RadarScope1
Member
Somebody on the Indie Games side just needs to make an NBA Jam style 2v2 or 3v3 arcade hoops game already. To hell with waiting for huge publishers to make intellgent decisions.
RadarScope1 said:Somebody on the Indie Games side just needs to make an NBA Jam style 2v2 or 3v3 arcade hoops game already. To hell with waiting for huge publishers to make intellgent decisions.
is it really anything to talk about concerning them now? They've been really secretive.Phoenix Fang said:You do realise Gaf isnt the only forums around right? If you go to a lot of Xbox website you'll see a lot of them talk down Tecmo and Team Ninja now.
Revelations said:Ok, what's up with SquareEnix's Earth 0 Day arcade title? Havn't heard anything from it since they announced 3 months ago.
Revelations said:Ok, what's up with SquareEnix's Earth 0 Day arcade title? Havn't heard anything from it since they announced 3 months ago.
SapientWolf said:Are Ion Assault and Darwinia+ confirmed for September?
Shard said:
Phoenix Fang said:You do realise Gaf isnt the only forums around right? If you go to a lot of Xbox website you'll see a lot of them talk down Tecmo and Team Ninja now.
Arpharmd B said:Well this isn't an Xbox forum, it's gaf, and I would -hope- that most of us here are intelligent enough to judge games on their own merits not on some stupid fanboy bullshit.
Phoenix Fang said:You do realise Gaf isnt the only forums around right? If you go to a lot of Xbox website you'll see a lot of them talk down Tecmo and Team Ninja now.
Arpharmd B said:Well this isn't an Xbox forum, it's gaf, and I would -hope- that most of us here are intelligent enough to judge games on their own merits not on some stupid fanboy bullshit.
vesp said:i want neo bubble bobble!
Kafel said:Lucidity gameplay : http://www.youtube.com/watch?v=qUtzZmdQgks
Rlan said:First Footage Of QIX++, Plus Loads More
http://www.gamerbytes.com/2009/09/first_footage_of_qix_plus_load.php
Shard said:Command and Conquer: Red Alert 3: Commander's Challenge and Bubble Bobble NEO! are .
Indie N+ developer Metanet has revealed a new single-player action-puzzle-simulation game called Office Yeti.
Heavily inspired by Skool Daze (ZX Spectrum, 1985), Office Yeti simply puts one in control of a yeti working at an office. It's an idea Metanet had long before Robotology and even N.
"Our first goal is to get a simple little artificial-life office simulation working; from there well drop in a big ol' yeti and see what happens. Were expecting hilarious mayhem," wrote Metanet on its blog.
"The general idea is that the yeti is free to interact with the environment just like a normal worker, but also has a unique set of abilities: eating people, climbing walls, smashing things you know, typical yeti behaviours."
Visually, Metanet wants the game to look like "airplane safety cards" in motion, although any examples or even solid game mechanics are all being kept under wraps. Platforms aren't mentioned either, although the developer has worked with DS, PC, PSP and XBLA in the past.
Meanwhile, work on Robotology goes well, and the finish line is now a "when" rather than an "if". Unfortunately, the "when" appears to be a long, long way off.
"We generally tend to vacillate between supreme confidence and terrifying anxiety about [Robotology]. Despite months and months of work, its still nowhere near complete, but at the same time weve managed to get most of the vital parts figured out. Many of these systems are currently up and running, and weve learned a lot in the process," the developer explained.
Metanet said the next few months will be "crunch crunch crunch" as the team tries to cobble something together for the Independent Games Festival, and, eventually, something for the end of the year.
N+ was released for DS and PSP in the US earlier this year. The ninja platform-puzzle game can be found on XBLA, too.
September 14, 2009 - Point-and-click adventures? Yeah, that's what LucasArts is known for. On-rails puzzle platformers? Not so much. But that's just what Lucidity is, the next effort from the team behind The Secret of Monkey Island: Special Edition. And from what we've played so far, the team is onto something. This is a very pretty, whimsical adventure that requires players to think fast in order to help a little girl, Sofi, traverse hazardous environments. Sofi can't be bothered to stop and smell the roses, so she'll keep on truckin' and you have to place props in her path such as spring shoes or planks of wood in order to protect her from enemies.
The left analog stick moves your current piece around the environment, and you can place it with the A button. Your next piece is indicated in the upper right corner of the screen, and you can put one piece on hold as you would a Tetris block in Tetris DS. Swarms of fireflies can be found in each level, which will restore Sofi's health if she is injured. Collect enough fireflies and you'll unlock bonus levels.
And that's basically all there is to the game. The mechanics are very simple, but since it's on-rails you don't have all the time in the world to explore and make decisions. Sofi's early adventures are a breeze but keeping her out of harm's way quickly becomes challenging. She can fall from any height without taking damage, so that's one less thing for you to worry about. Merely crossing the finish line in a level is much easier than locating all the fireflies.
LucasArts did a good job redrawing the graphics for The Secret of Monkey Island: Special Edition, and Lucidity is another great-looking game from the team. It looks like a children's storybook set in motion. The relaxing, ambient music complements the visuals nicely, creating a curious fantasy world. The game takes place in Sofi's mind, and we all know how effed up kids are these days.
Lucidity is right around the corner: October 7. From what we've played so far, this is shaping up to be one of the prettiest and most unique XBLA releases of the year.
In ACRONYM's defence, they are built on a team of sports game devs from back in the day... so while Rocketmen was not a good game whatsoever, at least NBA is literally right up their alley.Rlan said:I'd say I'm only worried about NBA unrivaled because it's being done by ACRONYM games, whose last XBLA game was Rocketmen: Axis of Evil.
I realize with Midway going bankrupt it probably wouldn't work, but an NBA Jam with updated rosters (with the EXACT same digitized graphics) would be the best thing ever.DrDogg said:That Tecmo basketball game doesn't look anything like NBA Jam aside from a big dunk. Looks a lot more like NBA Live with over-the-top dunks to me. Not interested until I see some video that makes me think NBA Jam.
No, not really. The gameplay hasn't aged that well. NBA Street is pretty much the new NBA Jam.LakeEarth said:I realize with Midway going bankrupt it probably wouldn't work, but an NBA Jam with updated rosters (with the EXACT same digitized graphics) would be the best thing ever.
N+ and Poker Smash.Jipan said:So I've got 2200 MSP, any ideas on what I should get? I have the following games:
Shadow Complex
Megaman 9
Assault Heroes
Aegis Wing
Hexic HD
I was thinking of checking out either Braid or Castle Crashers, then leave the rest of the points there for some other time.
Shard said:
Jipan said:So I've got 2200 MSP, any ideas on what I should get? I have the following games:
Shadow Complex
Megaman 9
Assault Heroes
Aegis Wing
Hexic HD
I was thinking of checking out either Braid or Castle Crashers, then leave the rest of the points there for some other time.
XBLA is full of old games where the gameplay hasn't aged that well.SapientWolf said:No, not really. The gameplay hasn't aged that well. NBA Street is pretty much the new NBA Jam.
Paramount Digital Entertainment is commemorating the 30th anniversary of release of The Warriors movie with a new Xbox Live Arcade title. The Warriors: Street Brawl is a 3-D side-scrolling fighter reminiscent of older games, such as Final Fight, Streets of Rage and Teenage Mutant Ninja Turtles: Turtles in Time (which got an XBLA remake of its own last month), though taking advantage of the current hardware by offering sharper graphics and visual effects.
Due out on September 23 for 800 Microsoft Points (about $10), the game offers 21 levels spread across seven missions, and it will provide four-player co-op through the Story Mode, either locally or over Xbox Live. The Story Mode follows the films storywhere the Warriors have been framed for a crime and need to get safely back to their home turfand similarly tells the tale via static images and text, though floating and moving to give it a layered 3-D look.
King of Fighters: Sky Stage, SNK's vertical-scrolling shoot'em up re-imagining of the series, made its debut at Japan's JAMMA AM show, and thanks to the show's attendees with video cameras, we suddenly have eight minutes of footage for the game!
In the arcade demonstration on display (Sky Stage is also planned to release for Xbox Live Arcade), you can play as either KOF regular Kyo Kusanagi or Psycho Soldier's Athena Asamiya (also a frequent KOF guest). The game seems to play like a lot of other shmups, but you battle characters from the fighting series instead of giant robots for bosses.
You can watch another Sky Stage video below of someone at the show playing as Kyo:
I doubt they will just credit you with them, it'll be an email. Also I think they said by sometime in October? Or at least late September.striKeVillain! said:Has anyone gotten 800 points back in their account for buying all Summer of Arcade games? I just noticed I didn't get any points back.
Rlan said:![]()
Rainbow Islands XBLA Supports Avatars, Online Play
http://www.gamerbytes.com/2009/09/rainbow_islands_xbla_supports.php
striKeVillain! said:Has anyone gotten 800 points back in their account for buying all Summer of Arcade games? I just noticed I didn't get any points back.
Limit one (1) gift per person. To qualify for your gift, you must purchase all five (5) games from Xbox LIVE Arcade using your Xbox LIVE account, by August 31, 2009 11:59 EST. The free Points will automatically be deposited into your Xbox LIVE account after the end of the promotion period. Please allow 4-6 weeks for delivery.
Alright, that's reassuring.Nelo Ice said:4-6 weeks after the promotion ends
I see five people on the court. Tecmo fails, unless there's a 2-on-2 mode.Mojo said:![]()
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Do want. They had some more screens on their Facebook page but I can't find them now.
The Misadventures of P.B. Winterbottom Q&A
By Staff, GameSpotPosted Sep 16, 2009 9:43 am PT
Creative director Matt Korba explains his ideas and thought processes during the creation of this upcoming puzzle platformer.
The Misadventures of P.B. Winterbottom captured our attention last year at the 2008 Electronic Entertainment Expo where it was tucked away in the indie section but still managed to shine brightly enough to snag a spot as one of our 10 finalists for Game of Show. A puzzle platformer with a unique visual style, The Misadventures of P.B. Winterbottom uses an interesting recording mechanic so that you can manipulate clones of yourself to collect delicious pies. We had an opportunity to meet creative director and lead designer Matt Korba a few weeks ago to play the game and get an idea of how the game works on the Xbox 360 (more details here). Now, we check in with Korba once again to get more juicy details about the mischievous pie-loving gentleman and show an exclusive trailer.
GameSpot: How did the idea of P.B. Winterbottom originate? What's this guy's story?
Matt Korba: At USC, many of my past projects explored themes of replay, alternate timelines, and looping. I also was spinning around an idea about a game that would capture the essence and the charm of an early silent film. I have my B.A. in film and still love watching early films. These two ideas along with Back to the Future Part II, Edward Gorey, and delicious treats merged sometime around my first year in grad school.
Winterbottom is a mischievous villain with a heart of gold and a nose for delectable sweets. We wanted to create a simple character with a simple motivation, much like Scrat in the Ice Age shorts or any character in a Pixar short. Pie came about as the motivation simply because it was 4 a.m., Paul Bellezza (cofounder and producer) and I were on about 10 Red Bulls apiece, we had to make a presentation in a few hours, and we decided that there are two types of people in the world: lovers of pie and fascists. We sure knew which side we were on; pie was delicious and we wanted to tell the world about it.
GS: How would you have approached the project differently if it wasn't for your thesis?
MK: I don't know that I would have. The process was natural and dynamic enough that we try to incorporate it into our company's pipelines.
GS: The mechanics and gameplay have been compared to Braid. Did that game change or influence how you approached P.B. Winterbottom?
MK: Braid is a wonderful game. The time mechanics in Braid did not influence Winterbottom so much because our concepts were already far along when we saw it. However, the structure of Braid's world helped us to organize Winterbottom's world and ideas. Jon served as an advisor on the project and helped us with how we wanted the player to feel and advised us to minimize all lose cases for what we were going for.
GS: How do you keep the time/recording mechanic fresh?
MK: Because the recording system is so open, we were able to put a lot of variance on the mechanic. We have a huge puzzle document of different spins on the mechanic. We probably have hit one-sixteenth of these ideas in the first game. Some ideas that are covered in the game include: What if your clones were evil? What if you only had a limited amount of time or clones to use? What if there were pies only clones could collect? These ideas, while keeping the same basic actions, allow for keeping the mechanic fresh and puzzles intriguing.
GS: What was your process when it came to designing the puzzles?
MK: It took awhile to figure out how to design challenging puzzles that allowed players to solve them however they wanted and did not have a set scripted solution. The way we did it was to think of a Winterbottom chain reaction or machine we wanted to see and work backward, placing the pieces in the scene for the player to perform with. Then we would observe how people actually tried to solve the puzzles and tweak and adjust until their way was possible. Other times, we saw a way we thought was too cheesy to allow and would tweak the other way. The goal was to be able to go on YouTube and see a solution that the designers never thought possible. Fortunately, we have experienced this already at the different shows Winterbottom has been at. It's a crazy feeling seeing a 10-year-old-kid show you up in your own game.
GS: Tell us about the art style of the game. Why did you decide to go with the black-and-white silent film look?
MK: Winterbottom was to be a silent film game for a couple of reasons. First, I love silent film and feel that for the most part the humor and charm still hold up. Second, silent film's told their story through funny title cards and action; both tools readily available to a student game maker. I didn't want to tell a story with over-the-top cutscenes and cheesy voice-overs. On top of that, I wanted to make a silent film that functioned more like a creepy children's book. Edward Gorey meets silent film is pretty much the atmosphere we wanted to go for, and the look supports that. While many big companies are trying to tell epic Lord of the Ring-style tales, I feel like we as an industry haven't learned to tell a simple children's book story yet through the medium. So let's start there.
GS: Could you comment on the music and how it fits within the game?
MK: The music is composed by David Stanton whom I met at school. It was one of those moments that just kind of clicked. He looked at the concept art and submitted what is basically the opening track as his audition piece. He was only given one note, "creepy/ quirky silent film," and he went to town. I personally feel that the music is one of the biggest factors that helps sell the world, and we are lucky to be working David.
GS: Did the game turn out the way you'd expect it to?
MK: Yes and no. I mean originally it was a game about time-traveling dinosaurs. The game today is very much what we imagined as students, and it's been pretty magical to see it take shape. Whenever new art or music comes in, it always turns out better then we expected it to be, so that's always a nice surprise. Of course with any production schedule, things had to be cut, but we try to make our limitations our strengths. And perhaps it's for the better that the game doesn't end with an epic moon battle where Winterbottom fights off a horde of evil martians hell-bent on destroying planet earth.
GS: That would have been something. Thanks for your time!