XBLIG prices can be changed every 7 days starting May 23


Big news from Microsoft today, as they announced via the App Hub, the official MS forums where XBLIG developers Read more

Sonic the Hedgehog 4: Episode 2 Review: Rolling in the Right Direction


A new Sonic game always brings a level of uncertainty with it. Sega’s mascot has seen more highs and Read more

One Million Fans Take a Stroll with The Walking Dead Episode 1


Comic books, television, and now video games: is there any form of media that The Walking Dead can't conquer? Read more

Kittens Spit Fire When Serious Sam Double D XXL Assaults XBLA This Fall


Take a long, hard look at you what is on your screen right now. Yes, that’s a kitten, spitting Read more

XBLIG Reviews

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Blocks That Matter review: Blocktacular adventure

Posted on by Mike Wall in Reviews, xblig, XBLIG Reviews | 7 Comments

watch out for fire!

Mario may have been content to smash bricks with his thick skull and be on his merry way, but not the little robot in Blocks That Matter. Nosiree, that little bugger isn’t a fan of wasting all of that precious material, and his innovative ability to collect blocks and assemble them into useful structures is what makes Blocks That Matter so wildly enjoyable.

The feisty little robot, which looks eerily like a washing machine with stick-figure limbs, is on a mission to rescue its kidnapped creators. Although he’s about as threatening as C-3P0 in a mini-skirt, this puzzle-platformer doesn’t revolve as much around killing enemies as it does outwitting them and using the world around him to survive. The robot is able to collect certain types of materials by bashing them from beneath, or by grinding them up with his drill if it is directly in front of him. Collect four blocks and you can pause the game and assemble them into a structure to allow you to reach a new area in the level. It’a such a simple mechanic, but it’s an ingenious one, and the novelty doesn’t wear off through the game’s increasingly challenging levels.

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The Last Pod Fighter review: Better than that pod racer movie

Posted on by Dave Voyles in Reviews, xblig, XBLIG Reviews | 2 Comments

The Xbox Live Indie Games Marketplace provides an excellent toolset and experience for those looking to educate themselves about game development. It also offers the flexibility to allow enthusiasts and industry veterans the opportunity to create their own titles as well. The Last Pod Fighter comes from the former,  Fighter9 Studios, which is a team of students studying computer science or film and hailing from the University of Utah. It would be wonderful to see more universities take advantage of the platform and others like it to advance students’ knowledge of the development process. Fighter9′s initial outing, The Last Pod Fighter, presents an entertaining and impressive experience within the space shooter genre.

Those of you who have played the Star Wars Rogue Squadron series on the PC or Nintendo 64 will instantly feel at home. The control scheme is extremely fluid and standard for that of the space shooter, but offers increased maneuverability in the form of instant 180′s and barrel rolls to dodge incoming attacks. A key button that I missed during my initial playthrough was the button that allows for players to change targets on the fly. When I came across the first boss, I constantly found myself bombarded by smaller fighters as their circled around me like vultures picking at their prey, and short on rockets to damage the boss, I was just counting down the moments until my demise. My second playthrough revealed that changing targets was pivotal to success for the level.

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Decay – Part 4 review: Going out with a bang

Posted on by Mike Wall in Reviews, xblig, XBLIG Reviews | Leave a comment

umm...creepy?

Picking up right where Part 3 left off, Decay Part 4 faces the rather unenviable task of concluding an episodic mystery that narratively peaked at the conclusion of its predecessor. The curtain has been pulled back, and for the first time in the series, it’s apparent who you are, where you are and what you are supposed to be doing, a mystery that was a major draw for the previous entries. Now it’s merely a matter of tracking down and enacting revenge on that pernicious serial killer, and then the birds will start chirping and the sun will peer out from behind the clouds, right? Alright, slow down, Agent Booth, it’s never that easy is it?

Filling in the details of any mystery tends to make it less creepy, something that definitely works against Decay – Part 4. It just can’t quite match the consternation of previous entries where it felt as if something was lurking around the corner waiting to rip off my face, which is ironic since this is the first game in the series where you can actually die. In fact, Shining Gate Software made a few changes to the point-and-click formula, an impressive feat considering it’s the final act and they probably could have gotten away with plugging a few puzzles into a house, adding a ‘4’ to the title screen and calling it a day. So, while it might not be the scariest entry in the series, it is in many ways the most impressive and definitely the most robust adventure.

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Starzzle review: Snacking on stars

Posted on by Mike Wall in Reviews, xblig, XBLIG Reviews | 1 Comment
stars!

Mario might go bonkers for stars, but he’s got nothing on Starzzles’ red, rotund hero. This guy gobbles up five-pointed celestial objects like E.T. gobbled Reese’s Pieces, so luckily Starzzle has an abundance of the delicious yellow stars. His appetite for stars makes for a quirky indie puzzle game that sadly runs out of ideas before the game is complete, but definitely is worth checking out for fans of the genre.

Starzzle’s bite-sized levels are set up like a grid sprinkled with stars. The two goofy heroes are enthusiastic about their star collections, but they aren’t exactly the most agile creatures; pressing the D-pad in any direction sends the selected character dashing across the screen until he encounters an obstacle. Since you can’t stop in the middle of the dash, navigating the levels is a bit trickier than it looks, which provides the challenge and thus the fun. The apparently random obstacles are actually cleverly designed to provide blockades that allow you to change direction and align your character with the next star to be munched.

NLL 11 review: Cherry picking the competition

Posted on by Dave Voyles in Reviews, xblig, XBLIG Reviews | 3 Comments

I know what you’re thinking: “Hey, didn’t they just review a lacrosse game?” Well yes we did; it was College Lacrosse 2011, and only two months ago at that. NLL 11 on the other hand, is the sequel to last year’s hit indoor lacrosse title, NLL Lacrosse 2010. This marks the first time publisher Crosse Studio has not teamed up with developer Triple B Games, and instead has chosen to go with Stir Fry Games, whose recent work includes SFG Office Brawlers, SFG Beach Volleyball, and SFG Soccer.

With the license from the National Lacrosse League, NLL 11 offers authentic players and teams to reflect the league’s current rosters. As a reviewer, it is an odd feeling to play a game that features a number of people I’ve played with or against in my lacrosse career, both in high school and in college. As lacrosse fans will surely agree, the ability to see players we’ve grown up watching finally appear in a game heightens  the immersion.

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Oozi: Earth Adventure Episode 1 review: Going through the motions

Posted on by Mike Wall in News, xblig, XBLIG Reviews | 3 Comments
jump on de spider!
Back in the 90s, just about every company wanted to brand itself with a “cool” mascot, and the result was a panoply of 2D platformers of varying quality. Arguably the two most endearing are Mario and Sonic, characters whose early adventures are remembered fondly for their precision and power-ups in the case of Mario, and speed and attitude for Sonic. But, for every beloved Donkey Kong, there was a crateful of Bubsys, Aero-the Acrobats and Awesome Possums. Oozi does its best to channel the former group’s legacy and is a decent platformer, but it really lacks an identity of its own and comes off feeling a bit too derivative to be really memorable.

Oozi, a tangerine-colored alien has crash landed on a foreign planet and somehow misplaced his equipment and spaceship. It’s impossible to deny the game’s very impressive 2D artwork as the lush environments and bright world look fantastic. There’s a nice array of spiders, snails, fish and other assorted wildlife content to pace back and forth waiting for Oozi to cross their paths. But with his fishhook grimace and his lumbering trot, Oozi is about as charismatic as a wad of chewing gum stuck to your shoe. Of course a little bit of solid level design can overcome even the blandest of characters, but as I plowed through the five levels, I found the experience to be more methodical than nostalgic. It was competent, but not compelling.

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FortressCraft Chapter 1 review: Digging its own identity

Posted on by Dave Voyles in Reviews, xblig, XBLIG Reviews | 15 Comments

Initially, many developers were concerned about the the 2,400+ ratings within 24 hours of launch that this title had received. Their concerns were quickly assuaged when FortressCraft enjoyed the most successful Xbox Live Indie Game launch ever, selling more than 30,000 copies this past weekend. Naturally, many will complain that Fortresscraft is a blatant ripoff of Minecraft, but keep in mind that Minecraft was actually spawned from Infiniminer, a title to which it appears strikingly similar. In fact, MineCraft lead developer Notch has recently stated his support for FortressCraft via his Twitter. Lead Developer of ProjectorGames, DJArcas wrote on their site that FortressCraft isn’t a carbon copy, statingOriginally, his started almost two years ago as a Dwarf Fortress style game (called Diggers), hence the Fortress part of the name.”

The two titles share a number of similarities, but bear just as many key differences; the absence of enemies is one of them. The anxiety and sense of urgency MineCraft forced from me each night for fear of monsters attacking or coming to destroy my home was a driving force behind that title for me, as well as many other players. A relic system has also been put into place, where relics, or power-ups, are scattered at random throughout the environment. Once you collect them, they stay with you forever. The problem is that they are random, meaning they could be anywhere in the world, and to make things worse, you have no way of tracking them down. Let’s hope you have a lot of time to kill or know how to exploit a few bugs as many players have already in order to track these relics down.

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Duodecad review: Kick ass with cards

Posted on by Evan Lennick in Reviews, xblig, XBLIG Reviews | 3 Comments

card battles!

Here to join the ranks of the more high profile collectible card games on Xbox Live is Duodecad. The genre has not had many entries in either the Arcade or Indie Games section of Xbox Live over the past several years with only Magic: The Gathering and Culdcept Saga filling the void. While Duodecad does not have the depth or staying power of either of these higher profile CCG’s, it succeeds in providing the simple, yet deep core gameplay mechanic that such a game requires. In addition, the quality of the art, music and the game’s overall polish is well above your standard Indie Game fare and easily justifies it’s price.

Duodecad’s core gameplay is quite simple. Two players face off on a 4 by 3 board with twelve total slots for cards to be laid down. Cards are initially owned by the player that places them onto the board, but every card can be captured and utilized by whichever player does not currently control it. All cards contain four numbers, one on each of the four sides, and capturing another card is as simple as placing a card with a higher number on the appropriate side next to it. As simple as this seems initially, there is plenty of underlying strategy based around which sides of your cards you leave vulnerable to being taken by your opponent each turn as well as blocking off portions of the board with your own cards. On top of this, there are half a dozen options that allow you to make the gameplay more complex by adding strength bonuses and penalties to spots on the board, as well as allowing combos and multiple card chain captures in a single turn. The strategic concepts around the core game become multiplied and more complex when paired with these optional gameplay components and they allow for plenty of variety.

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