community building for the brand on-line and the release will fuel this making it a ‘must play’ title.”

Peter Scott, Connect2Media’s CTO, said “Our experience of the game is that if people play it, they fall in love with it, and so discovery via the web release will be a key part of the strategy for building a major brand. We also feel that this is a perfect product for today’s casual games market having had a number of hits in the past with games that have taken on a life of their own when released online.”

The Go! Go! Rescue Squad! brand is designed to have mass market appeal to both male and female audiences. The game has been developed at the company’s Manchester development studio and sees the player taking on the role of a brave firefighter in order to save ‘Darwins’, the hapless inhabitants of the town. The game has a wide appeal combining compelling gameplay, original character and level design and unique gameplay mechanics in 64 puzzle packed levels over six themed districts. Gameplay sees the firefighter squad doing everything they can to save the various Darwins from fire, floods and explosions. The game has a gentle learning curve but its size and variety of levels gives it plenty of depth and hours of gameplay.
 
Assemble in the Death Tank arena this week on Xbox LIVE® Arcade

It’s time to get cunning and strategize! “Death Tank” arrives on Xbox LIVE Arcade this Wednesday, February 18, at 9 a.m. GMT (2:00 a.m. PDT).

Enter the ever-changing “Death Tank” arena and unleash your destructive power in multi-player, next-gen combat. Equip your futuristic tank with earth shattering weapons and roll on over to Xbox LIVE to join in epic battles between friends. Published by Microsoft, and developed by Snowblind Studios/Flat Games., “Death Tank” will be available for 1200 Microsoft Points worldwide. The game is rated E 10+ for Everyone 10+ by the ESRB. For more details on “Death Tank” please visit: http://www.snowblindstudios.com/games.php?game=death_tank
 
Kuroyume said:
I thought Flock! was due this month too.


The month isn't over and Microsoft has gotten fucking terrible at announce new shit, to wit I just got a report that german gaming site "gameswelt" is reporting that Exit 2 is coming out this Wednesday for 800 Points, I did some checking and found that Exit 2 has a Splash Page and a forum listing now.

http://forums.xbox.com/1261/ShowForum.aspx
http://www.xbox.com/en-US/games/e/exit2xboxlivearcade/

bntexit2.jpg


SO yea, I am not sure what Microsoft has against the other XBLA game of the week, but god damn it this shit is tiresome.
 
"For those wanting more from The Maw, Twisted Pixel Games has announced that a new level called "Brute Force" will be launching this Wednesday, February 18 on Xbox LIVE® Arcade for 100 Microsoft Points ($1.25 USD). Featuring new puzzles, characters, cinematics, and explosive action this level pits Frank and Maw against a new foe: the Brute Soldier, a member of the bounty hunters' elite strike force sent to stop Maw at any cost.

This is the first of three DLC levels that Twisted Pixel Games has been working on ever since The Maw development wrapped last year. "There's a period of time where we're not allowed to touch the game because it's going through certification, but there was more we wanted to do, so rather than calling it a day we threw ourselves into making all new levels," explains CEO Michael Wilford. "We've never done DLC before so it's a bit of an experiment for us, but there seems to be a lot of excitement for it so I don't think we can go wrong."

Each DLC level will expand The Maw storyline by fitting in between the original levels as "deleted scenes". "As with any production, there are always pieces left on the cutting room floor that you wished could have made it into the final cut," says CCO and Director Josh Bear. "We had a lot of half-finished story elements and gameplay mechanics, so we are picking the best ones, polishing them up and making new levels that are bigger in size and scope than the ones in the main game.""
 
Shard said:
The month isn't over and Microsoft has gotten fucking terrible at announce new shit, to wit I just got a report that german gaming site "gameswelt" is reporting that Exit 2 is coming out this Wednesday for 800 Points, I did some checking and found that Exit 2 has a Splash Page and a forum listing now.

http://forums.xbox.com/1261/ShowForum.aspx
http://www.xbox.com/en-US/games/e/exit2xboxlivearcade/

bntexit2.jpg


SO yea, I am not sure what Microsoft has against the other XBLA game of the week, but god damn it this shit is tiresome.

Oh for the love of...

monkey1.png
 
Amazing, isn't it?

It's not like we even need a bloody press release for every game. Just tell us what's coming out, when, how much, then link us to the official sites or something.

There needs to be some serious banging of heads together down in Redmond.
 
The thing that kills me is that Microsoft used to be so good at this, every Monday at 12:00 EST there would be the PR highlighting everything.
 
Shard said:
The thing that kills me is that Microsoft used to be so good at this, every Monday at 12:00 EST there would be the PR highlighting everything.

So what's going on?

With all the people let go...are there not enough people to keep the eye on the ball for particular tasks?

Are they busy prepping for GDC and simply don't care about XBL at the moment?
 
bigdaddygamebot said:
So what's going on?

With all the people let go...are there not enough people to keep the eye on the ball for particular tasks?

Are they busy prepping for GDC and simply don't care about XBL at the moment?


Appreantly it has something to do with a switch in PR teams done months ago.
 
PEGI Watch:

The Incredible Machine (Puzzle)
Blizzard Entertainment SAS
[IncredibleMachineArcade.com.]
XBOX 360 Live Arcade
 
cjelly said:
Amazing, isn't it?

It's not like we even need a bloody press release for every game. Just tell us what's coming out, when, how much, then link us to the official sites or something.

There needs to be some serious banging of heads together down in Redmond.

add to that a list of places where the game is being released. i have been burned so many friggin times in japan by this shit :(
 
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