Showing posts with label XBLIG. Show all posts
Showing posts with label XBLIG. Show all posts

Thursday, April 11, 2013

PAX East 2013: Boot Hill Heroes


Alex:

Not too far off the beaten path from the main walkways of PAX East, right near the PAX Merchandise booth, we caught a glimpse of a rather unique RPG.  What we found was the Western-themed indie RPG Boot Hill Heroes, developed by Experimental Gamer.  While we did not interview the developer, we did get some gameplay footage for you to see here.

Boot Hill Heroes takes place in Bronco County which is on the brink of chaos.  An attack by the Chepakwik Indians stirs up activity to the land, but the game's hero, Kid, knows the truth.  In the end, it is up to him and his three companions to bring a stop to the Saints-Little gang and save Bronco County.  However, as they go about saving the land, they might discover something even darker behind the scenes.

The game appears to follow the design of Earthbound, although Experimental Gamer states that it also takes some details from Final Fantasy and Chrono Trigger.  In my time playing the demo, though, I felt it was almost entirely Earthbound-focused.  Perhaps further in the game those influences will be more effectively seen.  Regardless, the game played very similarly to Earthbound in my experience, although it has little additions that make it fit the Western aesthetic more effectively.  For example, in battles the enemies appear as though they are cutouts and react as though you are shooting them like targets in a shooting range.  These small effects really help establish the theme onto a familiar retro RPG system.

As a note, what might not be immediately noticeable is that the game supports four player cooperative play.  Players can drop-in and drop-out from playing particular characters, and they can also independently change their inventory and use items in the game. I did not get to try this out at the demo, but I think it is a neat addition, to be sure.

Boot Hill Heroes is expected for release this year for PC and Xbox Live Indie Games.

Tuesday, April 2, 2013

PAX East 2013: Precipice of Darkness 4 (Zeboyd Games)

Interview:

Gameplay:

Alex:

It has been a year since we last saw the dynastic developer duo Zeboyd Games, and in that year, they have not only released Penny Arcade's On the Rain-Slick Precipice of Darkness 3 but they are on the verge to get their next title out as well: Penny Arcade's On the Rain-Slick Precipice of Darkness 4.  We had an extended interview with them, and we also got to play through some of the demo areas available at the showfloor.  You can check out both in the videos above.

Precipice of Darkness 4 is the series finale of RPGs starring Tycho and Gabriel in a world that now, a little spoiler here but not really in the plot of PoD4, no longer exists.  Now in the Underhell, a place worse than Hell, Gabe and villain-turned-not-so-villain Dr. Blood start their adventure to find their lost compatriots and stop whatever evil being remains in their way...well, evil-er anyways.

While players do control the group of heroes from the previous installments, the battles themselves are now handled by monsters conjured up from monstorbs, ominous ovoids which create monster beings which follow their master's every request.  If these sound familiar to another brand, do not worry.  The parody of that brand is known by the developers, as well, and it really shows in certain parts of the game.  These maniacal creatures range from a small being of pure evil to a large rodent with a pair of shades and a popped-collar.  While characters and monsters separately gain levels, there are additional effects when certain characters have certain monsters selected.  Besides these elements, the maps  have become more open and more numerous than any other project in Zeboyd's history.  Toss in the dark humor reminiscent to the series, and you have a game worthy of being the final entry in the PoD series.

I got to play the game briefly at the showfloor, and I was met with a similar feel to that of my time with PoD3, albeit there were some key differences.  Movement seemed a little faster, and there were more details in the graphics and story-telling this time around.  I can say from my playtime that it looks and feels a bit better than the previous entry, so for those of you looking for a game that takes PoD3 and goes well beyond that...you're going to get it!

Precipice of Darkness 4 comes out on PC and on Xbox Live Indie Games soon.

Saturday, April 21, 2012

PAX East 2012: On the Rain-Slick Precipice of Darkness 3


Just outside the Mega Indie Booth at PAX East stood a large booth demonstrating one of the show's highlight debuts: the third game in Penny-Arcade's On the Rain-Slick Precipice of Darkness.  Following Hothead Games' first two adventures, many thought a third entry in the series would never arise, but thanks to a forum topic bringing up the idea to take it to Zeboyd, the project has reemerged.  We got to speak with both Robert Boyd and Bill Stiernberg, the entirety of Zeboyd Games, about the project, and we also got to try it out for ourselves. [Check after the break for impressions and a gameplay video!]


Sunday, May 8, 2011

XBLIG of the Week (5/1/11)

Every week, many games appear on the Xbox Live Indie Game lineup, from people from all professional backgrounds and with all types of skillsets. Unfortunately, there are so many games coming out that it becomes hard to try every game and figure out which to truly play for the best bang for your buck.

That's why we here are Third Rate Minion hope to create a weekly feature where we discuss the best game or games for each particular week, with information on the developer and the game itself. We might occasionally give a brief look at older XBLIGs, too, when game lineups seem thin for some weeks. For now, however, there seem to be many great games to look forward to in the coming weeks. Either way, let us venture forth!

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Sequence

Developer: Iridium Studios
Price: 240 MS Points ($3)

Sequence is an RPG/Music hyrbid, in which players control Ky, a young man who has been selected to venture into the Tower, a seven-level fortress filled with monsters and other menacing beings bent on killing him. Thankfully, with the help of Naia, a mysterious woman he meets upon waking up, Ky learns of how to defend himself and vanquish the evil creatures inside the Tower.

Players have to watch three game windows from which arrows fall toward markers, akin to Dance Dance Revolution or any current music game such as Rock Band. The three game windows represent Defense, Mana Collection, and Spell Casting. Players must hit the notes falling in the Defense window to prevent being hurt by the enemy in battle, and in order to give a few back, players must cast spells on the Spell Ring using the Right Stick and then clear every note which falls in sequence on the Spell Casting window. Because spells cost Mana, players have to hit notes falling on the Mana Collection window in order to keep casting spells. In the end, each battle becomes a fight between casting spells, collecting mana, and defending against enemy attacks. There is more to it than simply hitting notes, too, as spell types and special equipment comes into play.

Complete with voice acting, hand-painted backgrounds and lots of monsters and strategy to encounter, Sequence offers a lot more than the average XBLIG. Sequence does to the music genre what Puzzle Quest did to the puzzle genre, and it does it with a smirk and a nod.






Other Games of Note:

Minions!

Developer: Turtle Toss Studio
Price: 80 MS Points ($1)

Minions! is an overhead and over-the-shoulder shooter action game in which players select their own armless beings known as Minions in order to complete a variety of missions. While the world seems exceptionally low in polygon count, the game feels solid and shows enough variety to differentiate itself from the usual shooter on Xbox Live Indie Games. Meanwhile, the game allows for players to change the appearance and the weapon choice for their own Minion. Not only that, but the weaponry and enemies in the game change over time, making the game more than the basic dual-stick shooter.


Stick 'Em Up: VS Arena

Developer: Wicked Worx Games
Price: 80 MS Points ($1)

A new versus component to another Xbox Live Indie Game, Stick Em Up. Player enter eight different arenas with up to four players fighting one another. The game offers 2vs2 modes or full free-for-all events. Later arenas also feature spaceships to fly and shoot at the other players. It feels faster and smoother than the original, so it really fits the multiplayer environment it is trying to become. If you do not have friends to play with, the game thankfully has a good set of AIs to take over for them, ensuring that you can get your dollar's worth, even when you are alone.

That's all this week. Have fun, indie gamers!

Friday, October 15, 2010

Xona Games Announces Score Rush



A few days ago independent developer Xona Games released the first teaser for its next Xbox Live Indie Game, a frantic shooter entitled Score Rush.

The game was officially announced in the Official Xbox forums a month ago, but the first teaser was recently unveiled. In it, the developer demonstrates the game, a SHMUP in which players control a small ship which must shoot down massive ships and dodge onslaughts of gunfire in order to survive and earn top scores. The game will be using the Duality ZF engine which has proven to be a good shooter engine for some time. There is no indication as to how long the game is expected to be or how many modes it will offer, but the game contains drop-in multiplayer with up to four players total.

Score Rush's music compositions are developed by Dragon Music Productions, and if the trailer is any indication, the music will certainly enhance the intensity of the game.

Score Rush will be releasing soon on Xbox Live Indie Games and Windows Phone 7.

Xona Games is a two-man independent developer which has focused primarily on the development of shooter titles on multiple download services. Its first release, Decimation X, is lauded as the highest selling title on Xbox Live Indie Games in Japan, and its sequel, Decimation X2, is a Windows Phone 7 exclusive, released recently. The company is also developing an XBLA version of Duality ZF, a SHMUP in which players control two ships at the same time using either control sticks on their Xbox controllers.

Official Trailer


SOURCE: Official Site

Saturday, October 9, 2010

Review: SharpShooter


Game Title: SharpShooter
Developer: yyrgames (Snake360, Falling)
Platform: XBLIG

Price: 80 MS Points ($1)

With the Wii’s IR pointer and Playstation 3’s Guncon 3 and Move controllers, Xbox 360 seems to have a hole in its lineup for arcade shooters. Thankfully, yyrgames has tried to fill this space with SharpShooter, a one-dollar xbox live title where shooting is fast, frentic, and zombie-free.

SharpShooter is comparable to old Arcade Shooters such as Point Blank. However, this game does not make use of any gun peripheral. In fact, it uses the dual-sticks of the Xbox 360 controller. The reticule is moved relative to the position of the stick; rather than pointing a direction to move the reticule, its position is relative to the position of the stick. This will take some time to learn, and even then, the controls make moving around the screen and aiming in a straight line hard to do.


Four seconds to shoot at least six targets. Best get moving!

In SharpShooter, players go through one of twenty super-fast mini-games in which they must aim a reticule around the screen and shoot at targets moving in a short period of time. These events may require shooting at shrinking targets, shooting targets in numerical order, shooting a single target with a single bullet, or shooting a selection of targets to equal a fixed number. Once time is up, the score is collected, and the next event is selected. Repeat until the game is over.

A game of SharpShooter varies in length between one difficulty and the next, and there are a lot of them! The game has five different difficulties; the higher the difficulty level, the more mini-games you have to play. Not only that, but the game allows players to select between the left and the right side of the screen, or both at the same time for more ambidextrous shooters. This gives a lot of modes for players to choose from and adds to the game’s variety.

After each game is completed, the score is tallied up and a ranking is given. At this point, players can choose to receive an internet ranking code, which can be uploaded onto yyrgames’ website for online leaderboards. On the flip side, the game does not provide long-term offline leaderboards, which can be a bother for families playing the game back and forth, but families can still compete via the online leaderboards instead. It is a little sad that the game could not have in-game leaderboards, but if this is how Indie Games have to go around it, then so be it!

On top of the single player experience, SharpShooter provides a versus mode, adding a layer of multiplayer to the arcade shooting experience, even if the actual mode is thin in comparison to the main game experience. To top the experience off, players can go into the Extra mode and enjoy the benefits of a controller massage, the best of Xbox Live Indie Games, right? For a single dollar, there is certainly enough content to choose from.


Even the simplest of challenges become extremely difficult later on!

Of course, content amount is nothing if the content itself is not fun. From a presentation standpoint, the game is basic, maybe too basic. The graphics are not something to consider when playing this game; compared to the likes of more professional arcade shooters, this game is like a freeware title on Flash. The majority of the game takes place shooting at basic targets, which can be annoying, as the game does not provide more points for Bull’s-eyes. However, despite these drawbacks, the presentation is very consistent throughout. Music does add to the frantic nature of the game itself, and for how short the games are, the music is surprisingly catchy, if not a little simplistic. If techno beats are not you’re thing, you probably won’t find the game audibly pleasing.


It seems this player's shooting is right on target.

Despite the basic visual content, the game is fun. It provides the basic gameplay of an arcade shooter, and once controls are learned, players should find themselves shooting at targets rapidly. Unfortunately, the controls might never be as second nature for some as others. Between the leaderboards and the quick pick-up-and-play mentality the game bestows, it is hard to put down when you start. When I traversed into the higher difficulties, however, the game got occasionally frustrating, especially when mental math was necessary. Thankfully, the game seems to take more pride in getting scores over actually winning, like a true arcade shooter.

CONCLUSION

SharpShooter helps fill a hole left open for the Xbox 360, but it does not fill it without fault. The game provides many difficulties, multiple modes in those difficulties, and even a competent multiplayer mode. It even provides a massage mode to sweeten the deal. The usage of leaderboards without Xbox Live is interesting, but the lack of lasting offline leaderboards leaves me confused. Controls are very loose at first, but the game is extremely competent once control is mastered. Of course, that is if you are capable of mastering them.

Lots of modes and content for one dollar. If you can look past the simplistic design and initial control wall, the game is definitely worthy of a purchase.

Disclaimer: As with all Xbox Live Indie Games, this game is not rated by any official electronic entertainment board but is rated by peers before release and given specific ratings on sexual content, violence, and other mature content. Furthermore, all Xbox Live Indie games require an Internet connection to Xbox Live in order to play the games.

Saturday, October 2, 2010

Review: Polywobble


Game Title: Polywobble
Developer: Hank (Hank Hufnagel)
Platform: XBLIG
Price: 80 MS Points ($1)

Xbox Live Indie Games are a unique set. The myriad of titles can astound many gamers, much like the App Store. Continuing with that comparison, it is easy to split the game library into groups: from the small coming-of-age developer to professional software companies. Polywobble happens to sit in a unique group of its own: a game originally produced in 2002 upgraded to include geometrical educational aspects in 2010.

I don't think I learned about this in high school Geometry

Polywobble is a first-person adventure game, but this adventure is not the normal affair. Players are given the task to find five specific polyhedra three times a piece in each of the game’s four worlds. Along the way, players will need to dodge enemies and gather keys to unlock new paths to the polygons, adding a sense of exploration to the small worlds. Once these polyhedra have been hit three times, the player must find a way to where they have gathered, usually by finding a “launching pad” at the level’s end. At these gatherings, players must then attach name and polyhedron together ten times in a row. Toss in a collection of absurdly complex polyhedra at the end of each level, and that’s Polywobble as a whole.

The game’s four worlds consist of an ant-filled canyon, a dark cave covered with deadly, lurching flowers, a forest-surrounded mountain area, and a robot-infested city. These enemies are all invincible, and you are quite the opposite. A single collision with any threat will cause you to be thrown back to the starting point of the level, which can be frustrating after a while. Thankfully, the game provides you with tips which explain enemy patterns and the locations of keys; there is even an option to remove threats, if they become too much of a nuisance. The developer certainly assured that the game could be completed by anyone.


Not your ordinary garden

Other than the four main levels, there is the Poly Garden, where players can wander and examine each collected polyhedron in the game. More surprising than that, the game also provides three lectures on the polyhedra in the garden: five minutes for the Platonic Solids, five minutes for the Archimedean Solids, and three minutes highlighting some of the more complex polyhedra. Those tired of the main game can take part in one of three quizzes to name each of these three sets of shapes. Completing the quizzes unlock new modes in the Garden, but nothing extremely substantial. The third quiz does provide for a way for players to make a trophy using a polyhedra, but it will take some time before I get some of these names memorized. Even the creator is somewhat scared of it, himself! (Ed: We have since beaten the third quiz, and the trophy is neat, if you are willing to assemble it yourself.)


Not sure why the killflowers have polyhedra pictures on the walls...

Polywobble was originally developed on DarkBASIC under the name Plateau World, which is available for free at www.hufsoft.com/darkbasic/, and honestly, it still looks like a game made in DarkBASIC today. The graphics are very geometric, but this is to be expected, as the game’s main assets are polyhedral. The game does come off as a terribly lacking game, graphics wise, so players expecting anything close to resembling modern graphic models will be sorely disappointed. Furthermore, the game is a bit glitchy, too, as I found myself catching on objects, getting stuck to the walls, going through polygons, et cetera. It is polished enough to play through, but it is not a highly-produced title by any means.

The sound is very basic, too. Some of the levels have a hint of music at the basic midi level, whereas other levels are just looped sound effects. Hank’s lectures are a nice twist and add some liveliness to the game’s soundtrack, but the sound is too basic for many to even remember, let alone enjoy.

The game is a short one. After completing the four levels, you have the three quizzes and lectures, but even considering those, the game can be played in entirety within a two-hour span. You can replay the levels to get a faster time, but if you are not interested in polyhedra, you might find the game more boring than entertaining.

Those curious to try should not worry. Thankfully the trial is fairly robust. You can play the first level in its entirety and explore the remaining levels for a short while. That trial will certainly tell you whether or not the game is right for you.



CONCLUSION

I will be honest: I like Polywobble, though that is probably my math nerd talking. Polywobble is a game I recommend to those interested in a simple adventure title with a focus on learning more about polyhedra. Those expecting extremely deep and game-dense experiences from this title might be less than interested. From a mathematic and learning perspective, it is a decent game. From a purely-gaming perspective, though, it is a short, uneven, and basic game.

Try it out! You never know; you might just get as interested in polyhedra as Hank.


Disclaimer: As with all Xbox Live Indie Games, this game is not rated by any official electronic entertainment board but is rated by peers before release and given specific ratings on sexual content, violence, and other mature content. Furthermore, all Xbox Live Indie games require an Internet connection to Xbox Live in order to play the games.

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Tuesday, September 21, 2010

Mommy's Best Games Announces Explosionade



Mommy's Best Games has announced Explosionade, a side-scrolling shooter with a focus on explosions and mechs that cause them.

Explosionade is the game which founder Nathan Fouts mentioned when the company shelved Grapple Buggy earlier this month. Rather than ask for funds in the form of donations, the company is releasing this title to further support the company and its efforts to bring Grapple Buggy to XBLA in the future.



In Explosionade, players control a prototype mech and venture into Horronym Fortress to destroy the infiltrating alien forces. The game has a number of challenge rooms with dynamic cameras, allowing players to see part or all of the action at once. Furthermore, the game can be played with one or two players at once, making this explosionade more potent, indeed.



There will be an online leaderboard system, this time around, and the press release states that the environments will be destructible thanks to the devastating weapons mounted on the mechs. As for how destructible, that is still unknown.



Explosionade is aiming for a release late this month on Xbox Live Indie Games.

Mommy's Best Games was founded in 2007 by Nathan Fouts, an ex-developer at Insomniac Games. The company has since developed two titles, Weapon of Choice and Shoot1UP, both available for Xbox Live Indie Games. Currently, Weapon of Choice is on its way to PC thanks to Blitz1up, and Shoot1UP is on its way to Windows Phone 7. Grapple Buggy, once it launches, will be the company's first XBLA title.

SOURCE: MBG's Blog

Friday, September 10, 2010

Grapple Buggy Paused. New Game Coming Soon

In his blog, Mommy's Best Games head Nathan Fouts stated that its upcoming XBLA title Grapple Buggy would be put on hold until more necessary funding is provided, and by that he meant a new game release coming soon.



Nathan Fouts, creator and lead programmer, director, artist, and so on of Mommy's Best Games claimed that Grapple Buggy, the company's third release, is moving along development-wise. However, prospective publishers have not stepped forward on monetary support, citing continued concerns over the industry and economy for their cold feet.
After looking at the MBG coffers, we decided we needed to take a break and work on something more immediate as way to raise money for continued development of Grapple Buggy.
In order to raise funds for the continued development, Mommy's Best Games will be releasing another game! Although there are no details at this time, it appears that it will be developed fairly quickly and is already moving onto testing phases in its early state for particular code checks.



While no release date has been provided, the official announcement will most likely provide a concrete time for its release. The game will most likely be a title set for Xbox Live Indie Games.

Mommy's Best Games was founded in 2007 but Nathan Fouts, an ex-developer at Insomniac Games. The company has since developed two titles, both for Xbox Live Indie Games. The first is Weapon of Choice, a Contra-like shooter with multiple characters and insane alien creatures to face, complete with an open-ended storyline to mix things up even more. The company's second, smaller release is Shoot1up, a shoot-em-up in which every life is displayed at the same time rather than one at a time, and at a 80 MS price point, it is not asking much for what it provides. Via Blitz1UP, Weapon of Choice is heading to PC.

SOURCE: Mommy's Best Games' Dev log