pswii60 said:Do we know if SEGA have any more games coming out for XBLA?
They had a splurge last year with Sonic/Sonic2/SoR2/Ecco, and then nothing since.
Don't forget to add yourself to the "My 360 died" thread.SnakeXs said:Fucking shit, Rez right around the corner and my (2nd, since launch)) 360 RR's.
*sigh*
Shard said:They have out of the Sega vintage collection ESWAT: City Under Siege and Crack Down and orginial game Happy Tree Friends: False Alarm.
Diablohead said:I would love sega to put the arcade version of Virtua Racing on xbla, in it's full untextured glory, oh I would drool all week over it.
VR with online scoreboards would be stellar.
pswii60 said:Hmm, not too exciting! I'm surprised SEGA aren't making more of XBLA, especially with their history in the arcades. Perhaps they are saving their big guns for XBLA/PSN cross-over action. Or perhaps SEGA are continuing to rarely give us what we actually want.
Sectus said:Does anyone have good recommendations for XBLA games with online coop with actual good netcode? I don't wanna blindly buy games and hope they're playable.
....
I can mention those I've already played:
Aegis Wing (free and the netcode works well (the game seems to "cheat" a bit as it doesn't look to be in sync at all))
Amen brutha.colinp said:I want to see Chu Chu Rocket on XBLA =/
Rez basically has no textures, and that's usually the largest component of a game.Shaneus said:Does anyone know how big Rez will be? I'm sure they'd be exceeding the 50mb but would like to know if they hit over the 150mb mark... surely they can't compress it too much!
Diablohead said:I would love sega to put the arcade version of Virtua Racing on xbla, in it's full untextured glory, oh I would drool all week over it.
VR with online scoreboards would be stellar.
dcard said:I'm happy to announce that Poker Smash will be coming to Xbox LIVE Arcade on February 6th. The full version will be offered for 800 MS Points. If you are a Tetris Attack / Puzzle League fan you should definitely check it out. More info on the game can be found here:
http://pokersmashgame.com
SHOTEH FOCK OP said:
goldenpp72 said:I hated boogie bunnies, I hated not having a pointer of sorts to see where the shit was landing and the general game just seemed mundane.. Not terrible but meh.
Rlan said:They want new and original content, and if you look at the Announced / Unannounced [not Rumored] stuff on the Wiki page they have more than enough stuff already to set up this year with at least one game per week.
SHOTEH FOCK OP said:
D3VI0US said:Is Rez gonna be up at midnight or 2 AM?
SHOTEH FOCK OP said:Lately the releases have been hitting at 1AM Pacific, right?
Wink said:Damn, I just remembered the day and reason your screenname changed. Great times :lol
Alhambra
Back in August 2006, at the Leipzig Games Convention, Microsoft announced three board games that were expected to show up on XBLA that year. While Catan and Carcassonne made their way (albeit a little late) to the service, Microsoft has left fans waiting with baited breath for new information about the third title, Alhambra.
Unfortunately no new information ever came out on the title. After a ton of digging around, we finally were able to find out that due to "unforeseen difficulties", the version of the game that was announced, has been canceled. Whether or not this leaves the title open for a different publisher to pick up is still in question.
tsoakley posted: How much coffee is too much for an indie programmer?
Kid Koala used a sample which said it best: "Too much caffeine is not good for you and I know it's so easy because I myself, ah, in the old days used to drink, ah, oh I was up to sixty-three, sixty-four cups a day"
Actually, we mostly drink tea, and sugar-free Red Bull.
MadSheep_V2.1 posted: How soon after the XBLA will the PSP version come out?
The DS/PSP versions should be released in March, shortly after the XBLA version, which will be out any day now.
piojitoewok posted: Will the DS version include any form of Touch-pad functionality?
The level-editor will use the stylus, but the actual playing-the-game part just uses the buttons. We toyed with the idea early on of providing an alternate way of directing the ninja using the stylus, but it turned out to be waaaay too gimmicky. And if theres one thing we cant stand, its a gimmick. So, instead of using the stylus, you can yell instructions to the ninja e.g. LEFT! JUMP! NO, DONT DIE! AUGHHHH!
Okay just kidding.
MadSheep_V2.1, flunkie44 and tumble996 wondered, essentially: Will there be many differences between the different platform releases?
Yes, there most certainly will be. The first thing to mention here is that there are two versions of N+ coming out: N+ for XBLA and N+ for DS/PSP, each done by a different developer and with a different flava. We regret not using distinct names for the two versions, since theyre pretty distinct from each other -- we did initially propose a different name for each version, but alas, it was not to be.
Both versions of N+ feature different modes of multiplayer, a built-in level editor and all new levels. The version for Xbox360 LIVE! Arcade was developed by Slick Entertainment. We produced/published it ourselves (and made all the non-SUBLiME levels, including the incredible multiplayer levels), and our main goal was to make it feel very true to the original N in terms of gameplay and intensity. Anyone who was really into the original will definitely not be disappointed by this version; we spent a lot of time making sure it felt just right. The injection of nuanced, next-gen upgrades to physics, graphics, and sound, and a whole whack of intense bug-fixes really add the plus.
N+ for DS/PSP was developed by Silverbirch Entertainment, and produced/published by Atari. We did the single-player level design and consulted basically reviewing each build and writing down all of our suggestions/comments. This version differs slightly from the original -- its very similar, however there are differences in terms of aesthetic and the feel of the physics. For instance the lowered screen resolution meant that the player couldnt be expected to make super-fine-grain adjustments to their position, so there were adjustments made to account for that.
Both versions can be said to be interpretations of two common themes: N and awesome.
tumble996 posted: So when your a professional indie developer, how do you pay the bills? Do you have a side job or is the usual plan to release your game lay low for a few years then spring out with an updated version and rake in the money?
Our current highly-experimental business model, which we feel very strongly about, is to create freeware games and then create upgraded console versions which will hopefully fund the next freeware game. This sounds a bit crazy, and maybe it is. Well see how it pans out wink
But, there are some important pros to note. One, there is a correlation between price and audience: the lower the price, the larger the audience. Two, being able to demonstrate success by having a fully-featured, well-developed product makes the trip to the console version much easier, especially when youre a tiny indie company with a very short history/portfolio. The downside, as youve noted, is that freeware doesnt contribute much to the bills. But weve got plenty of profitable ideas to take care of that, in the meantime. The latest is a hugely profitable robot-battle gambling ring in Taiwan. Also we do web-programming contracts on the side.
How do you guys feel about the achievements? Think they are good or bad for games in general? And what can we expect for N+ in the way of achievements?
Achievements which dont feel forced or manufactured are actually pretty fun, and we felt that the Achievements for N+ XBLA turned out pretty well, due in large part to Slick Entertainments amazing suggestions. Nick (of Slick) knew both the game and the industry well, and his insight, as always, was a huge help. One of the most fun achievements for N+ is Die 1000 Times, probably pretty self-explanatory. Its one of the easiest to get, and will hopefully send players the message that repeatedly shuffling off this mortal coil is nothing to be ashamed of, its just part of the game. N+ is all about experimenting and developing your mad ninja skillz without worrying about a contrived penalty. Yay, death!
ANBUKaptain posted: Will there be any sorts of Douglas Adams (or other awesome-culture) references within the game itself? Maybe a level shaped like Douglas Adams' head?
The N universe is a virtual cornucopia of richness in terms of pop culture references, manifested mostly through wacky level names, and in the very early days of N, the hilariously cheap pseudo-retro passwords. There are definitely some Douglas Adams references in the level names, for instance Beware of the Leopard we cant remember which platform that particular level is on though!
Unfortunately, names were a bit problematic in N+. For one thing, we were restricted by localization; translations of English or North-American-culture names such as DNAw yeah! scrumtrulescent, planding makes plerfect, mick jagged, or gazizza my dilsnoofus are bound to lose the magic of the original English versions. On the handheld versions, various factors (for instance: tiny screen size) prevented us from including level names. For the XBLA version, the level names will appear in the English version; other languages will have level numbers only.
On XBLA, there were a few run-ins with censorship, as some level names were deemed horribly offensive or of geopolitical concern!
For those of you who must know the proper names of all the levels, we will be publishing the complete list on the official website happy
As for head-shaped levels: almost! As you may know, we recently held a contest-like event called SUBLiME inviting N players to submit levels for inclusion in N+. One of these levels (made by ictharus for the PSP version) is called Rocket Science -- its not Douglas Adams, but it should be familiar.
Shard said:New N+ Q and A Session
http://blogs.ign.com/Metanet/2008/01/29/78739/
More can be found through the link above.
It's a little over 100mbShaneus said:Does anyone know how big Rez will be? I'm sure they'd be exceeding the 50mb but would like to know if they hit over the 150mb mark... surely they can't compress it too much!
Shard said:
xblarcade said:All that work and the Alhambra news is the only thing you deem important?![]()
Korbachev posted: Is there going to be like, a NUMA for the 360 version though? And if so, is it going to be as easy to use, and as comfortable? 'cause when I went on NUMA, I felt like it was a nice home with good people on it critiquing and commenting and just spreadin' love.
For those not in the know, NUMA is the N User Map Archive, an online database lovingly created and administered by Arachnid, a fan of N. N fans can create and upload levels which can then be downloaded, played and rated by other N fans worldwide. Sweet!
Level sharing will exist in some form in all the versions of N+, which means you can definitely enjoy creating and sharing levels in N+. Sadly, for many reasons full-on NUMA-like sharing was not possible in the XBLA version -- the limitations will hopefully be resolved in the coming years once Microsofts lawyers develop a foolproof defence against my child just downloaded a level shaped like something I find somehow offensive lawsuits.
Wee-Ooh posted: What was it like working with Nintendo, Microsoft, and Sony? Were they easy to work with, or did you have to deal with a lot of crap?
Dealing with large corporations always has its quirks, but for the most part the process was almost entirely painless. We only dealt with Microsoft directly (we published the XBLA version), and they were by and large very receptive to working with us. Atari (the publisher of the DS/PSP versions) handled the deals with Nintendo and Sony.
There were several rounds of contract negotiation and legal stuff, which was all new to us, but it was not as drawn-out as we were expecting. Actually, we've had to do more paperwork for the XBLA funding -- we needed to get a loan in order to finance it -- than for anyone else!
We were lucky to have producers at both Microsoft and Atari who understood and enjoyed N, which made it very easy to work with them, and, we think, greatly benefitted N+ as a project.
Do you think the sales of N+ will be affected by the fact that you can get N free?
This is something that came up several times when we were trying to get the N+ project green-lit; after lots of consideration, we really don't think this will be a problem. Heres why: N is popular for a freeware title, boasting around 1.5M downloads to date, but this pales in comparison to the install base of any console by at least an order of magnitude. This means that even if every person who has downloaded and played N owns a console, they represent at most 10% of the audience.
Additionally, there is the (we think false) assumption that someone who has played and likes N won't want to spend money on N+. If it were the exact same game, this argument might hold some water, much like a leather glove; however, N+ is more of a follow-up --an evolution, rather than a simple port. Its the Desperado to Ns El Mariachi.
But the biggest value comes from the content in N+. We think the N+ levels are a step up in quality/consistency from those in N: we really learned a lot by making almost 1,000 of them this past summer! We also think fans of N will appreciate the many modes of multiplayer in N+, which is something they cant get in N at all, and which has always been a much-requested feature.
In short, the fact that theres a free version definitely motivated us to make sure that there was enough new stuff crammed into N+ to justify the +.
Setoru posted: i was wondering if you've added any new enemies or gameplay elements (such as those bouncy blocks). you don't have to say what they are, a yes or no answer would suffice, but then again, if you were willing to divulge some information on them, that would be really exciting!
Yes; the new enemies and objects vary by platform, and are semi-secret. We'll give away one of the XBLA ones: spinning lasers. Aw yeah.
We used the new elements sparingly in our own levels, so there would be that much more for players making levels to enjoy, explore and exploit.
Will N+ have a soundtrack? what kind of music can we expect?
We always envisioned the soundtrack to N having a very 8-bit retro, chip-tune sort of feel. Both N+ XBLA and N+ DS/PSP will feature a variety of electronic tunes to aid you on your ninja journey.
Sam111111 posted: You should have a Terry Pratchett reference instead.
Weve got your back, dude. There are plenty of references to Terry Pratchett, as he is an amazingly talented writer with an incredible sense of humour we love dearly.
Anything like an actual story inbetween the levels or something?
Its not really a story, but the DS and PSP versions feature some large, flamboyant ninja dance sequences between episodes!
Have you found the control is aided or hindered by the new inputs [control stick/DPad]?
Not using the keyboard definitely does feel a bit funny for the first few levels, but once you get used to the difference, it seems to work just as well. Judging from the popularity of the how do I use a gamepad with N? thread on our forums (answer: use JoyToKey - there are quite a few people who are already rocking the non-keyboard input mechanism, if you will.
Annnnnnnddddd ... would you recommend that I do work/other actual, important things, or respond to your blog?
We suggest that you play more N, so you can amaze the world with your incredible talent in N+.
That was great, thanks for the questions, everyone! Keep em coming and well keep em answered.
I've been sitting on about 2000 Live points since last November, but I think I'll finally end up spending them on N+ and Poker Smash.Shard said:Yea, I had Poker Smash down for next week. I have a thread to make now.
Shard said:It was the most interesting thing there, we already know about Chessmaster LIVE! and Talisman.
Rlan said:I just uploaded an article for XBLAH, it's my first, so I'd like some feedback
http://www.xblah.net/
What needs to be on the XBLA? #1 - Death Tank Zwei
xblarcade said:Personally The Knizia titles as well as Ticket to Ride were far more important to games being cancellation/on hold
The developers are always too drunk on mead to finish it.FrenchMovieTheme said:where is castle crashers
Shard said:I'll let you in on something, one of Knizia titles is apparently and allegedly on Partnernet right now.
xblarcade said:yes Lost Cities is on Partnernet as it says both in this thread and in the article.
XBLA getting Ticket to Ride and Lost Cities is brilliant news! I'm not as annoyed about Alhambra any more.xblarcade said:Personally The Knizia titles as well as Ticket to Ride were far more important to games being cancellation/on hold