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

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Awesomenauts publisher filing for insolvency, game’s fate unknown [Update: It's Here!]

Posted on by Anthony Swinnich in News, PC, PC News, PSN, PSN News, XBLA, XBLA News | 2 Comments

Update: It seems that they have sorted out this mess, and both will launch on XBLA and PSN as expected.

Ronimo Games was all set to launch Awesomenauts on the Playstation Network tomorrow, May 1, and free of charge for Playstation Plus subscribers. There’s one small hitch, though. Their publisher has filed for insolvency.

Publisher dtp Entertainment’s filing leaves Ronimo’s game in an uncertain place. It appears that nobody knows if the game is still coming out or not, even the developer.

“At the moment we’re unsure what this means for [Awesomenauts],” Ronimo’s Jasper Koning told IGN.

News on whether the game will be coming out as planned won’t take that long to surface, since we’ll know tomorrow whether or not it will meet with a delay whether there’s an announcement or not.

Source: IGN

Fez developer Polytron ‘probably’ losing one third of the team

Posted on by Anthony Swinnich in News, XBLA, XBLA News | 2 Comments

Polytron Corporation worked on Fez for five years as a three-man team. Now that the game is out they may end up losing a third of their staff.

Renaud Bédard, the game’s lone programmer, said he’s likely going to break away from designer Phil Fish and sound engineer Jason DeGroot. He cites his desire to join a larger development team as the main reason.

“I will probably not be working at Polytron after Fez,” Bédard told Edge in an interview. “We’ve been a really close-knit team for five years, and that’s not necessarily healthy.”

“Being a lone programmer is a great experience: you do everything in the game, but you never have anybody to learn from or bounce ideas off. There’s the internet and forums, but that’s not the same experience as being part of a proper team, and I think that’s the experience I’m after now.”

Bédard cites his inexperience as a developer, undefined milestone targets and moving goalposts as difficulties faced during Fez‘s five year incubation period. He also touches on what it was like to work with Fish.

“There’s also perfectionism, and that’s down to Phil. If it’s not up to the standards we set ourselves, it’s not good enough. At many points, me and other people in the team were like, ‘We need to get this out. Everyone’s complaining. Everyone’s burnt out.’ But that’s Phil, his personality, and his vision of himself: he can’t just say, ‘That’s good enough, and that’s what you’re going to get.’”

Source: Edge

Shoot Many Robots Review: I’ll be Needing More Bullets, Please

Posted on by Taylor Bliss in PC, PC Reviews, PSN, PSN Reviews, Reviews, XBLA, XBLA Reviews | Leave a comment

Shoot Many Robots (SMR) is easily one of the best multiplayer XBLA titles. It is equally one of the most repetitive single player ones. However, its success as a multiplayer game is enough to shadow the often rough single player experience. It is simply a game meant to be enjoyed with other people, but has the option to be played alone. The game itself has functionally sound controls, the art is wonderfully apropos for the subject matter, and the premise is perfectly ridiculous and appropriately unsupported by any story. All of these things come together to form a proper essence of what a perfect mix of Metal Slug and Contra could be.

In SMR, your sweet, sweet baby RV gets humped by an overgrown dog-like robot. But it wasn’t alone, there were other, smaller robots, all accomplices. So, you do the only reasonable thing, set out to shoot all the robots. This is the premise of SMR, and it doesn’t really need anything more to justify the rest of the game. In fact, it probably wouldn’t be as good if it there was.
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Polytron Working on Solutions for Fez’s problems, Asking for Help

Posted on by Anthony Swinnich in News, XBLA, XBLA News | Leave a comment

Fez was finally released on Xbox Live Arcade on Friday, April 13. Those awaiting the game for the last half of a decade rejoiced… unless they had an older Xbox 360 with a smaller hard drive.

There are several problems with Fez from a technical standpoint, and Polytron is working with Microsoft on getting fixes for the issues deployed.

“A small subset of older Xboxes with smaller hard drives can’t run the game at all,” warned a post on Polytron’s website. “The game has trouble running off a USB stick. Crashes are occurring in specific levels or situations. In a rare situation (exiting the game from the “wall village” interiors), the save file becomes unusable. Nasty stuff.”

There is currently no ETA on solutions to any of the bugs, but those who encounter problems should email all the details of their crash or difficulties to support@fezgame.com so the situation can be addressed.

Source: Polytron

PAX East: Sprinting a Familiar, but Welcome, Second Lap with Bit.Trip.Runner2

Posted on by Anthony Swinnich in Previews, PSN, PSN Previews, XBLA, XBLA Previews | Leave a comment

The reveal of Bit.Trip Presents: Runner2 was a bit of a surprise to me. Gaijin Games’ head honcho Alex Neuse assured me that the studio’s next game would be “something totally different” from the Bit.Trip series way back at PAX Prime 2010. Also, the story concluded rather soundly with the release of Bit.Trip FLUX. Despite these details, it’s hard to complain about there being another Bit.Trip game. After playing the first 19 levels at PAX East, I can safely say we seem to be in for the good kind of trip.

Gaijin hasn’t done much to alter the core formula of what was the most successful game in the series with its sequel. It’s an auto-scrolling platformer with a small plethora of moves to remember. What begins as simply jumping over pits eventually evolves into kicking through obstacles and sliding under ledges. The demo build builds your arsenal slowly, teaching the player the tricks they’ll need to survive one at a time. Anyone who has played a Bit.Trip before can tell you that the later levels can be complex and challenging, sometimes maddening, so this gentle curve is welcome.

Runner2 isn’t just more of the same, though. Some of the core moves have new twists that add to Commander Video’s repertoire. You can now jump while sliding and kick while jumping, which were sorely missed in the original. The level design will expand to include these wrinkles as well. There are new moves as well, though their functionality isn’t finalized. The Commander can now dance for point bonuses and a timed-button pressing minigame is housed within Sonic the Hedgehog-esque loops. Read more

PAX East: Murdering Monsters in Hell Yeah!

Posted on by Mike Wall in PC, PC Previews, Previews, PSN, PSN Previews, XBLA, XBLA Previews | Leave a comment

“We’re going to kill monsters. There will be blood. We’re going to torture them.” That was the mantra behind Arkedo Studios’ Hell Yeah!, a game that would look right at home on Nickelodeon if the network turned a blind eye to the game’s ocean of blood.

Hell Yeah! isn’t a high concept, pretentious game looking to change how the world feels about games or life. Studio Head Camille Guermonprez said the bloodbath was designed around one simple question: “How fun can it be to kill a monster?” The developer is quite candid about the inspirations for his Metroidvania adventure. “We wanted to make a video game. The stuff that made us want to make games.”

Hell Yeah! is set in a cheerfully demented version of hell where Ash, the prince of the underworld who also happens to be a skeletal demon rabbit, has gone on a monster-killing rampage because the tabloids have posted risqué pictures of him. It’s an escapist fantasy born out of months of tedious contract work where Arkedo had limited freedom. It was a stifling environment for a studio designed around being creative and taking risks. “The project was based out of frustration,” Guermonprez said, recalling the doldrums of the contract days. “We’re happy to have been frustrated. It was worth it.” Read more

PAX East: You Are the Wyvern in Crimson Dragon

Posted on by Dave Voyles in Previews, XBLA, XBLA Previews | 3 Comments

Nostalgia can be a funny thing. Gamers often look back on games or consoles that defined their childhoods with rose-tinted glasses that often adjust their view of history. I fondly remember placing the disc for Panzer Dragoon into my Sega Saturn for the first time in 1995. The first stage opened with the beautifully orchestrated track Flight, and an oceanic ruin appeared before me as I rode gracefully on the back of an armored dragon. I remember thinking “This is it. This is the next generation of gaming.”

I went back to play all three of the Saturn’s Panzer Dragoon titles earlier this year, and soon came to the realization that while they do not hold up by any means visually, the gameplay and incredible soundtracks are still in tip-top shape. We haven’t had a title in the series since Panzer Dragoon Orta’s appearance on the original Xbox in 2002. Imagine my amazement when walking across the show floor at PAX East this weekend I spotted what seemed to be a Panzer Dragoon game on display at Microsoft’s Kinect booth.

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PAX East: Skulls of the Shogun Shows All of Its Cards

Posted on by Dave Voyles in PC, PC Previews, Previews, XBLA, XBLA Previews | Leave a comment

We last saw Skulls of the Shogun during 2011’s PAX East. Since then, developer Haunted Temple Studios has come a long way towards improving not only the game’s aesthetic, but also refining the gameplay for a larger audience.

The presentation is stunning, from the whimsical and offbeat dialogue, to the smooth animations as my characters gallop gracefully across the battlefield before striking into battle. Haunted Temple’s professionalism and love for all things Japanese even extends to their media kit, which is reminiscent of a Sega Saturn jewel case; perhaps it’s a love letter from studio lead Jake Kazdal’s years spent in Japan.

At its heart, Skulls is a turn-based strategy game heavily inspired by the Nintendo DS’s Advance Wars series. Players take control of a recently deceased and stubborn samurai general from feudal Japan who refuses to finish his transition into the afterlife. Along the way, he recruits other spectral soldiers to do his bidding and fight by his side. Should your general die, the game is over, but his pawns are disposable and are always willing to die (again) for their cause. A low barrier to entry is a key element to the game, as players are limited to three unit types, each with their own distinct advantages.

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