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About Nick Santangelo

Nick has been a gamer since the 8-bit days and has been reporting on the games industry since 2011. Don't interrupt him while he's questing through an RPG or watching the Eagles, Phillies, 76ers or Flyers. Follow Nick Santangelo on Twitter.
Latest Posts | By Nick Santangelo
Minecraft texture pack development is underway
12 years ago

Minecraft texture pack development is underway

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Responding to a fan question on Twitter, Minecraft Xbox 360 Edition developer 4J Studios confirmed early this morning that it has gotten the ball rolling on texture pack …
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Battle Slots receives Xbox 360 rating from ESRB
12 years ago

Battle Slots receives Xbox 360 rating from ESRB

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After over a year and half of silence in regards to a potential console release, developer Phantom EFX’s Battle Slots was spotted in an ESRB rating last week. …
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Pid review (XBLA)
12 years ago

Pid review (XBLA)

Pid was developed by Might and Delight and published by D3 Publisher. It was released on October 31, 2012 for 800 MSP. A copy was provided for review purposes.

Pid developer Might and Delight doesn’t much care for you. In fact, it’s entirely within the realm of possibility that the studio outright hates you. That may sound harsh, but how else can you explain the extreme lengths to which Might and Delight has gone to ensure death comes early and often for you in the developer’s new XBLA platformer?

Yes, creating a game in which modern visuals are intermingled with classic platforming charm and challenge was a premeditated act on Might and Delight’s part. And, yes, it’s a design philosophy that many developers of digital games have successfully adopted over the past several years. The team behind Pid, however, had its collective foot planted so heavily on the “player death” pedal throughout development,that the game’s surreal, charming atmosphere is an unrecognizable mess of roadkill by the time the gameplay finishes repeatedly mowing the player down hundreds of times. Pid’s world is an imaginatively oddball setting that beseeches the player to carry on and discover what lies on the other side of the next loading screen (more on that later), but it’s a world so fixated on presenting constant, frustrating challenges that no amount of audio-visual stimuli can convince one to keep on keepin’ on.

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Jordan Mechner’s Karateka remake releasing Nov. 7
12 years ago

Jordan Mechner’s Karateka remake releasing Nov. 7

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The XBLA remake of 1984’s Karateka will release on November 7, Major Nelson revealed today. Mechner, who saw his classic Prince of Persia property successfully revived by Ubisoft during …
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Daniel Parente tells us why Alien Spidy must ‘be water’
12 years ago

Daniel Parente tells us why Alien Spidy must ‘be water’

Heading to XBLA later this fall, Enigma Software’s Alien Spidy is a game that’s about as true to the descriptor “traditional platformer” as modern games come. It doesn’t arm the player with crazy weapons. It doesn’t have sandbox, shooter or RPG elements. Its story is set up with the time-honored tradition of the protagonist’s girlfriend going missing. Players guide a space-traveling spider from left to right and run, jump and swing over enemies, pits and other environmental hazards. Simple, right? Maybe when broken down like so, but it also has that other element of the classic platformer: when you play it, you sometimes die.

Certainly it’s not the first game on modern consoles to make simply progressing from left to right a challenge. Other games featuring far tougher gameplay have come and gone over the past decade, but it’s still a trait worth mentioning. Alien Spidy approaches difficulty by stripping the player of any and all offensive capabilities, putting deadly hazards in his way and keeping him coming back for more with a forgiving checkpoint system. Anyone who’s played a platformer before can pick this one up and immediately start progressing, but don’t expect to do so unchallenged. To find out more about how the game works, XBLA Fans spoke with Enigma CEO Daniel Parente.

Alien Spidy is, as the name implies, a game starring an alien spider. Now, it seems to me that there are plenty of good (bad?) spiders right here on planet Earth, so I have to ask: why make the character an alien?

Daniel Parente: Indeed there is quite a lot of spiders on Earth, but we thought that an alien one would give us greater freedom to make it different and less “spidery” with a more human touch to avoid the arachnophobia to take place. Plus, an alien spider was giving us the logical possibility of [a] player with power-ups [and] a cool spaceship.

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I shot a unicorn in Charlie Murder just to hear her die
12 years ago

I shot a unicorn in Charlie Murder just to hear her die

The pesky mythological creatures filled the sky, regularly swooping down to wreak havoc on the undead rock band engaged in a fracas with other, less well-intentioned zombies below. Our group of zombie rockers had been punching, grabbing and throwing its way through the streets towards a cemetery for maybe 15 or 20 minutes at this point, with seemingly everyone but the screaming living trying their darnedest to send us back to hell for good. There was enough chaos being caused by the slow, lumbering zombie baddies and occasional “accidental” punching of each other that the airborne aggressors were being largely left to their own devices.

But there is only so much pushing that a bulky undead drummer is willing to take before he grabs an agitator by her throat and repeatedly smashes her face into the ground. It had fallen to me to make the skies a little friendlier, so that’s what exactly what I did at PAX Prime while playing Ska Studios’ Charlie Murder. Another scream escaped from her throat as she bit the dust, and that was that. However, the magical flying creature impeding our progress had friends. Well, two can play at that game. The other members of the group had continued on their merry little way pummeling the crap out of the enemy zombies, causing various pickups to drop, including guns.

A few pulls of the trigger later and the XBLA Fans crew had achieved complete air superiority. The screams of a unicorn ringing through the headset were music to my ears. On-screen, the tormentors actually took the form of witches on broomsticks, but they were voiced by the studio’s very own one-horn. Ska Studios Art Unicorn Michelle Juett-Silva smiled proudly when explaining that she and her husband, Lead Dishwasher James Silva, had performed nearly all of the voice-over work for their game.

Another stretch of the demo showed off the unicorn’s pipes even more. A quick cut-scene showed some NPCs attempting to escape from the zombies with their lives intact by navigating through the clearly haunted cemetery. They ran right smack into a ghostly little ghost that bore a striking resemblance to the girl from The Ring. (Silva would later admit that they are indeed his homage to Japanese horror films.) The girls can’t attack, but operate more as environmental hazards moving in fixed patterns. Coming into contact with them elicited one of Juett-Silva’s recorded screeches and meant death for the player.

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‘Gradual deployment’ of Xbox dashboard update, Xbox Music has begun
12 years ago

‘Gradual deployment’ of Xbox dashboard update, Xbox Music has begun

By  •  News

Microsoft has started gradually deploying its fall 2012 Xbox 360 dashboard update, according to Major Nelson. In order to “ensure a stable release,” the update will be doled out in waves, with 3 million Xbox 360 owners getting in on the first wave of updates. “Additional users” will receive the update at some point during the next couple of weeks. It isn’t completely clear at this point whether or not the interesting choice of words by the Xbox Live director of programming means all users will get the update within two weeks. He did, however, request that those who don’t get in on the update right away remain calm and “just keep checking back in.”

In any case, 360 owners can expect a multitude of new features and some tweaks to existing dashboard elements. Following is the full list of changes straight from Major Nelson’s blog:

  • Refreshed Xbox 360 Dashboard. We’ve updated the UI with a few things, including an updated layout with more tiles, a combined TV & Movies channel and, in the US, a Sports destination.
  • Internet Explorer for Xbox. With Internet Explorer on Xbox, you can easily find and view internet content on the biggest screen in the house, including HTML5 videos.
  • Recommendations and Ratings. Recommendations will allow you to discover new favorites, generated based on a number of variables including the content you previously viewed, what your friends are consuming and what is most relevant and popular with our Xbox community. You can now rate content yourself and also see Rotten Tomatoes ratings.
  • Pinning. Pinning lets you personalize the dashboard by saving your favorite movies, TV shows, games, music, videos and websites right to the home screen. It’s as easy as opening an app or a favorite movie and clicking “pin.”
  • Xbox Video. Formerly called Zune Video Marketplace, Xbox Video offers hundreds of thousands of TV shows and movies for buying or renting in instant HD streaming.
    Recent. Previously called Quick Play, the Recent view gives you a list of movies, games, apps or other types of content that you most recently accessed on the console.
  • Enhanced Search. The last Xbox LIVE update brought Bing voice search to Xbox so you could use voice to search for movies, TV shows, actors, directors and artists. This year we added genre search to the list, so now you can search for action, comedy, romance, drama or sci-fi. Bing voice search now includes results for video across the Web, including YouTube.
  • International Expansion of Voice Search. We’ve expanded our Kinect voice search capabilities to 9 new countries – Canada, France, Germany, Japan, Mexico, Italy, Spain, Austria, and Ireland.

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Super Time Force preview: hail to the (dino) chief
12 years ago

Super Time Force preview: hail to the (dino) chief

The XBLA Fans team is unable to say for certain whether or not stepping on a butterfly in the past can drastically change the future. However, members of the crew that made their way over to Capy Games’ booth at PAX Prime last month did discover that blowing away a gun-toting Tyrannosaurus rex and the asteroid responsible for the Big Bang will, in fact, do just that. The good news is that all political arguments can stop, because playing through the latest build of Super Time Force has revealed next month’s election winner here in the U.S. — a T-rex. Talk about the ultimate second form of a boss.

If you’ve been following Capy’s game at all, and shame on those of you who have not been, then you already know it’s centered around a dysfunctional group of what Capy refers to as “time-traveling ultra-badasses.” Their leader, Colonel Repeatski, had them zipping into the future to fight in outer-space after battling their way through a crumbling city when last XBLA Fans played Super Time Force. This time around, however, the Toronto-based indie dev had a new level on display, one set in prehistoric time. Its final section has players running along the enormous wings of a Pterodactyl while fighting the infamous dinosaur-obliterating asteroid in a desperate attempt to save the ancient reptiles from extinction. The whole experience felt like the SHMUP level the pre-adolescent me would have dreamed up about 20 or so years back. In other words, it was totally radical, dudes.

As much fun as blasting away dinos with a bazooka or a sniper rifle is, though, one had to wonder just what the hell the Force was hoping such an absurd endeavor would accomplish. Apparently they have the noblest of intentions: save the world by altering historical events. Unfortunately, they execute on that plan about as successfully as Marty McFly and Doc Brown did in the film trilogy that all time-traveling works of fiction must ultimately be compared to. “It’s like Back to the Future, right? The best of intentions but you always [expletive] it up. Because the thing is, they can go back and fix it after they’ve tried to fix it but broke it,” Nathan Vella, co-founder and president of Capy, told XBLA Fans.

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Interview: The Behemoth’s Dan Paladin
12 years ago

Interview: The Behemoth’s Dan Paladin

Launched in 2008, The Behemoth’s Castle Crashers went on to become one of the most popular co-op experiences on XBLA, with it just recently having crossed over the 3 million player threshold on its leaderboards. More than just inspiring gamers to fight with and against each other for the right to make out with princesses, though, the title also put the development community in a scramble to get their own take on the genre onto the platform. While none have enjoyed the same runaway success that Crashers has, certainly their collective presence has made the platform a modern haven for games of its ilk.

If PAX Prime was any indication, the rush isn’t going to be slowing down any time soon. The show floor was full of promising (and not-so-promising) 2D side-scrolling action games, and our team played just about every single one of them. On the second day of the show, XBLA Fans caught up with one of the men responsible for kicking off the craze, The Behemoth co-founder and Art Director Dan Paladin. He was open to talking about everything from the state of the beat-em-up to the studio’s past projects to its current one, BattleBlock Theater, to developing for XBLA. In fact, about the whole thing Paladin declined to discuss was BattleBlock‘s release date. It’s a subject he says the studio hasn’t talked about since it announced a 2010 release that it was unable to meet, a strategy that he claims hasn’t stopped the press or the public from announcing dates on their own. Read on for the full details.

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Preview: State of Decay is a sandbox full of zombies shrouded in mystery
12 years ago

Preview: State of Decay is a sandbox full of zombies shrouded in mystery

“This is by far the largest and most ambitious XBLA game ever made. No question,” Undead Labs CEO Jeff Strain said matter-of-factly of State of Decay when we spoke at PAX Prime. Though XBLA Fans has been unable to verify that claim, my brief time with the sandbox zombie game proved this much, at least: it’s huge. To put a measurement on it, Undead claims the overworld is 16 square kilometers.

In the demo, the player arms himself with a pistol and walks outside into deserted Anytown, USA. It is quickly apparent that not all living(ish) creatures have actually vacated the municipality. A few zombies shamble towards the player, as zombies are wont to do. Years of zombie games have prepared gamers for this situation; unloading a few shots into their noggins should eliminate the threat with little drama. Indeed it does, but they’ve got friends, and my, what big ears they have. There are small clusters of the undead doing their shambling thing on every block in sight. The unmistakable sound of gunfire alerts a couple of groupings of the town’s 99 percent, and, not the least bit concerned over the prospect of parting with the rotting lumps atop their necks, they quickly converge on the player’s location.

The first ones on the scene go down easily enough, but they just don’t make pistol clips big enough for this sort of job. Thankfully, Detroit was kind enough to make bumpers for just such an occasion. Jumping in an abandoned car, I stomp on the throttle and attempt, unsuccessfully, to make a controlled turn around the block. True to real life, the ’70s-looking muscle car is uncontrollable in anything other than a straight line.

Attempts to regain traction don’t go so well — not for me or for the zombies who thought it was a good idea to hang around in the middle of the road just past the intersection where irresponsible drivers are wont to swerve through, not the least bit concerned about braking for pedestrians. Zombies fly like bowling pins, inspiring another go at the group a bit farther down the road. The Undead Labs representative recommends motoring right on by to the side of them and hitting B. The car’s door is kicked open, and more zombies meet their end. At this point, it wouldn’t have been surprising if State of Decay‘s zombies began chanting “Braaaaaakes!” instead of “Braaaaains!”

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