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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Syder Arcade – A Love Letter to a Genre That Welcomes It

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

As a lifelong fan of shmups, I’ve played my fair share and come to the realization that it isn’t what initially catches your eye – the visual presentation – that counts as much the gameplay does. Fortunately for developer Studio Evil, it flies its most recent vessel, Syder Arcade with grace while excelling in both fields.

Syder Arcade’s strongest asset lies in its appearance, though its gameplay mechanics are nearly as lustrous. Throughout my trek across space, the framerate was consistent and the vivid explosions from enemy ships illuminated my screen with fluorescent colors. Vehicles and adversaries were all distinctly drawn, but at times I had a bit of difficulty discerning friend from foe, at least on the escort missions. Further adding to this confusion, was the fact that my weapons could also damage the vessel I was supposed to be guarding.

Upon loading the game I was also given the opportunity to select a very large number of filters to apply to the graphics that greatly changed the overall appearance of the game. I could select to have a cutting edge visual presentation from the current generation of gaming, while the next I could replicate it with a filter to replicate the look running the game on an Apple II or Commodore 64. The team clearly knew what they were doing when it came to designing the engine, and it shows.

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PAX East: Retro/Grade Marches to the Beat of its Own Drum

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

Retrograde motion is defined as “the motion in the direction opposite to the movement of something else.” If you were to implement this into a rhythm game, how would you do it? Should you ask a room full of developers, you would be bound to get a room filled with varying results, but perhaps one of the most unique approaches would be that of the LA-based developer 24 Caret Games.

Rhythm-based games were all the rage a few years ago, but recently have seen a decline in popularity, which can largely be attributed to the oversaturation of the market in such a brief period of time. Along comes Retro/Grade, which promises to shake things up by implementing a pleasant blend of gameplay elements and meshing together genres to create an enjoyable experience, and one that completely caught us by surprise at PAX East.

I played with the Playstation 3 controller, using the D-pad to move up and down, and the X button to gather my projectiles. Armless Octopus EIC, Mike Wall chose the guitar peripheral which seemed to work just as well.

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Sine Mora Review: Mora Please

Posted on by Dave Voyles in XBLA, XBLA Reviews | 2 Comments

Diversity: That is the underlying message behind Sine Mora. Never have I see a shmup with such an assortment of stages, enemies, and projectiles as I have within the world of Sine Mora. Through 7 gloriously detailed maps, I had the pleasure of navigating a collection of ships with an array of unique powers. I don’t generally look forward to shmups coming down the pipeline, but was curious as to whether or not this title would live up to my expectations.

The story is largely forgettable, but that tends to be the MO for games of this nature. Grashopper Manufacture did at least make an attempt to include several detailed paragraphs of narrative between stages, and the dialogue between characters throughout the game is engaging, but even so, it was difficult to follow.

The story mode can be completed within 90 minutes and is difficult enough to be challenging, but most people should have no trouble completing it. On top of that standard mode is a more advanced one where the explosions of destroyed enemies serve as both an obstruction to your view and damage to your ship. The way Sine Mora handles damage is one of the many unique aspects of the game that allows it to stand out from rest.

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Hypership Still out of Control Announced, Released, Still out of Control

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

Space is pretty darned big, which is a lesson the poor pilot of Hypership Out of Control! learned the hard way. The pilot’s brakes blew out back in 2010 (probably space rats chewed through some wires), and the ship has been zooming through the cosmos ever since. Now the adventure continues in Hypership Still Out of Control!, which was released yesterday on Xbox Live Indie Games for 80 MS points ($1). The sequel promises the same 4-player intense action, new levels, and new graphical upgrades that make the asteroids look significantly less like space meatballs (rats!).

Game Type Review: Parkour Power

Posted on by Mike Wall in Reviews, XBLIG News, XBLIG Reviews | 2 Comments

While there are lots of things to like about the new flashy Xbox Dashboard, there’s also one glaring problem. Okay, there are tons of problems, but let’s just pretend there is only one: you need a goddamn road map to find where to go to buy games. Microsoft seems so focused on chowing down on the Doritos dollars and cramming UFC down our throats that they’ve neglected to provide a convenient way to give them money for actual games. It’s frustrating as someone who enjoys playing games, but apparently more infuriating for those who depend on selling them for a living.

All downloadable games have been relegated to murky corner of the Marketplace behind an obscure “Game Type” tile depicting a girl in a hoodie hopping in the air. That same girl stars in Mommy’s Best Games’ latest game, which is one part side-scrolling shmup, one part parody of the new dashboard, and five parts bonkers. The game was created in just a few days in reaction to the new dashboard, and while it’s impressive that the developer was able to rush it to the Marketplace in such a short timeframe, the truncated development schedule shows. Neither the cynical parody elements, nor the gameplay of the shooter buried beneath the fake dash feel complete enough on their own to warrant adoring praise, but combined they create an unique package that is worth experiencing.

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First Look: Echo Storm

Posted on by Dave Voyles in PC Previews | 3 Comments

Shmups are known for being notoriously difficult. This attribute commonly makes the genre as a whole unappealing to many gamers, unless you get your kicks from punishing yourself. But the winds of change are bringing a new title to our table in the form of Echo Storm, which allows players to adjust the difficulty based on which side of the screen they play on.

I first met developer Benjamin Jelter while talking over a game of Sonic Generations at NYC Comic Con recently. Instantly we were aware we both knew a bit more about gaming than most participants of the event. We sat down, where he showed me an early build of Echo Storm, and I was also sent a copy to play for myself. What follows are my thoughts on the innovative shooter, and what you can come to expect from it upon its projected 2012  release.

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Astro Tripper Review: You Must Be Trippin’

Posted on by Mike Wall in PC, PC Reviews, PSN Reviews, Reviews | 4 Comments

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The past few years have seen several coin-op classics such as Pac-man and Space Invaders revitalized by infusing new energy into the gameplay and injecting them with an unhealthy dose of neon, strobing lights. The new remixes were wildly popular with critics and gamers alike, and now PomPom Games has taken a similar, albeit less official, route in updating the classic arcade game, Defender. I hope you’re wearing your Hank the Tank T-shirt, because we’re kickin’ trippin’ it old school with Astro Tripper.

In case the tiny spaceship shooting insane beams of energy didn’t give it away, Astro Tripper is a side-scrolling shoot-em up. It was originally released back in 2009 on PSN and it has now received the full Steam treatment complete with a 100% higher price tag.  Astro Tripper ditches the continually scrolling levels of most shooters and focuses the combat into long, narrow arenas. As in Defender, players can switch the direction the ship is facing. While I appreciate the attempt to update a classic, Astro Tripper’s immensely frustrating difficulty caused largely by anachronistic design choices make it a game that should be relegated to only the most hardcore shmup fan.

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Radiant Silvergun Review: Shooting up the Competition

Posted on by Dave Voyles in Reviews, XBLA, XBLA Reviews | 2 Comments

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At Armless Octopus, we’re no strangers to a good shmup. What I believe turns most people off from the genre are two factors: 1) the absurd difficulty, and 2) how similar each title in the genre is. I mean it’s really just a ship shooting directly at things on screen, right? Wrong. Radiant Silvergun takes a few of the standard conventions you’ve come to expect from the genre and adds a twist. Originally released in 1998 in Japan for both the Sega Saturn and in what was then a thriving Japanese arcade scene, Radiant Silvergun has managed to stand the test of time.

That’s not to say that the steep difficulty curve gamers faced back then isn’t still present in this release, because it most certainly is. While enemies relentlessly fire upon your lightly armored vessel, you come to expect that you will die, and quite a bit at that. Your time is not spent in vain however, thanks to Radiant Silvergun’s persistent upgrade system, which carries over the experience and levels that you acquire with each progressive Story Mode playthrough. This comes as both the title’s greatest strength, but also its greatest weakness.

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