Official Xbox Live Arcade Thread

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So...my friend and I are gonna start working with xna so I'm picking up a 360 here shortly. I don't have any plans to buy many retail games, but I'm fairly clueless on arcade titles.

Anyone want to suggest anything? I plan on getting Castle Crashers, but other than that, I have no idea. Preferably co-op unless its beyond outstanding. Also, nothing thats also on PSN, has I'll likely already have those games.

Also, would my girlfriend like Viva Pinata? Any other cheap co-op games?

Thanks in advance.
 
Team Xbox Sorry! Hasbro Family Game Night Impressions

http://previews.teamxbox.com/xbox-360/2292/Hasbro-Family-Game-Night/p1/

Electronic Arts recently released to Xbox Live Arcade its Family Game Night concept of board game shenanigans. Instead of putting together a complete compilation with all of Hasbro’s best board-based contests, EA decided to make a fancy (fancy, as in hosted by Mr. PotatoHead in a penthouse) that plays the role as app. client, and then set it to sail it with Scrabble, Yahtzee!, Connect Four and Battleship modules. Both the Hasbro Family game night concept and the final product are quite nice, garnering a score of “9.0” for the launch client and its four modules.

Family Game Night’s modular design works well with the DLC-based Xbox Live Arcade service. Instead of producing a complete board game compilation, EA went with separately available games, with the ease of DLC making the purchase of any or all of these games a snap. While the critics will claim this is a way to eek more bank from the consumers, the glass-half-full crowd will realize the benefits of such a design. In modular form, users can purchase only the games that they really want; saving dollars in the long run. There’s also the clear expandability benefit. The other big advantage to Family Game Night’s design is that new modules (games) can ship as they are completed by EA; there’s no holding up the compilation while each and every title is completed.

PotatoHead tries to stay awake as Sorry! referee.


It looks as though the next module for Family Game Night will be Sorry!, since we’ve been given clearance to talk about the debug version of this Hasbro Classic (FYI – both Boggle and Sorry! Sliders—an action-based game more like curling than the regular Sorry!—are soon to follow).

While it plays much like a dice-based affair, Sorry! is actually a card game that features traditional board game pawn pieces. You’ll be playing four pawns at once; all of which start out in the same corral on the board. Up to three opponents will share the same condition, and will also be faced with the same task as you: To get each pawn all the way around the board and into a “home base.”

A card’s face value determines how many spaces a pawn can move, but some cards have special conditions built in (i.e. a 10 card can either move a pawn forward ten spaces or back one space). In addition to number cards, there’s a Sorry! card which, if possessed, can be played against any rival pawn on the board. And Therein lies the hook of Sorry!: You hate to send your rivals packing (so you apologize for doing so), but that’s the only way to seal up a victory. The Sorry! card takes a pawn out of your stable and also sends a rival piece back home, so it’s really a double-whammy move.


Although it doesn’t come with the same amount of guilt as pulling a Sorry! card on a foe, choosing to land on the same space as your rival has its own regret baggage. Such a maneuver will allow one of your pieces already in play to send the adversarial piece home; obviously there’s some strategy to this play. The good news is that the few spaces leading up to your home base are considered ‘safe,” which means no position flips or Sorry! cards can be played on a pawn in that region.

In addition to the classic iteration, Family Game Night allows a “Bonus Cards” version of Sorry! to be played. As you may have guessed, Bonus Card throws some tricks into the deck. Along with the special Sorry! card, five additional cards will be mixed in: Side Swipe, Wipeout, All Change, Freedom and Steal. Side Swipe takes out rival pawns as your pawn morphs to a corner space. Wipeout sends the rival pawn furthest from its home base back to the starting pen. In All Change, your held cards are swapped out for fresh ones. Freedom releases one pawn from every player’s pen. And Steal allows one card to be swiped from an opponent’s deck.

You called down the thunder…


Interesting cel-shaded board graphics contrast with easy-to-understand user pointers. Pointers make it clear exactly which moves can be made with the cards in-hand; the job of actually getting your pawn to the chosen move spot is a bit harder. The reason being is that the board is presented on an odd angle; good for aesthetics, but not as good for syncing up with thumbstick inputs. It’s almost easier to use the D-pad, and train your mind to realize that the board is a perfect square, rather than the rhombus it appears to be from the wonky camera angle.

While on-screen text, sound effect changes and some flashing lights will announce when a Sorry! card is dropped, or a swap is pulled, the e.version of this classic doesn’t quite capture the original game’s visceral nature. That’s not really a fault on EA’s game, it’s just that the physical act of blasting an opponent’s pawn from a favorable position is an engaging part of the game (at least it was in my crazy household). Slightly more fanfare, and maybe some intense controller vibration (although kudos to EA for the slight vibration that occurs when it’s the user’s turn) could have helped in replacing the blasting of a piece across the room, followed up by a sarcastic, drawn out “Soooorrryyy!”. On further thought, maybe this sort of rage is why Hasbro invented Sorry! Sliders.

In terms of functionality, Sorry! is a real treat for those that are fans of the board game version of this Hasbro stand-by. The Bonus Card mode is a nice twist to the standard style of Sorry! action. The ability to play in both local, and Live settings—both with avatar support—is also a slick feature of Sorry! shared by the Family Game Night lot. Ten fresh Achievements and Leaderboard support rounds out a nice package for its nominal asking price.
 
Star Trek D-A-C 1Up.cvom Hands-on Preview:

http://www.1up.com/do/previewPage?cId=3173956

Make no mistake about my affinity for Star Trek (even if Mr. Anthony Gallegos and myself occasionally get into heated "I'm the bigger Star Wars fan because..." conversations). I feel I could also hold my own pretty well when it comes to all things Trek. For example, how do you defeat a Behemoth Alien? You kick it in its knees. So when Naked Sky Entertainment was going to bring by Star Trek: D-A-C for a hands-on demo, I snatched up the chance to see how the new Trek game has come together.

In short, it's a casual, top-down space arcade game that has little connection to the movie besides the official sound effects, music, and starship models. If you're looking for a deeper Trek game, then I suggest you look into the vault of PC and console games to find yourself a few gems (Jeremy Parish and I will be talking about classic Star Trek games on the next Retronauts). The point of D-A-C really depends on the mode of play you pick from the game's menu at the start. There are three game types available: Versus (six on six over LIVE or PSN), Co-Op (six players over LIVE or PSN versus six AI controlled players), and Solo (you plus 11 AI controlled players).

Additionally, you can select from three different ship classes. The Flagship (aka The Enterprise) is a heavy and slow moving cruiser that has automatic phaser fire and allows manual photon torpedo control. The Bomber is a fast moving ship that lacks both phasers and photons, but it can lay proximity mines to damage its enemies. Last is the Fighter, a quick ship that can't take a lot of damage but is fast enough to avoid most attacks while firing its phaser cannons at enemies. It doesn't matter whether you choose to fly for the Romulans or the Federation; the ships look different, but are functionally identical.

The controls are simple; most ship movement is done with the left analog stick. The left trigger acts as a speed boost, and the right analog stick controls the firing direction (when holding down the right trigger). Your boost and firing ammo are indicated by a power meter at the bottom of the screen that slowly regenerates over time. Shields are also indicated at the bottom of the screen and their power depletes as you take enemy fire. You can quickly regain power by picking up various power-ups scattered throughout the maps (they look like white squares) that also upgrade your weapons to increase firing rate, double shot, triple shot, etc. The orange-colored squares give your starship random special abilities that you can execute with either of the bumper buttons. The five "pick-up" abilities are cloak, wingman (an extra ship), invulnerability, seeker torpedos, and push mines, which disrupt your enemies' flight, pushing them out of your way.

If, during the heat of battle, it looks like your starship is about to go nuclear, you have the option of firing an escape pod from your ship. When in this mode, you must survive by avoiding enemy fire for a couple of seconds. If you succeed, you will respawn faster and still have most of your power-ups intact. And the power-ups carry over regardless of which ship class you choose to respawn as. If you die, well, you have to start all over again.

D-A-C stands for Deathmatch, Assault and Conquest, the three game modes that will be available over LIVE and PSN when the game ships. And each supports six-on-six multiplayer. In Deathmatch you want to rack up as many kills as possible before time runs out. Conquest has a point control objective. Both teams have a base point that is locked and can only be unlocked by capturing two other neutral points on the map; the objective is to take over your opponent's base point before time runs out. If no victor can be found within that time frame, then it turns into sudden death -- the last team standing wins. That leaves Assault, which is similar to Conquest, but the teams are divided between offense and defense. The offensive team must capture a set of four waypoints in order. The defense is there to stop the offense from completing this goal, also while under a time limit. For each mode, you can select any type of ship you want to play as on any of the five available maps. So, you could create an entire fleet of Flagships, if you really wanted to. Unfortunately, multiplayer is limited to online or linked together consoles only, D-A-C lacks splitscreen multiplayer support.

While you could view this as a game that could be reskinned for any space movie license, Naked Sky insists that D-A-C was "Star Trek from the start." And while there might not be any deep involving story to go along with the game, D-A-C looks to bring the fun of the Trekverse to the casual gaming crowd instead of a hardcore audience. And that's not a bad thing at all. Expect D-A-C to come out close to the launch of the movie for $10 USD (800 MS points).
 
Concept17 said:
So...my friend and I are gonna start working with xna so I'm picking up a 360 here shortly. I don't have any plans to buy many retail games, but I'm fairly clueless on arcade titles.

Anyone want to suggest anything? I plan on getting Castle Crashers, but other than that, I have no idea. Preferably co-op unless its beyond outstanding. Also, nothing thats also on PSN, has I'll likely already have those games.

Also, would my girlfriend like Viva Pinata? Any other cheap co-op games?

Thanks in advance.

Get Braid.

Dishwasher.
 
Concept17 said:
So...my friend and I are gonna start working with xna so I'm picking up a 360 here shortly. I don't have any plans to buy many retail games, but I'm fairly clueless on arcade titles.

Anyone want to suggest anything? I plan on getting Castle Crashers, but other than that, I have no idea. Preferably co-op unless its beyond outstanding. Also, nothing thats also on PSN, has I'll likely already have those games.

Also, would my girlfriend like Viva Pinata? Any other cheap co-op games?

Thanks in advance.
N+ for sure. Also, Geometry Wars 2 and Schizoid.
 
Concept17 said:
So...my friend and I are gonna start working with xna so I'm picking up a 360 here shortly. I don't have any plans to buy many retail games, but I'm fairly clueless on arcade titles.

Anyone want to suggest anything? I plan on getting Castle Crashers, but other than that, I have no idea. Preferably co-op unless its beyond outstanding. Also, nothing thats also on PSN, has I'll likely already have those games.

Also, would my girlfriend like Viva Pinata? Any other cheap co-op games?

Thanks in advance.

Space Giraffe. "Beyond outstanding" would be an understatement.
 
Sonic & Knuckles coming to XBLA (with lock-on functionality if you have bought Sonic 1,2, or 3 on XBLA):

sega_vintage_collection_sonic_and_knuckles.jpg


http://www.segaonline.nl/blog/2009/04/28/sonic-knuckles-lock-on-functionaliteit-naar-xbla/
 
Awesome, I already own S2 (need to rebuy S1 as it's on my old stupid locked because of credit card gamertag) and they just sold me on buying S3 xbla too :lol
 
Concept17 said:
So...my friend and I are gonna start working with xna so I'm picking up a 360 here shortly. I don't have any plans to buy many retail games, but I'm fairly clueless on arcade titles.

Anyone want to suggest anything? I plan on getting Castle Crashers, but other than that, I have no idea. Preferably co-op unless its beyond outstanding. Also, nothing thats also on PSN, has I'll likely already have those games.

Also, would my girlfriend like Viva Pinata? Any other cheap co-op games?

Thanks in advance.
Pac-Man CE
Geometry Wars 1 and/or 2
 
B-Rad Lascelle said:
I'll get this out of the way now, but it should come as no surprise to people that this Game Detail page is only on the US website. Don't expect to see 1 vs. 100 in Canada, Australia or Europe in light of the real prizes being given away.
Except that there is a ad for a 1 vs 100 beta on the dashboard that I'm pretty sure indicates it is specifically for Canada. May 8th was the date for it if I recall correctly.
 
I seriously can't believe Taito has the balls to bring out Bubble Bobble on XBLA WITH NO ONLINE PLAY. I've been saying since Day 1 that Bubble Bobble with online play would be just about the best thing ever. It's pure bullshit.
 
thewesker said:
I seriously can't believe Taito has the balls to bring out Bubble Bobble on XBLA WITH NO ONLINE PLAY. I've been saying since Day 1 that Bubble Bobble with online play would be just about the best thing ever. It's pure bullshit.

Did you forget to tell the them?
 
thewesker said:
I seriously can't believe Taito has the balls to bring out Bubble Bobble on XBLA WITH NO ONLINE PLAY. I've been saying since Day 1 that Bubble Bobble with online play would be just about the best thing ever. It's pure bullshit.
oh fuck seriously?!

fail fail no buy
 
http://www.destructoid.com/interview-with-space-invaders-extreme-s-lead-artist-130124.phtml

Space Invaders Extreme Interview

Being kind of a fan of all things retro, suddenly finding I had the opportunity to speak with the people behind the upcoming 360 version of Space Invaders Extreme was exciting to say the least. Taking a game praised by so many gamers to be virtually perfect and improving it before putting it on a new console is no simple task, but Backbone Entertainment seemed like an ideal studio to take on the job, considering their history with retro-love titles such as Super Street Fighter Turbo HD Remix, 1942: Joint Strike, and Gauntlet DS on the way.

I had the chance to sit down with Arvin Bautista, lead artist on the Space Invaders Extreme project, and talk about everything from the meaning of "the new retro" to why four player co-op is going to rock your socks off. Hit the jump to get the skinny on the delicious new content you have to look forward to.

Destructoid: So, we get the gist that you guys have a thing for all things retro! It's not a surprise considering your project history! Well, before I dig into questions about Space Invaders Extreme, I'd be curious to know what your favorite vintage console is.

Arvin: Vintage, hmm. Does Game and Watch count as a console? Not really. (laughs) Maybe that's too vintage. But that's definitely up there, there's so many memories with that. When I was growing up in the Philippines, I didn't have access to games persay, so what happened was I would go to these stores that rented Game and Watch systems for a certain amount of time, so you'd play for thirty minutes. I played stuff like Manhole, straight up old school games. After a while I bought an Atari 2600 and a ton of hours of my life were spent playing that. That would have to be the vintage console that I would gravitate towards. We played a lot of Adventure...

Destructoid: So did I! What about the rest of the Backbone team? Does everyone share a similar love for old consoles and old games?

Arvin: There are two artists, myself and Conrad Zeto. He is definitely a classic gamer. I'm not sure if he would go as far back as Atari. I could me wrong -- forgive me, Conrad, that I said you don't go as far back as Atari! (laughs). But yes, everybody at Backbone definitely has gaming roots. We have a bunch of arcade machines, like Rampart, Defender, Joust, lots of super old school games. They would get really into it, with scoreboards and everything. I can't even get close to beating these guys when it comes to scores. You should arrange to come for some sort of tour!

Destructoid: No kidding, I was going to say I'd love that.

Arvin: People here generally love the classics. They would go out of their way to try to hunt down these arcade machines. One of our programmers has a bunch of machines he would always maintain and he proudly kept one by the cafeteria and we'd play it all the time.

Destructoid: Sounds like you guys were an ideal team to work on a title like Space Invaders Extreme.

Arvin: Absolutely. We've worked on a lot of emulated games already, such as Sonic Ultimate Genesis Collection, some Midway classics...



Destructoid: Backbone is working on Gauntlet for DS, right?

Arvin: Yep, that's right. We also did Bomberman, Super Street Fighter HD, Puzzle Fighter, 1942, Commando, so yeah, we love this kind of stuff. We eat it up.

Destructoid: It shows! Well, tell me a little bit about the challenges of bringing Space Invaders Extreme over to Xbox Live. I know it was originally a Taito title, but I assume you wanted to present it on 360 with a little bit of your own stamp, yes?

Arvin: Taito was pretty accommodating on the changes we wanted to do. Of course, there's a certain extent to what things we can change. They were fine with changing the backgrounds as long as it was still within the license. For the most part, everyone on the team were fans of the game before we got the project. It came out on the DS and I thought, "Wow, this is the best thing ever!" (laughs) So I was already eating it up, so it once it came to us, I thought, wow, this is awesome. I didn't want to mess with it too much.

One of the things that happened was that we were thinking about how we would "up res" these aliens. I didnt want to make them smoother. People would walk by my desk and say "Are you sure you up-resed these guys? They still look kind of blocky!" They've very iconic that way though. I did a test to see what they would look like if I smoother them out, or filled in the curves, and it just didn't look right. It lost its iconography. If there was any doubt at that point whether I should change the look of these guys, it was gone at that point.

We put minor touches in it, like we added a nicer gradient to the invader or a one pixel outline to make it look even sharper, but that's it. As far as the shape of the aliens, we wanted to keep it that way. And actually, so did Taito. They actually brought in the original sprites for us to use. In my head, that's our main difference from the DS and PSP versions, because those assets were actually not pixel perfect.



Destructoid: Well, that leads me to my next question: As far as presenting the game in HD, did you feel that this crisp new look could appeal to not only longtime fans of Space Invaders, but also younger people who never played the original Space Invaders?

Arvin: I think so. I think the biggest indicator of that is when I was at GDC this past year, we would find people milling around who had never played Space Invaders, even though they knew what it was. People would come up and want to play --even though we couldn't let them play the game yet! -- strictly because of the way it looked. I think a lot of that has a lot to do with the presentation and the visualizer by Jeff Minter. It's just very striking. It appeals to a certain younger generation aesthetic that's apparent with a lot of these retro games coming back.

Destructoid: That leads me beautifully into my next question, in fact! "The new retro", as it's sometimes called, present crisp new graphics with retro sensibilities at its core. What do you think about it and what games do you think have done it really well in the last few years?

Arvin: I've always liked these types of games, even more now that I'm older. I simply don't have time for these 80 hour RPGs anymore! These kinds of games attract me a lot, it became apparent to me that there was a huge market for this when Geometry Wars came out. It's not really an old game made new, but it does have older sensibilities. When that exploded, it kind of surprised me -- in a good way! I thought, wow, people really love this stuff, and they'll pay money for it. Not every game has to be an epic first person shooter to attract a market.

Pac Man Championship Edition and Bit. Trip. Beat were a few other games that I thought did it right. I love that people are) bringing back this kind of sensibility. Aesthetics are definitely good to draw the player in, but to me, it needs to go further than that, have a deep gameplay experience that I can enjoy, that really hooks me. I think that's what these "new retro" games are doing.



Destructoid: How important do you feel the music is for Space Invaders Extreme 360? Does it really pull the gamer into the experience?

Arvin: I think the music draws that connection to the younger audience. It's got this "hipper" vibe to it. (pause) Just saying hipper makes me feel old. (laughs) It connects people to the game a lot more, it's more aural. The original game has the sound linking to when the Invaders would explode or when the shot would hit -- they would purposely delay sound effects to match the beat. We actually accommodated for that, and Jeff Minter's backgrounds are tied into the music, so you'll see stars pulse or certain colors shift with the music.

Destructoid: Tell me about the logistics of working with Jeff Minter on the visualizations. Did you give him the game and say "Here, do your thing", or did you actually sit down with him and discuss your ideas and work together from there?

Arvin: It was pretty good collaborating with him. What we did was there were certain themes that were already in the DS and PSP versions that Taito wanted to mirror in the 360 edition. There are five levels: universe, earth (above the earth), nature, Tokyo day and Tokyo night. Basically kind of a little progression of the aliens as they come in and invade Earth. So we gave Jeff those themes and then he came back with a few rough ideas, which we would discuss back and forth until we came up with something that we wanted. At first, in my head, I was like "This is Jeff Minter, he's awesome. I don't know how to work with him, how do I work with him?" but he was so accommodating and he really appreciated the feedback. He came up with some really wonderful stuff. Some of my favorite stuff is in the third level, nature, which featured a lot of organic looking shapes.

We had him tie in not just the sound but also the state of the enemy patterns. You know how the Invaders start going nutty when there's just one of them left? Well, at that point we have a slow shift of color and look to the visualizer so in the beginning it's a bit more mellow, with cooler colors, and the more aliens you shoot down, the colors become warmer and more violent.

Destructoid: Sounds like it's going to be really organic too, there's a lot going on that's naturally pulling you in. Let me ask a little bit about working on downloadable titles versus hard copies -- do you feel there are more advantages working on a game that can be released straight to Xbox Live or PSN rather than a physical release?

Arvin: I think I kind of like working on downloadable titles. Maybe its my background. When I started at Backbone we were doing Game Boy color games, so everything is very limited: limited colors, limited memory space, limited amount of animation we can put in. I kind of like that constraint, because it makes me say to myself, "I'm only allowed to do this, how do I work around it to make it awesome?" Downloadable games definitely force you to do that.

Aside from that, I think he other plus point of a downloadable title is that it is easier to publish. There's no need to worry about the production of the boxes, the manual, etc. It also makes it faster as far as the turnaround time and how quickly they can be published. We don't get the exposure of shelf space, but anyone online can browse and find the game with ease. It definitely makes it convenient for the player too, since they don't even have to leave the house to buy the game.

Destructoid: I'm not gonna lie, we kind of enjoy not having to get up off the sofa to play a new game around here!

Arvin: Yeah! And I like this trend of demos being available for the downloadable games too, that way people can really get a good look at what they are going to get.



Destructoid: Definitely! Well, it seems like the the 4 player co-op is one of the big things that Backbone stepped in to bring to the 360 version of the game. Tell me a little bit about that.

Arvin: For the multiplayer, the co-op and versus modes, Taito gave us a little leeway, and one of our versus modes will be really standout -- I think people will love playing it. It's a mix that work soff of the puzzle elements in the game, and you can play with 3 other people on or offline. The versus mode allows you to shoot a certain number of enemies and send them over to the other side, a la' Twinkle Star Sprites. It's also kind of got a Puzzle Fighter twist to it for every three invaders you shoot, you put one into your queue, which you can store up to 12 Invaders in. When you shoot a UFO that's flying by, you send whatever is in your queue over. Depending on the UFO that you shoot it changes what type of aliens you send over. It's a lot of fun, it's definitely our favorite mode in the office.

We also have the standard co-op mode, which you can play with up to three friends, and score attack, which is laid out similarly. Everyone is laid out on one screen but everyone has their own point and combo count, and whoever racks up the highest score wins. There's also Endless Mode, which keeps you shooting until you die -- definitely a leaderboards type of thing.

Destructoid: I'm looking forward to playing those, although I'll probably get my ass beat in some of those co-op modes. (laughs) You guys must have planned some really cool achievements -- can you tell me about a few of your favorites?

Arvin: We have quite a few in there, ranging from simple ones such as beating a certain boss tor scoring a certain number of points, but I think my favorite is a classic homage to the original Space Invaders, called the Nagoya Attack. If the aliens get to the very last line and you shoot them there in the original game, the aliens can't shoot you -- they shoot and it goes right through you. Some people would use this to their advantage, wait for it and kill that last guy, but obviously it's a risky move. If you actually fulfill that in Space Invaders Extreme 360, you get the Nagoya Attack achievement.



Destructoid: That's awesome! Ok, just one more question for you. If you had your pick and could remake any retro game you chose, what would you pick and what would you do to it?

Arvin: That's tough! A lot of the games that have recently come out would have been my first choices, like Space Invaders and Pong the way that Bit. Trip. Beat. reimagined it. One of the games that we love here at work is Rampart. I'm not sure what I would do to it though (laughs), it's genius by itself already. I would have to play it with a trackball. What would I change to it? I can't answer that question!

Destructoid: That's ok, I'll let you off this time. Thanks for your time, Arvin!

Space Invaders Extreme comes out for XBLA on May 6th.
 
Grecco said:
Backbone really has a stranglehold on the Arcade market.

Will buy it for sure. Hopefully Magic The Gathering comes soon after.

It is rather astounding how much XBLA work Backbone does, that is for sure.
 
Shard said:
Well, that was just announced to be fair, also you can bet that Sega is using them to power the Sega Vintage Collection Vol. 2.

Yeah, that's what I'd have thought. Better get those Shining Force games released on there too please Backbone+SEGA.
 
Invincible Tiger: 3D Impressions
http://xboxlive.ign.com/articles/977/977952p1.html
April 29, 2009 - We spent some time with Invincible Tiger at the New York Comic Con back in February, but only with two of its three dimensions. That's right; this is going to be a downloadable 3D game for Xbox Live Arcade and PlayStation Network. Publisher Namco Bandai says it will be compatible with a variety of 3D glasses, but they had some pretty high-tech specs available for our demonstration. The effect was impressive, though, turning a pretty simple beat 'em up into a visually dazzling experience.

Invincible Tiger draws its inspiration from 1970s kung fu flicks. Players manipulate a martial arts master being attacked by wave after wave of bad guys. Controls couldn't be simpler: X and Y are your punches and kicks, respectively, A is jump, and B will interact with objects in the environment. To take advantage of the 3D effect, lots of fun stuff has been added into the foreground and background for players to leap onto and swing from. Local and online co-op will be available for two players.

As cool as the 3D effect is, the developers are aware that many gamers won't have a pair of 3D goggles lying around. For that reason, the game can be played in its entirety with the 3D effect turned off. In this mode, though, the game becomes a pretty standard action affair (although the animation is above average).

We admit to being skeptical about how functional a downloadable 3D game will be, but the effect is dramatic. Cherry blossom petals seemed to blow right by our nose and kicking your enemies off into the background is satisfying. We'll be keeping a close eye on this one.
 
B-Rad Lascelle said:
I'll get this out of the way now, but it should come as no surprise to people that this Game Detail page is only on the US website. Don't expect to see 1 vs. 100 in Canada, Australia or Europe in light of the real prizes being given away.
I take back what I said about Canada up here... looks like it's a go... unless you're in Quebec anyhow. :D (So yeah, ElNino's post is right on the money.)

Other state law victims include Connecticut, Vermont, Maryland and Iowa. No prizes for you.
 
B-Rad Lascelle said:
I take back what I said about Canada up here... looks like it's a go... unless you're in Quebec anyhow. :D (So yeah, ElNino's post is right on the money.)

Other state law victims include Connecticut, Vermont, Maryland and Iowa. No prizes for you.
WTF? I live in Iowa... there is about no time ever that Iowa is affected by these laws. Fuck, I feel Canadian all of a sudden. What's the point of even playing this now? Well, goodbye hype.
 
Posted on Thursday, April 30 @ 12:05:38 PDT
Wideload Games' Texas Cheat 'Em is a new take on the classic Texas Hold ‘Em rules, turning an average online poker table upside down by layering party games and other gambling minigames on top of the basic rules, and allowing players to cheat to win!



Texas Cheat ‘Em is a new take on the classic Texas Hold ‘Em rules, turning an average online poker table upside down by layering party games and other gambling minigames on top of the basic rules, and allowing players to cheat to win! Gamers of all levels can hoodwink their opponents in Texas Cheat ‘Em; novice competitors who craft good cheating strategies by using x-ray vision, pre-cognition, chip stealing, card swapping and more can defeat more veteran card players.

Cheating is FUNdamental in Texas Cheat ‘Em! Cheat attacks are earned by players through more than a dozen minigames like Roulette, Slot Machines, Dice or Rock, Paper, Scissors. Texas Cheat ‘Em replaces time usually spent waiting for others to deal or bet in online poker with loads of fun planning cheats or playing minigames, and offers single-player as well as multiplayer options for up to eight players for a truly unique and robust gameplay experience. Online features are a priority for Texas Cheat ‘Em. All versions will support voice chat and Leaderboards, both console versions will support Achievements/Entitlements, and the Xbox LIVE Arcade version will support Party Chat and Avatars.

Key Features :

* A Fresh New Take On an Old Game – The irreverent tone and interactivity of Texas Cheat ‘Em create a party atmosphere that is tailor-made for the casual online gaming audience.
* Everything Online Poker Players Love, And More – Texas Cheat ‘Em’s gameplay style is faster, more frantic and more fun than the average online poker table, with time usually spent waiting for others to deal or bet replaced with loads of fun planning cheats or playing minigames.
* Cheat Your Way to Win – Gamers can hoodwink their opponents by using x-ray vision, pre-cognition, chip stealing, card swapping and more; cheat attacks are earned by players through more than a dozen minigames like Roulette, Slot Machines, Dice or Rock-Paper- Scissors.
* Simple Success for Players of All Levels – Gamers of all levels can swindle their opponents in Texas Cheat ‘Em; novice competitors who craft good cheating strategies can defeat more veteran card players.
* Robust Online Features – All versions will support voice chat and Leaderboards, both console versions will support Achievements/ Entitlements, and the Xbox LIVE Arcade version will support Party Chat and Avatars.

Texas Cheat ‘Em, rated T for Teen, is confirmed for Xbox Live Arcade (May 13, 2009) and PlayStation Store (May 14, 2009) and PC at a later date.
 
Will buy Sonic 3 XBLA if you can earn achievements while playing Sonic 3 & Knuckles. I don't want to have to run through Sonic 3 ... just to do it all over again to get to the S&K stuff. It takes foreeverrrrrrr.
 
Speaking of Achievements, new achievement lists:


Watchmen: Episode 2

http://www.xbox360achievements.org/game/the-watchmen-end-is-nigh-part-2/achievements/

here are 12 achievements with a total of 200 points.


Morally Superior 36
Complete the game as Nite Owl.

Street Justice 36
Complete the game as Rorschach.

Friends Forever? 36
Complete the game in Co-operative mode.

Martial Artist 15
Perform all 8 Nite Owl combos within 60 seconds.

Feral Fighter 15
Perform all 8 Rorschach combos within 60 seconds.

You Tag 'em - I Bag 'em 11
Eliminate an enemy that your partner has knocked down or thrown in your direction.

Focus Fire 11
Take down 10 enemies in a row finishing off each of them before doing damage to anybody else.

Electric Explosion 8
Hit 14 enemies with a single electrify armor blast.

Rrarararghgh!!! 8
Sustain a single rage mode for 60 seconds.

Ping Pong 8
Hit at least 4 different enemies while building up a combo.

Unending Combo 8
String a single uninterrupted combo that's at least 10 hits long.

Gentleman 8
Complete Chapter III without hitting any ladies before they hit you.

Space Invaders Extreme:

http://www.xbox360achievements.org/game/space-invaders-extreme/achievements/

There are 12 achievements with a total of 200 points.

Sure Shot 10
Defeated a wave of invaders without missing a shot.

Combo Meal 10
Destroyed at least 21 invaders in a row.

Goliath Killer 10
Defeated the first Boss Invader.

First Taste of Victory 10
Won an online match for the first time.

Lieutenant Rank A 10
Achieved Rank A at the end of a level.

Lone Wolf Victory 15
Completed the game in Arcade Mode.

Hot Streak 15
Triggered at least 4 rounds of Fever Time.

Space Invader Veteran 20
Won 25 online matches in VS Mode.

Team Victory 20
Completed the game in Co-op Arcade mode.

Hero of Nagoya 25
Achieved 1 ROW using the Nagoya Attack technique.

Space Commander Rank S 25
Achieved Rank S 3 times.

Take That! 30
Defeated a Boss Invader without missing a shot.
 
I have 1600 spare space bucks.

What do I buy? (Something recent, within a few months.)
 
Grecco said:
I have.

Hey Rlan you havent been doing the old articles on "This should be on XBLA" recently?

I've had such little time lately that I haven't been able to write one up. I've had an article half written for "What XBLCG games need to do to help their game sell" for weeks now.

Plus those articles on XBLA / PSN / XBLCG sales were far longer than I should have made them. I waffle on a lot :)

I have ordered a new Netbook laptop for my trip to E3, so hopefully I'll be able to start writing some on the bus and in the air :)
 
B-Rad Lascelle said:
I suppose the only question at this point is whether we'll see Perfect Dark hit Marketplace on June 1st (post-E3 conference) or June 3rd. :lol

Fuck PD, what about BEAN?!
 
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