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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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James Silva Dishes on the Dishwasher at GDC

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

Last Thursday at GDC, James Silva, lead dishwasher at Ska Studios, gave a postmortem for last year’s XBLA hit The Dishwasher: Vampire Smile. He opened with the story of how the first game in the series, The Dishwasher: Dead Samurai came to be.

As a hobbyist developer in 2007, Silva submitted Dead Samurai as a Dream.Build.Play contestant just months before graduating college in upstate New York. Writing it off as something he didn’t believe would actually win, he soon forgot about it and began to work as a Java developer for a local business upon finishing college. Two months later he received a phone call that changed his life.

Microsoft had contacted Silva to let him know that they wanted him to come out to their offices in Seattle, and that he had won an XBLA contract. For several months he “did the starving artist thing,” and before he knew it, he had a shipped title. As a project done by one man, it was certainly impressive: it eclipsed the 200,000 sales mark, and not only did fans crave a sequel, but so did Microsoft.

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Fez Wins the Independent Game Festival Grand Prize, Super T.I.M.E. Force Coming to Xbox

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

It’s been a hell of a ride for Fez creator Paul Fish, but after nearly five years in development, his adorable world-rotating platformer will be finally be available soon. Just because Fez hasn’t been released yet doesn’t mean it hasn’t been racking up the awards, and it recently added the $30,000 Seumas McNally Grand Prize in this year’s Independent Game Festival to its trophy case. This is Fez’s second IGF award; the game also won for Excellence in Visual Art in 2008.

Super T.I.M.E. Force won the Microsoft XBLA Award, which means that we can look forward to seeing the chaotic retro shooter from Capy Games, the developers of Sword and Sworcery, on the Xbox LIVE Marketplace, hopefully in the near future. You can check out the full list of winners below:

Seumas McNally Grand Prize: Fez, by Polytron

Nuovo Award: Storyteller, by Daniel Benmergui

Excellence in Visual Arts: Dear Esther, by thechineseroom

Excellence in Audio: Botanicula, by Amanita Design

Excellence in Design: Spelunky, by Mossmouth

Best Student Game: Way, by CoCo & Co.

Technical Excellence: Antichamber, by Demruth

Best Mobile Game: Beat Sneak Bandit, by Simogo

Audience Award: Frozen Synapse, by Mode 7 Games

Microsoft XBLA Award: Super T.I.M.E. Force, by Capy Games

Source: IGF

Microsoft Outlines Its Unified Metro Vision Sans XNA

Posted on by Dave Voyles in News, PC, PC News, XBLA, XBLA News, xblig, XBLIG News | 4 Comments

On Thursday morning at GDC, Chase Boyd, who works in the Windows Graphics Division at Microsoft, presented a speech titled “Creating a Great Metro Style Game,” where he divulged details about this new process. Throughout the talk, XNA was nowhere to be found, but I questioned him about transferring a current XNA project over to Metro, and he assured me that Microsoft “is currently working on the white paper to streamline that process,” and that the updates in Visual Studio 2011 will further simplify that process.

“When we implemented this new sample framework and set up the samples, we modeled it as close as we could with XNA. In fact, with a lot of the new syntax improvements which have been incorporated in Visual Studio [2011], the code can be pretty easily pasted over. We’ve also structured those example code bases to work the way an XNA person would expect the way they would want.” While they haven’t published any papers yet detailing precisely how to port a game over, he assured me that it is currently in the works.

One concept new to many developers coming from XNA, however, is the fact that “Windows 8 is a touch-first device,” meaning that it is largely geared toward inputs from a user’s fingers, as opposed to an external piece of hardware such as a controller. Fortunately, the APIs for a number of joysticks and controllers are included, so there is no need to fret just yet.

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Sony Targeting Indie Developers with PubFund

Posted on by Dave Voyles in News, PSN, PSN News | Leave a comment

Acquiring funding to back an independent project can be a difficult task for many, if not most developers. Fortunately, the recent addition of services such as Kickstarter and 8bitfunding have made it slightly easier to earn said funds. Sony threw their hat in the ring back in 2009 with the PubFund, which is their outreach program to seek out talented indies and attain their titles for PSN.

On Wednesday at GDC, Sony’s Manager of Developer Relations, Ted Regulski, hosted a panel titled “Self-publishing, PubFund and Getting Your Game on the Playstation Network” to inform audiences of the benefits to self-publishing titles on PSN. One huge positive is the fact that you do not need a publisher to release game for the Playstation Network on PS3 or for the Vita. Mutant Blobs Attack is one such title to take advantage of this on the Vita, as is the recent remake of Oddworld: Stranger’s Wrath on PSN.

What does Sony take for this privilege? The “standard split comparable to most other digital services” is in place, although Regulski wouldn’t go into precise details. Unlike disc-based publishing, you do not need an office in the particular region that you are publishing in either; you simply need to be a licensed e-publisher in Sony Computer Entertainment America (SCEA) territory.

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Nathan Vella Explains the Magic Behind Sword and Sworcery at GDC

Posted on by Dave Voyles in Features | Leave a comment

Monday morning at the 26th Annual Game Developer’s Conference, Nathan Vella, President of Capy Games, narrated a panel titled Perhaps a Time of Miracles Was at Hand: The Business & Development of #Sworcery. The presentation illustrated the trials and tribulations they faced when producing the iOS hit. Selling 350,000 copies of an independent title is a milestone by any standards, but that feat was not reached without a keen business sense.

One of the first points he brought to our attention was their willingness to crowd source and seek contributions from friends. “We opened our development to contributors,” Vella stated, which essentially were friends who loved the idea of the game and were eager to offer their talents. These talents included posters and the occasional piece of art for use within the title itself. This is a great way to not only gauge interest, but also get more mouths talking about your project, but he warned, “contributors will only contribute to the project if they believe in the project.”

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GDC Europe 2011: Industry vets share tips on approaching publishers Part 2

Posted on by Dave Voyles in Features, PC, PSN, XBLA, xblig | 3 Comments

In part 2 of this feature, we’ll introduce you to some of gaming’s more prominent publishers and find out exactly what they are looking for in a development team. If the anxiety of pitching your next title to a publisher has got you at wit’s end, then this is probably a good place to start to cool those nerves. You can find part 1 here

Put some faith in people

When someone says “Yeah, I’ll pass the message along,” do you ever get the feeling that you’re just getting blown off? While that may be true in most cases, it doesn’t hurt to put a bit of faith in people from time to time either. “Microsoft is spectacular with spreading the world of your content within their offices,” proclaimed XBLA Portfolio Director Chris Charla. “Just ask ‘please forward my e-mail,’ and they will.” So if you tell one person about a bit of information, put some faith in the fact that they just may spread the good world. Would I put all of my eggs in that basket? Probably not, but hey, it couldn’t hurt, right?

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Armless Octocast Episode 66: Gamescom Swordfighters

Posted on by Taylor Bliss in Podcast, xblig | Leave a comment

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After taking a week off, the Armless Octocast crew is reunited, but their time away has left conversation untold. GDC Europe, Gamescom, and finally PAX Prime are all on the schedule for this week’s show. Dave gives everyone the scoop on the swordfighting Europeans of Gamescom.

ITunes: Subscribe to the podcast on iTunes

PodOMatic: Subscribe through PodOmatic

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MP3: Direct download 

Hosts: Mike Wall, Taylor Bliss, Erron Kelly, Dave Voyles

Music: Paul Weinstein - Chipocrite

Twitter: @TaylorBliss@MikeJWall@SkrattyBones, @DaveVoyles

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GDC Europe 2011: Industry Vets Share Tips on Approaching Publishers

Posted on by Dave Voyles in Features, PC, PSN, XBLA, xblig | 4 Comments

Courtesy of SideQuesting.com

In part 1 of this feature, we’ll introduce you to some of gaming’s more prominent publishers and find out exactly what they are looking for in a development team. If the anxiety of pitching your next title to a publisher has got you at wit’s end, then this is probably a good place to start to cool those nerves.

On the second day of GDC Europe, panelists from a variety of publishers shared what were some of the best and worst practices for pitching a game to a publisher. Coming from a variety of backgrounds, each offered a unique perspective, from Triple-A titles down to mobile gaming.

Is mobile gaming a viable solution?

While on the topic of mobile gaming, Capcom’s Christian Svensson, senior VP of strategic planning and business development (whew, that’s a mouthful), stated that they are currently showing strong support for both first party and third party mobile products. Two distinct divisions exist within Capcom’s mobile division, both of which are largely incubated in Japan. The first is Capcom-IP focused; therefore, they concentrate on existing intellectual properties, such as the Resident Evil and Street Fighter franchises, while the other is non-Capcom-IP focused and are usually developed by third-party developers.

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