Posts Tagged ‘XBLA

23
Aug
10

Street Fighter III: 3rd Strike coming to XBLA and PSN

Street Fighter III was a bit of a mixed bag, really. If you’re a casual Street Fighter player, it’s unlikely that you’ll have played it – since other editions are far more well known and played. However, for fans of the series, it’s both loved and disliked at the same time. While the game was praised for it’s engine – specifically for competitive players - the fact that all of the regular Street Fighter cast were dropped (save for Ryu and Ken) caused a fair amount of fans to feel somewhat alienated – their favourite characters pushed aside for the new generation, with new guy Alex taking the spotlight as the lead role. The main series of Street Fighter returned to it’s older cast in Street Fighter IV – with which most people are quite happy – but there are still fans that argue that number III was the best.

Continue reading ‘Street Fighter III: 3rd Strike coming to XBLA and PSN’

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07
Aug
10

Castlevania: Harmony of Despair (XBLA)

When the news came to my ears that a brand new 2D Castlevania for an actual home console was on the way, my heart leapt – aside from a couple of ports and remakes of classic titles it’s been two years since the somewhat disappointing Order of Ecclesia on the DS, and a whopping thirteen years since the last release of a non-remake 2D ‘vania on a home console – Symphony of the Night. While the GBA and DS titles were generally amazing on the whole, I’ve long since hoped for a full-blown 2D title to grace this generation of home consoles, with HD graphics and brilliant 2D gameplay in a metroidvania style. Continue reading ‘Castlevania: Harmony of Despair (XBLA)’

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30
Jul
10

Scott Pilgrim Vs The World: The Game

Castle Crashers + Streets Of Rage = A beat ‘em up to rival them all

Back on the Sega Mega-Drive, one of my favorite games I would play constantly was Streets Of Rage 2. For some reason 1 and 3 didn’t compare to the second outing of thug bashing. Plus there was a kid on roller blades who I thought was awesome. So I started off playing beat ‘em ups, a side from the classic FPS games which I don’t really need to mention  now.

When I finally got to play Castle Crashers on XBL I loved it, but for the life of me couldn’t complete the damn thing on my own. It was a perfect mix of old school beat ‘em up, plus some awesome medieval and quite comical graphics and theme, it was truly a game that brought back some fond memories.

Since then I have been thinking, what would be the perfect game to combine Castle Crashers and Streets Of Rage 2? Well put simply, there wasn’t one out on the market…Untill now.

Continue reading ‘Scott Pilgrim Vs The World: The Game’

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03
Mar
10

Plus XP Exclusive: Perfect Dark (XBLA) Interview

After the announcement concerning the Xbox Live Arcade port of Perfect Dark, previously on Nintendo 64, I was excited to know more. So with a little bit of work, I managed to score an exclusive Plus XP interview with producer Nick Ferguson, who is involved in it’s port to the re-release on Xbox 360.

Leon: Thank you for taking the time to answer questions with Plus XP, Nick. After seeing the recent news on Perfect Dark on Xbox Live Arcade, we’re excited to know more. So, on with the interview!

The game has been given a fairly big overhaul, looking a lot cleaner than the original. Have there been any modifications to the game’s engine at all, or is it mostly aesthetic changes?

Nick: The original Perfect Dark codebase has been ported over to the Xbox 360, which means that the game benefits from higher resolution textures, geometry and performance whilst retaining the original game’s unique look and feel. Under the hood there have been a lot of changes to the game engine to keep it looking and feeling like Perfect Dark on N64, and the overall effect has been to improve the aesthetic experience to something that looks fantastic in 1080p HD.

Leon: The original Perfect Dark featured bots that would allow players to play deathmatch modes with AI characters to make up numbers and allow solo play on the multiplayer modes – a good feature that is sadly rare nowadays. Will we be seeing a return of this feature in the XBLA version?

Nick: Yes, I am pleased to confirm that the simulants will return in all their glory. Multiplayer games are still capped at 12 entities, but this can now comprise eight human players and four simulants (the original game was capped at four human players and eight simulants). Of course, if you want to play as a single human against 11 DarkSims, be our guest!

Leon: Great to hear that!  Will this option be available in the online mode, or local only?

Nick: Online :)

Leon: With an improved multiplayer engine compatible with online play, I assume this will be a bigger focus than in the original version. Will there be any new features we can look forward to?

Nick: In the original N64 game, the classic weapons (based on GoldenEye guns) could only be used in single player. We’ve brought them into multiplayer as a series of Classic weapon sets, so players can now use the GoldenEye weapons on GoldenEye levels for the first time since, er, GoldenEye.
 
It’s no good supporting LIVE if you can’t find someone to play against, so the game supports a variety of matchmaking scenarios across both Solo and Team modes. In addition, Private Custom Games are supported so you can set up that painfully obscure game scenario you used to play with your friends all those years ago.
 
Aside from the boost to eight players, the game engine now runs at a solid 60 frames per second at 1080p. This makes a big difference, particularly in four-player split-screen where players can now have more resolution in their split-screen game window than they did in the original N64 single player game!

Leon: It has been said that there is to be new support for online co-op and counter operative modes. Can you tell us anything more about this addition?

Nick: The game supports two players over Xbox LIVE, in addition to the classic split-screen experience. Players will be able to search for games on any mission, and we hope it opens up the excellent Co-Op and Counter-Ops modes to many more players.

Leon: I’ve heard that maps from GoldenEye will be included in the game’s multiplayer modes – is this perhaps a sign that we won’t be seeing a similar port of the popular Bond FPS in the near future?

Nick: The Felicity, Temple and Complex maps which were included in the original N64 Perfect Dark are available in the XBLA version. No other maps from GoldenEye have been added to the game, and we have nothing to announce regarding DLC at this time.

Leon: Xbox Live gives us a lot of options for competing aside from online play – are we likely to see any leaderboards or similar features included?

Nick: Yes, the game has full support for Leaderboards on every mission from Agent to Perfect Agent. In addition, there is an Overall Leaderboard based on Percentage Completion. We also have 20 Achievements, which is a first for an XBLA title.

Leon: Another modern feature is the option for DLC to be added to games. Do you know whether it’s likely there will be any additional content available for download at a later date?

Nick: 4J have only just begun to recover from finishing the game, and you’re already asking for DLC? Well, that’s a good sign… but the honest answer is that we are going to wait and see how Perfect Dark performs on Xbox LIVE Marketplace before making any decisions. We should probably wait until at least one person gets 201% complete before making a decision. :)

Leon: Do we have an official release date for the UK? I need to set a date for my calendar!

Nick: Perfect Dark launches in the UK on 17th March 2010 – the same day as the USA. That’s right… no need to import the NTSC version this time around!

Leon: Excellent! Do you have anything else you would like to let us know?

Nick: Everyone involved has been working extremely, EXTREMELY hard to get Perfect Dark for Xbox LIVE Arcade finished and we really hope you enjoy the final result.
 
We know Perfect Dark fans were told the game was coming “this winter” back at E3 in 2009 and didn’t get much more information than that until X10 a few weeks ago. We managed to get some screenshots out in the interim, but for the most part everyone involved has been heads-down for the last six months getting the game done.
 
We appreciate that people wanted to know more about release dates and the like but (contrary to popular belief on t’internet) the game was only finished recently and we didn’t want to pluck a date out of thin air and then miss it.
 
My point being: Sorry for the wait, PD fans – we honestly didn’t have an official date till a few weeks ago!

Leon: Thank you again for your time, Nick. It was a pleasure hearing from you.

So there you have it – it sounds like all good news, with plenty to look forward to. Make a note in your calendars – 17th of March will see the UK release of Perfect Dark on Xbox Live Arcade – definitely something worth getting excited about.

-Leon

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20
Jan
10

The Perfect Revival

I never really think of myself as much of an FPS fan, but in truth a large portion of my earlier gaming revolved around the genre – with titles such as Wolfenstein and Doom leading my way in the early years. As I moved to the Mega Drive and the Playstation my vision widened a lot, discovering the joys of RPG and action titles. However, when I got my hands on a Nintendo 64 (perhaps one of the best consoles for the FPS genre in those days, if not even now), I rediscovered the genre with GoldenEye, one of the most loved FPS games of all time.

Now, as much as I enjoyed GoldenEye, there was one game that I enjoyed so much more – Perfect Dark. Sporting perhaps one of the coolest heroines I’d seen since Lara, Joanna Dark, the title blew me away and had me hooked for a long time.

Created by Rare, the same company that brought GoldenEye to the N64, Perfect Dark featured a large focus on solo gameplay – something that’s always suited me. Sure, I love a bit of multiplayer, but in the end a game’s gotta be able to keep me entertained all by itself. With seventeen missions, the game featured lush visuals for its time, with a good range of weapons and some interesting gadgets, akin to a certain Mr Bond. While these missions were good in themselves, the game featured something quite unique – and surprisingly something that’s rarely been done since – multiplayer bots. In this way, the game allowed you to do standard deathmatches with only one player, or allow co-op play against a team of AI opponents. To be honest I was fairly young (about 13), so I can’t vouch for the AI completely, but I remember it being fun and never had a problem with it so I can only assume it was more or less done rather well.

One of the game’s best features was its weaponry. As well as having a large quantity, the game introduced the concept of secondary functions – almost every gun featured a second firing mode, which meant for double the fun, and some interesting abilities. Specific ones I have in mind are the Laptop Gun - which had a decent machine gun mode, doubling up as a portable turret - and the strongest gun in the game was able to activate infra-red vision, and could shoot through walls at a long distance. Insane. On top of that, a firing range accessible to Joanna in her headquarters allowed the player to unlock special versions of all of the weapons – renamed copies of weapons taken from the older GoldenEye title – a fun challenge and rewarding.

So naturally, when I heard about the release of Perfect Dark Zero on the Xbox 360, I was excited. However, perhaps the company hadn’t moved with the times, or they simply didn’t put enough care into the title, but for whatever reason it resulted in a semi-decent bargain bin title that was hardly a worthy sequel, even with the younger Joanna sporting an image rehaul.

Now, although I did play the original quite a lot, sadly I never owned a copy of my own, and I have since longed to get my hands on a copy to relive those old days – but alas, so far I have had no joy. Tracking down a decent quality copy, as well as an N64 Expansion Pak, is quite expensive even in today’s gaming market.

However, today I learned this great news – Perfect Dark is set to be released for download on Xbox Live Arcade within a month or so! According to Rare’s twitter, the title will be seeing a release in Q1, most likely February. There’s been no mention of a PS3 release, so we can assume it won’t be going multiplatform.

The port will include retouched visuals (i.e. slightly better textures and less pointy bits), and full multiplayer support both offline and online. If you’ve played the original, rejoice – and if you haven’t, it might very well be worth a shot, assuming it hasn’t dated too badly. I for one look forward to it eagerly, and will be downloading it upon release.

Let’s just hope they don’t remove the multiplayer bots, I’d love to see more of that in FPS games nowadays.

-Leon

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09
Apr
09

First glances at :Dishwasher dead samurai(XBLA) Flock (XBLA)

I Know I know . What am i thinking? 2 demo reviews in one post? I must be mad? And these games don’t even link in any way!!

Well to be honest with you I haven’t updated the past couple of days and I gave both trial versions of this game a run through last night. So what the hey here it goes!

Dishwasher Dead Samurai:

As much as i love te genre, wen it comes to hack ad slash games of any kind i always approach them with caution. I think somewhere in the back of my mind sub consciously i think that mashing a lot of buttons to kill enemies doesn’t sound like fun. But as i say sub consciously :p

When first playing the dishwasher trial What really grabbed my attention was the seedy Gothic ad very dark nature of the game. Its aura gave me chills from the start menu so i had high hopes for it right from the word go.

After a short comic strip cut scene (which was pretty cool added to the feel very well with its graphics novel esque storyline) I was straight into the action. You play as the dishwasher. A guy who finds himself in an empty back room of a kitchen with 2 meat levers in his hands. You are being hunted down and you don’t know why.

When I killed my first enemy my mind almost immediately thought Castle crashers! But after playing it a little more I soon found out that it was its own game. The feel of it, the combat had its own feel and the game just felt better, the combos are easy to string and the challenge is defiantly there.

You have strong attack, light attacks messy finishers and normal fishers, you have the ability to run up walls, combo in mid air and just unleash evil hell on your enemies.

dishwasher-demo-copy

I only played the first level (which is standard for Xbox live arcade demos) but to m this game has a lot of potential, it has co op mode and arcade mode which i am yet to explore. For 800 MSP i think its time for m to dig deep into my pockets and scrounge up some cash.

Flock!

Ok so what would you say if i said a game where your an alien spaceship that has to abduct farm animals? Sounds pretty hilarious and a little weird. But does it make a good game concept?

Having played the demo i am going to say Yes, yes it does! The idea behind flock is tat you have to guide animals through maze type levels using a flying saucer, with tractor beams, and compression beams (there could be more i am sure) you then have to fill up your quota of animals an the faster you do it the better your rewards.

Ever heard of  the saying simple is effective? Well it sure as hell works here. But don’t get me wrong the game has had a lot of thought put into it. Each animal you round up is unique in same way. E.g. if you round up cows and keep pushing them, they will eventually stampede, Pigs roll easily and are attracted to mud piles and sheep shrink in water. With all these ability’s and quirky stats it defiantly gives this game a good sense of humour as well as a great element of challenge.

But that’s not all, in some levels there are crop circles you can make, make the right crop circle and you will get a point bonus, but be careful, everything costs time, and the faster you do the levels the better!

flock-demo1

The graphical look o this game is very pleasing to the eye and i believe this is what makes up most of the games 1200 MSP price tag. A little steep in my mind but as i haven’t played the whole game im not sure if its worth it or not.

Capcom again have come up with a good game which will definitely kill a few hours.

Well that’s if for my 2 xbla demo reviews. Its times like this when i need more money

Garv!

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04
Mar
09

Unravelling the Braid (XBLA)

My first review, and I think its a suitable title for the part. It may seem like a bit of a rant to start, but its more about the evolution of how Braid captured my mind. Braid is the single most expensive Xbox Live Arcade title to date, the only 1200MSP title. It had received great reviews, so I downloaded a trial version a month or so ago.

braid

Upon booting the trial, there was an impressive title screen - an impressive flame covered city in a very artistic oil painting style - quickly realising that upon moving the analogue stick a small shadowy figure at the bottom of the screen began to move. So, I excitedly ran away from the flames, and a little stumpy red haired man emerged from the shadows. He didn’t give me much of an impression, but I moved on anyway. A little way along the screen scrolled across to the interior of a house. Seeing the doors made it clear that this was some kind of ‘hub’ for a set of levels. OK, I think. On with the first level.

So, I enter the first door to find myself in a room of clouds with five or six books. As I walk in front of them, text appears on the screen – a well written story, albeit vague, about this guy ‘Tim’ and a princess. Evidently he loves her but theyre not entirely happy. So, I enter the first door – not even noticing that this is infact World 2 (skipping world 1?) - and find myself in a very green world, reminiscent of any platformer’s first level. The art was definitely well made, but I wasnt sure about the gameplay. I make my way across the level, climbing some fences and doing a couple of jumps, and discovering I can rewind time by holding X. Kind of neat, but nothing new – after all, Prince of Persia did this on a much larger scale, in a 3d environment with complicated animations. As I walk along, I find myself facing an entirely unscary little hedgehog thing which dies when I jump on its head. Very Mario – but I never saw the real love for Mario as others did. Shortly after, I quit the game pretty underwhelmed and left it alone, going back to playing Street Fighter IV and whatever else I was playing at the time. I’d seen it before – basic platformers getting overrated by people who liked simple games. Fair enough, but not for me. Sure, it had the ability to rewind time but this seemed to be just a gimmick.

How wrong I was.

Weeks later, I see an announcement that Braid had been reduced in price. I was bored, and for some reason I decided to download Braid ( a game I’d already acknowledged as half-baked) over the expansion for Tomb Raider Underworld (a game I had enjoyed). I don’t know why I did what I did, but thats what happened. So, I load the game up once more, and as I run through the first stage once again, wonder what had come over me to pay for it. But I had paid for it, so I was going to bloody well play it.

Now, each world of Braid is separated in the main hub, and each world has a different ‘time-rule’. The first world is very much a ‘this is how to play, look you can rewind’.  As I continue, I find that there are puzzle pieces scattered around, although they don’t seem to be needed to continue. However, being somewhat of a completionist, I try to grab all that I can as I continue. Its all pretty standard, jumping over things, avoiding spikes and using rewind to correct any little jumps I miss-time. In the next room, I find a board that allows me to assemble the puzzle pieces I have found in this world. I connect what I have, wondering what purpose this puzzle serves, and continue. There are a few puzzle pieces that seem to be unreachable (just out of my jumping ability), but I ignore them for now, assuming later on I will be able to get them. At the end of the level,  you find a very Mario-esque ending with a flagpole and a little stuffed dinosaur who tells you the old words: ”I’m sorry but the princess is in another castle.” Upon leaving the level, the next room of the house lights up and the next world is available.

After another room of vague (yet well written) story books, the next world introduces enemies and objects that cant be rewound. For instance you can rewind everything by holding X, but as you do so the ‘hedgehog’ enemies that have a green aura continue to walk, ignoring your unexplained manipulation of time. The same is applied to doors and keys, meaning you can unlock a green-aura door, rewind the whole way and the door is still open. My brains a little more interested, but I still cant decide if I’m actually having fun. I manage to finish the puzzle for this world as well, yet I didnt really find any result from this, other than an achievement. I love my points but a game needs more, I think. The platforming/time manipulating puzzles need to be solved to collect the pieces, but the actual stages can be exited easily, so the challenge is collecting them all.

The third world is where I decided the game was a fairly fun puzzle game. Same storybooks at the start (which now don’t seem to be in any particular chronology, but I take it all with a pinch of salt, thinking maybe it’s just some text they decided to add to make the game seem a little more fleshed out). The next world offers an interesting concept – your horizontal position on the level also dictates where in the level’s timeline you are – move left and time reverses, forward and time moves forward, and stop and the world grinds to a halt. This was pretty interesting, the idea of time moving in such a manner made me think, and caused a fair few head scratching moments before solving some of the puzzles.

The next world offers a sort of doppelganger - if you do something and then rewind, your shadow will perform you’re last action you did before rewinding as you are free to do something else. This allows you to almost co-op with yourself, allowing you to flick switches at the same time as standing on the platform it activates. The puzzles continue to bewilder and befuddle, always offering satisfaction when you finally succeed. The last world offers a ring that you can drop, slowing down time in a small radius around it, allowing you to manipulate small pockets of time.

So, at the end of all of these worlds, I felt that the puzzles had been quite fun, and I was determined to collect these last pieces. I had realised by this point that the ladder on the right side of the main building went up to another level, and missing links were being added as the puzzles were finished, so I finally knew what they were for. After hours of confusion, frustration and satisfaction I collect my last puzzle piece. Interested to see what kind of ending the game would have, I climbed the ladder to my fate.

This is it. This is what I had paid for. Suddenly, I find myself in another area with another time rule. I can’t tell you exactly what happens here without spoiling it, but suddenly things begin to fall into place, and as I reach the end I realise what’s happened. The ending confused me a little, but I feel this game is about making you think. There are more cryptic story bits, more strange than ever. When the game finishes, I feel like something special has happened, but I cant quite put my finger on it. Then, after some net research on Braid, and various interpretations, everything fell into place. Every vague bit of story now made perfect sense, I realise things that I never saw before, and I’m almost overwhelmed at the realisation of exactly what Braid is.

Its a game that needs to be played to understand, even then leaving you with questions. Its very much up to the player to interpret. To me, Braid was an experience I won’t forget. It wasn’t so much a game as a tale of morals, perspective, time and causality. To the casual gamer, they could easily miss the hidden meaning of the game altogether, but then they’d probably be quite content with the face value of the game. It’s a game thats much deeper than it appears, and left me with a foreboding shiver after I was done with it.

Score:
Gameplay: 9/10
Length/Replay Value – 7/10
Music - 9/10
Story - 10/10
————————
Overall -  9/10

Note:  Although the game is short (5-6 hours), I’ve given it a 7/10 in replay value since it has hidden stars that can be collected for an alternate ending, something I have still to do, and new things keep being discovered :)

-Leon

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