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Search Results for: Happy Action Theater

Happy Action Theater sequel revealed

By  •  August 19, 2012

As we reported early last week, Double Fine Productions unveiled its sequel to Double Fine Happy Action Theater via a nearly 40-minute livestream over at GiantBomb on Friday. Like the game that came before it, the sequel will focus on Kinect-based mini-games that put the player(s) in wild and crazy situations (say, for example, turning yourself into a fire-breathing dragon and demolishing a city).
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Double Fine will unveil Happy Action Theater sequel Friday

By  •  August 13, 2012

Development studio Double Fine will unveil a sequel to its February Kinect title Happy Action Theater on Friday, if a tweet from Giantbomb co-founder Ryan Davis Monday afternoon is to be believed. Davis had this to say:

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More chances to break a leg as Happy Action Theater gets a second act

By  •  May 28, 2012

Double Fine’s Tim Schafer recently met with SFWeekly and revealed news of a sequel to the recent XBLA hit Double Fine Happy Action Theater. The Kinect only title, which …
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Happy Action Theater review (XBLA)

By  •  February 23, 2012

Happy Action Theater was developed by Double Fine Productions and published by Microsoft Studios. It was released February 1, 2012 for 800 MSP. A copy was provided for review purposes.

Double Fine Productions is a household name when it comes to Xbox Live Arcade games. Stacking, Trenched/Iron Brigade and Costume Quest are all titles that everyone should have on their machine. They’re all original properties; they were risks for both Double Fine and their publishers to put out, but each has succeeded. Now Double Fine wants to go out on a limb with their new Kinect title, Happy Action Theater.

The game itself is a collection of 18 minigames. Most involve players viewing themselves on screen with other digitized elements added such as snow, lava, or water. Players interact with objects in the environment such as balloons or fish to have them in turn react. There is no winning the game. It’s just you and the environment and acting like a fool. To some that sounds like fun. To others, well…

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Double Fine confirm Happy Action Theater price

By  •  January 18, 2012

We’ve written a fair bit about Double Fine’s inbound title Happy Action Theater over the past week but thus far its price has remained a mystery. No longer, Happy …
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Double Fine’s Happy Action Theater launches February 1

By  •  January 13, 2012

No more conjecture, Double Fine’s zany Kinect title Happy Action Theater hits Xbox Live Arcade February 1. Tim Schafer took to Twitter to broadcast the news earlier today:

“DFHAT …
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Nail gun anyone? More footage from House Party titles and Happy Action Theater

By  •  January 13, 2012

Yet more information on the games primed for release in this year’s XBLA House Party event has escaped from CES 2012, as well as additional footage of upcoming Kinect party-game Happy Action Theater. Reporting from the consumer tech tradeshow, Xbox Live’s Major Nelson takes a brisk trip around the Microsoft booth, interviewing developers from the five upcoming XBLA titles and exhibiting new footage of their games. It’s well worth a watch.

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Double Fine’s Happy Action Theater out next month

By  •  January 11, 2012

Happy Action Theater, Double Fine’s slightly psychotic looking Kinect title, will launch next month. No word on a concrete date at the moment, but following the announcement that Microsoft’s annual …
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Double Fine announces Kinect enabled mini-game collection, Happy Action Theater

By  •  October 18, 2011

Double Fine Productions has announced Happy Action Theater, an all new collection of Kinect enabled mini-games coming to Xbox Live Arcade this holiday via Microsoft Gaming Studios. Happy Action …
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BattleBlock Theater is finally out — What took so long?

By  •  April 4, 2013

It’s out now. For 1200 MSP, you can buy it and start playing it right away if you’d like. Funny thing about that, though — that should be old news. And it would be if The Behemoth had followed through with its plan to release BattleBlock Theater on XBLA back in 2010. Obviously, things didn’t quite work out that way, with the beat-em-up platformer having only just released yesterday. What happened? How could the developer have been so confident about 2010 that it was ready to tell the world that was the year and then ultimately be unable to finish BattleBlock Theater until three more calendar years passed it by?

Level Designer Ryan Horn has an explanation: the game wasn’t as fun as the team thought it was going to be. “I think we were hopeful about where the game was gonna be when we [planned] to release it,” he tells XBLAFans while sitting down for an interview at last month’s PAX East. “And then in between the time when we announced [the release window] and when we planned to release it at the time, we saw the game going in a direction that was fun, but we realized that we could take it in a slightly different direction that was going to be a lot more fun.”

With Horn having said his piece, studio President and co-founder John Baez expounds upon why The Behemoth felt its game could reach a state in 2010 that was up to The Behemoth’s considerably high standards of fun. Instead of going back to 2010, though, he looks a little deeper into his past. “The other component of [the delay] is that in our previous experience — I mean, Alien Hominid? Fifteen months, two consoles. Done out the door with an Xbox [version] following three months after that,” he begins. “And then Castle, it’s like, ‘OK, bigger game, three years.’” The prevailing feeling around The Behemoth’s San Diego office during the earlier development phase of Game #3, as BattleBlock was codenamed back then, was that it would not be as an ambitious of an undertaking as Castle Crashers.

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