Showing posts with label Microsoft. Show all posts
Showing posts with label Microsoft. Show all posts

Saturday, April 13, 2013

PAX East 2013: LocoCycle


Twisted Pixel attended PAX East once again, this year, and this time, it demonstrated its newest upcoming title for Xbox Live Arcade, LocoCycle.  We got to grab footage from one of these romps through the Canyon stage, and you can see that splendor above.

LocoCycle has players assume control of the sentient, super-powered motorcycle weapon I.R.I.S. which, after being struck by lightning, decides to no longer be a weapon.  With the unwilling help of her mechanic Pablo, she rushes off into the desert, and it is there that her creator Big Arms decides to put an end to her existence, much to Pablo's chagrin on the whole matter.  Over time, she will face off against multiple operatives from Big Arms and eventually the dark motorbike S.P.I.K.E. to impede her escape.

From the gameplay demo we saw, the game primarily plays like Spy Hunter, as players drive I.R.I.S. swiftly through the landscape.  On occasion, players will have to shoot down the oncoming opposition, and if shooting them does not work, I.R.I.S. can leap up into the air and beat up the enemies with melee attacks, including the use of Pablo as a bludgeon or boomerang.  Furthermore, there are times in the missions where QTEs dictate the action within the sequence.  All the while, the game ranks your performance with each section, like a true action game. Not to mention that the game is filled to the brim with Twisted Pixel's patented humor.  Looks to be quite an intense and equally hilarious game when it finally releases.

LocoCycle will be released for Xbox Live Arcade in the coming months.

Monday, April 8, 2013

PAX East 2013: Max: The Curse of Brotherhood




Some of you may remember an indie title involving a young boy named Max and a magic marker.  Well, he is back, but this time, developer Press Play is making it exclusive to Xbox Live Arcade in: Max: The Curse of Brotherhood.

In The Curse of Brotherhood, Max comes home one day to find his little brother, Felix, playing with HIS stuff in HIS room. Frustrated, Max looks online to find a way to get rid of his brother and finds a strange poem on a website. After reading it aloud, a vortex opens, and a large claw reaches into the room, grabs Felix, and pulls him into the void. Without hesitation, Max leaps after his brother and begins his journey to save him from a world filled with evil. Luckily, Max has the power of a magical marker which can manipulate the world around him. With the mystical marker, will he be able to save his brother from before its too late?

Max: The Curse of Brotherhood plays like a 2D platformer with 3D graphics and physics. While Max can jump and climb, those actions will not be enough to avoid deadly spikes and raging monsters. Using the power of the magic marker, Max can change the environment in multiple ways such as creating vines to swing on or jets of water to push Max forward. At one point in the demo, Max used the marker to manipulate the vines, join them together making it one large vine, and then cut it so the player could swing Max over a wide chasm. Another part had Max raising up the ground with the marker so he could create more vines that would help him avoid a spike trap. Obviously manipulating the environment is the major focus of the game as well as running form massive monsters sent to squish the young boy. 

With a variety of environments and creative manipulation puzzles, Max: The Curse of the Brotherhood is an Xbox Live Arcade title that people should keep an eye out for. Max: The Curse of the Brotherhood is due sometime in Q2 2013.

Monday, October 8, 2012

Third Rate Game Play: Blinx: The Time Sweeper

Game: Blinx: The Time Sweeper

System: Xbox

Developer: Artoon (Pinobee)

Publisher: Microsoft

Player: Tony

Experience: Had played briefly once before




Over a decade ago, Microsoft entered the gaming industry with the Xbox, and in that generation of gaming, the company attempted to create a variety of new IPs with the help of multiple developers worldwide.  While Halo was providing a great base for first person shooter fans and western gamers, Microsoft needed to create a mascot that would be seen as less violent and more marketable.  Where Nintendo had Mario, Sega had Sonic, and Namco had Pac-Man, Microsoft would have Blinx: The Time Sweeper.

Blinx: The Time Sweeper was developed by Japanese company Artoon, headed by Naoto Oshima, one of the founders of Sonic the Hedgehog.  Oshima started development within Sega as far back as 1988 with Kujaku-O (known as Spellcaster in the US), an adventure title based on the manga Spirit Warrior.  After designing The Last Battle and Phantasy Star II, Oshima, along with Hirokazu Yasuhara and Yuji Naka, would produce Sega’s big mascot adventure: Sonic the Hedgehog.  While Oshima worked on the character design, Yasuhara worked on the game design and Naka developed the programming behind it.  After Sonic became a big hit, Naka and Yasuhara left to work on Sonic the Hedgehog 2 with Sega Technical Institute, and Oshima remained with Sega’s Japanese Sonic Team to work on a new title for the Sega CD: Sonic CD.  Under Sonic Team, Oshima continued to direct while Naka led as Producer, spanning across such games as NiGHTS into Dreams and Burning Rangers for the Sega Saturn.  By 1999, however, Oshima was finding himself disinterested in Sonic Team’s direction, and after his roles in Sonic Adventure, he left the company to form Artoon on August 27, 1999.

Artoon would begin its development history with Pinobee: Wings of Adventure (published by Activision) for the GameBoy Advance in 2001.  Pinobee is a robotic bee built to protect the world, and his dash attacks and other abilities are all upgradable within the game’s multiple worlds.  Pinobee would see a rerelease on PlayStation in 2002, and a Japan-only sequel was developed, Pinobee and Phoebee.  While Artoon was working on advancing the Pinobee franchise, it was working alongside Microsoft on developing Blinx: The Time Sweeper.

Microsoft Game Studios was the game publisher branding for Microsoft as of July 2002.  Microsoft itself was founded by Paul Allen and Bill Gates in 1975, initially selling BASIC interpreters for the Altair 8800.  Microsoft would become famous for the development of MS-DOS and subsequently the development of Windows, which debuted November 1984.  Over time, Windows and Microsoft Office have held a majority share in both OS and office software markets.  Microsoft’s first published PC title (from MobyGames) would be 1979’s Microsoft Adventure, a Softwin Associates-developed computer port of the adventure game Colossal Cave.  Other major titles include the Microsoft Flight Simulator series debuted in 1982, the hit puzzle game Minesweeper, released in 1992, and Ensemble Studios’ Age of Empires in 1997.

Microsoft began its venture into console development with the creation of the Xbox, which launched stateside in 2001.  Development began in 1998 when Kevin Bachus, Seamus Blackley, Ted Hase and Otto Berkes from the DirectX team began to develop a video game console based on PC equipment.  With the help of Ed Fries, head of Microsoft’s game publishing division, the “DirectX Box,” later renamed to Xbox, would be developed and eventually unveiled at GDC 2000.  In order to bring more attention to the high-end console, Microsoft acquired Bungie Software in June that year.  At the same time, Microsoft would move on to publish games exclusive to the Xbox from multiple software developers.  These include Oddworld: Munch’s Odyssey by Oddworld Inhabitants, Project Gotham Racing by Bizarre Creations, Amped: Freestyle Snowboard by Indie Built, Fusion Frenzy by Blitz Games, and Azurik: Rise of Perathia by Adrenium Games.

In 2002, while Blinx and other major titles were in development, Microsoft formed Microsoft Game Studios.  From here, Microsoft Game Studios would handle all publishing and distribution for the Xbox.

Blinx is a cat on a mission to fix glitches in time. With the aid of his trusty and powerful Time Sweeper, Blinx must recover lost time crystals, fight Time Monsters, and ultimately rescue a kidnapped princess. Visit nearly 40 levels in warped-reality worlds inspired by Venice, canyons, caves, ancient ruins, and even the works of artist MC Escher. You can also buy gear and power-ups, which enhance gameplay performance, or you can purchase enhanced versions of the Time Sweeper.
~Description
What's most important is gameplay. Gameplay, gameplay, gameplay. It all starts with the gameplay and the game design. Once we have that where we have the basic concept of what sort of play is going to be involved, from there comes the character design, the world design and the environment….With Blinx when I first created the character, I was looking for a character that would appeal to the Japanese market. At that point, we still had a lot of hopes for the Japanese market. While Blinx isn't totally American, in Blinx 1, the character is very, very cute. The way I made the character appeal to the Japanese market was by adding lots and lots of detail. With Blinx 1, the fur was super detailed.
~Naoto Oshima (about creating Blinx), Director, Artoon [1UP]


Blinx: The Time Sweeper is a platforming adventure title with time-manipulation elements playing a major role.  Players assume the role of Blinx, and cat who lives in the Time Factory, a land existing outside of the realm of time.  In fact, the Time Factory and its inhabitants are tasked with providing time crystals to multiple worlds across the universe to allow their occupants to live on happily.  When things go awry, the time crystals can become monsters, but thankfully Time Sweepers can work at defeating said monsters and maintaining order in every world.  When dimension B1Q64 is attacked by the pig Tom-Tom gang, however, things go terribly wrong; as the gang proceeds to gather as many time crystals as they can, monsters grow and emerge en masse, threatening to destroy the land and spread to other worlds.  Before the Time Sweepers can cut off the link to the Time Factory, Blinx jumps into B1Q64’s warp tunnel, aimed to save the world and earn the world's Princess’ affection in the process.

The game is a slow-paced platformer with time-based puzzles incorporated into each level.  The purposes of each stage is for Blinx to defeat each of the monsters present in the area before exiting through a portal at the end.  At times, members of the Tom-Tom gang will emerge to attack Blinx, as well.  In order for Blinx to harm either Tom-Tom or monster, he has to suck in random items into his vacuum, the TS-1000, and shoot the debris back at them to cause damage.  While traversing around each level, there may be landmarks which collapse or shift out of reach for Blinx to reach, and sometimes enemies or markers may be too hard to defeat in real-time.  Thankfully, Blinx can acquire Time Powers by obtaining at least three similar Time Crystals out of four collected at a time.  These powers range from rewinding the world around Blinx to recording a copy of himself to assist him in puzzles and battles alike.  At the end of each level, what Blinx has collected gives him money to spend in a Shop for upgrades later in the game, and players are graded based on time performance, with each level limited to ten minutes.  There are no lives, but rather, Blinx has a set number of Retries which can be increased by gathering three heart Time Crystals in a set of four.  At the end of each Round, Blinx will face off against a large monster reminiscent of smaller monsters fought in the adventure.



After Blinx, Artoon would develop a sequel, Blinx 2: Masters of Time and Space in 2004.  In this sequel, players assume the role of either a Time Sweeper or a Tom Tom, and Blinx and other characters from the predecessor act as secondary characters, assisting players as they attempt to piece together the legendary Big Crystal.  Despite the attempts made to make Blinx a formidable mascot for the Xbox branding, the character failed to garner much clout outside of Japan, where he remained the mascot throughout the lifecycle of the Xbox.  Instead, many adopted Master Chief as the unofficial mascot of Microsoft, and as the company moved forward, he would become Microsoft’s biggest character.

Besides working on Blinx’s sequel, Artoon would begin its development history with Nintendo.  In 2004, the developer created Yoshi: Topsy Turvy, a platforming adventure title in which players can tilt the GameBoy Advance to help Yoshi traverse the world and complete the levels’ special goals.  The game did well enough that a couple years later Artoon would develop another Yoshi title for Nintendo, Yoshi’s Island DS.  The company’s last major title developed for Nintendo was the Wii Remote Plus arcade game FlingSmash which released in 2010.

Artoon’s collaborations expanded beyond just Nintendo and Microsoft.  Artoon would work with Sony on Echoshift, a PSP spinoff of the Game Yarouze-developed Echochrome.  The company also developed Club Penguin: Game Day! on Wii for Disney in 2010.  One of Artoon’s biggest collaborations would come with Mistwalker, the design company headed by Final Fantasy-creator Hironobu Sakaguchi.  These projects include Blue Dragon (published by Microsoft) and Away: Shuffle Dungeon (published by Majesco).

Artoon was busily developing a few more projects when, in 2011, parent company AQ Interactive announced that it would be absorbing Artoon and other development subsidiaries feelplus and Cavia.  While not credited as Artoon-developed, the Nintendo-published and Mistwalker-collaboration project The Last Story was developed by what was mostly Artoon.  Also, while there is no definite proof right now, there is speculation that Artoon was working on the 3DS platformer Cubic Ninja, published by Ubisoft, before being merged into AQ Interactive.

After the merger, AQ Interactive would itself go through a merger with Marvelous Interactive and Liveware to create Marvelous AQL.  Since the merger in October 2011, Marvelous AQL has had one game release in the US – the Nintendo-published and Square Enix-co-developed board game Fortune Street on Wii.  In Japan, the company has developed other games including the female ninja side-scrolling action series Senran Kagura.  Currently, Marvelous AQL project Harvest Moon: A New Beginning will be releasing this November and Rune Factory 4 (developed by Neverland Co.) is expected for a US release at some time, as well.  MAQL is notably working with Keiji Inafune, known for Mega Man and Onimusha, on a number of projects, too, including Soul Sacrifice on the PlayStation Vita and Kaio: King of Pirates for the Nintendo 3DS.

But where was Naoto Oshima in all of this?  Before the merger into AQ Interactive was complete, Oshima left the company with other developers of Artoon to create a new company: Arzest Corporation.  Arzest has worked predominantly with Nintendo since its inception, but the company has yet to release a major release since 2010.  The company’s first works were three games in Wii Play: Motion: Spooky Search, Jump Park, and Cone Zone.  After that, Arzest was behind the development of the 2011 StreetPass Mii Plaza update, including the addition of Find Mii II and improvements to Puzzle Swap and StreetPass Map sections of the program.  We have no information as to what else Arzest is working on.

Microsoft Game Studios has since released a vast library of titles for Xbox, its successor the Xbox 360, Games for Windows, Windows Phone, and downloadable platforms such as Xbox Live Arcade.  Shortly after the release of Blinx, Microsoft acquired Nintendo developer Rareware, and from that developer, Microsoft has published such games as Grabbed by the Ghoulies, Conker: Live and Reloaded, Perfect Dark Zero, Kameo: Elements of Power, the Viva Piñata series, and Banjo Kazooie: Nuts and Bolts.  More recently, Rare has been behind the development of Avatars and the Kinect Sports series.

More major franchises published my Microsoft include Fable (started in 2004 by Lionhead Studios), Forza Motorsport (started in 2005 by Turn 10 Studios), and Gears of War (started in 2006, an Epic Games property).  As for more specific projects, Microsoft Game Studios has released Kung-Fu Chaos (developed by Just Add Monsters, now Ninja Theory), Voodoo Vince (developed by Beep Industries), MechAssault (developed by Day 1 Studios), Jade Empire and Mass Effect with BioWare, Crackdown (developed by Real Time Worlds, sequel by Ruffian Games), Lips (developed by iNiS), and Kinect Joy Ride (developed by BigPark).  Any independent game released on XBLA and Windows Phone will also be stated as published by Microsoft if they themselves do not have publishing power.

Currently, Microsoft is working heavily on producing new Xbox 360 projects, including Xbox SmartGlass, a multi-device program which allows data from the Xbox 360 to stream onto mobile devices to provide insight on particular game or movie content in real-time.  As for game software, Microsoft Game Studios (now named Microsoft Studios) is headed to publish 343 Industries’ Halo 4, Sumo Digital’s Nike+ Kinect Training, Lionhead Studios’ Fable: The Journey, and Turn 10 and Playground Games’ Forza Horizon this year.  As for future plans, Microsoft Studios is working with Crytek on Kinect action title Ryse, and People Can Fly (as part of Epic Games) is working on Gears of War: Judgment for early 2013.  Smaller titles to emerge on XBLA by Microsoft include Twisted Pixel’s LocoCycle, Signal Studios’ Ascend: New Gods, and Blind Wink Games’ Matter.  No Blinx sequel has been discussed and with the absorption of Artoon and failure of its first sequel, it can be assumed the series is over.



Having never played many games for Xbox outside of a handful of titles, a good portion of which had Halo in the title, we decided to take a look at the older Xbox catalog, particularly those games which could run on an Xbox 360.  We had seen videos of Blinx: The Time Sweeper, and curiosity got to us…but would it kill us much like the cat?

In this episode, we venture into Blinx’s first two Rounds: Time Square and Déjà vu Canals.  Beforehand, we try to load demos from old Xbox games but quickly find that to fail rather swiftly.  We do not try for high marks, but we do explore where we can with little knowledge on what to do, even after having played it once before.



After having played through two Rounds of Blinx, it is easy to see where it may have lost appeal in the mainstream view.  Blinx is slower in all ways than Mario, whether by gameplay design or technical issues; framerate specifically became a problem throughout the recording.  Meanwhile, the game’s platforming element was not as heavily-focused as in other mascot platformers.  In fact, the game appeared to rely more on attacking monsters rather than making difficult jumps.  The Time Crystal mechanics were used well enough in the rounds we played, but outside of a couple specific moments, the game did not really need time manipulation to complete.  Still, when the time manipulation was used, the effects were acceptable, considering it was an Xbox original.

The style was solid, and the music was active and poppy, which further emphasized the style.  The biggest issue the game had from my perspective was the framerate, which pulled the game into a slow crawl.  Either way, we enjoyed what part of the game we played.

We actually recorded this game back in 2010, just as we were receiving our HD PVR capture device.  We would not receive a full widescreen TV for HD recording for a while longer, so the quality is not exactly the best it could be.  Meanwhile, as we recorded it twice, you might notice an attempt or two to make a joke which did not turn out exactly as anticipated.  It should be mentioned that the first time playing the game, we had issues fighting the second boss for one reason or another.  This was rectified in the recording you see here, thank goodness!

Will we continue Blinx: The Time Sweeper in the future?  If fans are willing to ask us, we will.  The biggest issue in getting it is that Gamefly has such a low supply of the game, it may very well be impossible to obtain again.  Perhaps we will need to acquire it permanently or have it lent to us or something.  Either way, we appreciate any feedback!

3RM Says: So much work to sweep so much time...should
have upgraded to the vacuum. *cough*

Monday, June 11, 2012

E3 2012: The Impressions Part 1

At the end of E3 (which, by the way, was fairly lacking of megatons), the two of us sat down and decided to provide our thoughts around all six of the show's main conferences.  On this post, we cover the first three: a combination of Konami and GameTrailersTV's Pre-E3 events, Microsoft's Press Conference, and EA's Press Conference.  What did we think about these events?

Konami
Few surprises and many of the same games from 2011

Microsoft
Good games interrupted by constant media content and SmartGlass

EA
A standard conference with a large focus on sports communities


Check back in a day or so for the remaining three videos!

Friday, April 20, 2012

PAX East 2012: Dust: An Elysian Tail



The winner of DreamBuildPlay in 2009, Dust: An Elysian Tail has been in development for some time and has kept most of its features a secret. At PAX East 2012, we had a chance to play this game at Microsoft’s Xbox Live Arcade booth and speak with the man behind the game, Dean Dodrill.  Check after the break for the impressions!


PAX East 2012: Minecraft: Xbox 360 Edition

At the Xbox booth at PAX East, Microsoft got to show off its upcoming showcase titles for Xbox Live Arcade, and among them stood one of the most recognized PC games of recent days, the ultimate sand-box game, Minecraft.  Minecraft: Xbox 360 Edition was playable at the showfloor, and I got to get a quick spin with the title.  We also got a short but sweet interview with Josh Mulanax from Microsoft to give us some of the lo-down on 4J and Mojang's collaborative XBLA effort. [See after the break for my brief impressions]

Wednesday, November 9, 2011

NYCC 2011: The Miscellaneous Montage

Our adventure into this year's New York Comic Con was not exactly as peachy as we would have liked, but when is a convention not stressful? We were only able to attend the Thursday and Friday events for both economical and physical reasons, but we got a handful of videos and impressions to make for you all.

---

Just under a month after New York Comic Con 2011 finished, we are winding down with a few more videos to finish off the event and look out into 2011's holiday season (which has already started, thank you, Modern Warfare 3).

This video is dedicated to the remainder of game footage we took over the course of the day-and-change we were at the convention. We talk about our impressions or thoughts on the games while we show clips of our scraps. We felt the footage shown here was not up to par with fitting into individual videos and put them together right here!

The games covered are as follows:
Resident Evil: Revelations
Resident Evil: Operation Raccoon City
Ultimate Marvel Vs. Capcom 3
Final Fantasy XIII-2
Rayman Origins (with some Just Dance 3)
Fusion: Genesis (out now on XBLA!)
Prototype 2

Stay tuned for our postmortem, in which we discuss final impressions and the games we did not even cover this year!


Sunday, June 19, 2011

E3 2011: The Conferences, Impressions

Unfortunately, these couple weeks were full of things for us here at Third Rate Minion, and as a result, releasing these videos seems late. However, I also follow the rule of "Better Late than Never," and besides, E3 is still fresh in our minds.

So if you'd like to hear recaps and commentary on each of the big three's press conferences from this year's E3, indulge in our video goodness.









We will have a look at what predictions went well soon!

Monday, December 13, 2010

Forza Motorsport 4 For 2011



Turn 10 and Microsoft Game Studios announced Forza Motorsport 4 at this year's VGA awards on Spike TV.

The Forza Motorsport series is Microsoft's answer to the sim racing series Gran Turismo. Developed by in-house developer Turn 10, the series has grown since its inception in 2005. Forza Motorsport 4 was originally demonstrated at E3 2010 as part of the hardcore titles for Microsoft's Kinect-focused press conference. At the press conference, a developer showed how you could physically walk around and examine each car from outside and inside the driver's seat. According to reports, the game will still feature these elements.

The trailer did not fully demonstrate what the game would have, merging both in-game and real-life footage together. One could predict that the game will feature more environmental aspects including weather conditions and muddy terrain to affect the controls and graphical effects within each realistic race.

While no specific date was given, the game is expected for release in the holiday season for 2011.

TRAILER

Monday, August 30, 2010

Xbox LIVE Gold Price Hike Ahead



Today, Major Nelson broke news that Xbox LIVE Gold subscription prices would be increasing from $50 to $60 a year, starting November 1, 2010.

Major Nelson's blog spilled the beans on a unique price hike for the special online services Microsoft provides to Xbox LIVE users who pay a premium on a yearly or smaller periodic basis.

This image describes the changes as follows:


The price hike will be effective in November, so Major Nelson states that it would be a good idea to lock in the cheaper price before November in order to save the ten-dollar increase. Certain places, including Japan, will not have price hikes.

There is no actual explanation to the increase, other than that the content has gotten better since it started. The lack of a worldwide increase dictates some behind-the-scenes activity.

Xbox LIVE Gold memberships allow those with Xbox 360 to download demos earlier than those with Silver. It also adds the ability to use Netflix and other online services directly from the console. The biggest perk to Gold memberships is the ability to play online multiplayer games at any time; Silver members have specific free periods of use but are otherwise restricted to LAN and single-console gaming.

SOURCE