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Rewind Review: R-Type: Dimensions (XBLA)
14 years ago

Rewind Review: R-Type: Dimensions (XBLA)

R-Type: Dimensions was developed by Southend Interactive and published by Tozai Games. It retails for 1200 MSP and was released February 4, 2009.

R-Type: Dimensions is an HD remake of R-Type released in 1987 and R-Type 2 released in 1989. They are both horizontal shooters which, along with the Gradius series, defined the genre. For those who don’t know the genre is defined by brutal difficulty, mandatory memorization, tactical gameplay, and blowing up aliens. In R-Type: Dimensions you control one ship against the entire Bydo alien race. The Sci-Fi space theme works well and lends itself to crazy bosses and enemies. R-Type’s historical importance is without question, but it is also one of the few games that old that still holds up to modern gameplay standards.

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Orcs Must Die!: Killing Fields (Level 18)
14 years ago

Orcs Must Die!: Killing Fields (Level 18)

New weapon

Decoy – Draws enemies in to take damage until it explodes, but it can only handle so many attackers before they’ll start ignoring it.

Enemies

Orc Warriors Crossbow …
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Orcs Must Die!: The Bridge (Level 17)
14 years ago

Orcs Must Die!: The Bridge (Level 17)

New weapon

Paladin Guardian – This guardian will fight small groups of orcs or even take on ogres for you, and can be upgraded to be given stunning attacks.


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Fez flyby–it ain’t 2D, folks

Polytron’s Fez has a deceptive way of looking 2D. Anyone who hasn’t seen it in action would just assume that’s what it is, but this simple-yet-effective video shows the …
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Interview with Emoks and Eric, the conductors for Train Frontier Express
14 years ago

Interview with Emoks and Eric, the conductors for Train Frontier Express

By  •  Interviews

Tell us a little bit about yourself/company/team?

Emoks: We’re a duo; Eric has done all the coding and particles effects for the game, and I worked on the art. We’ve both worked on traditional games for the mainstream market, but had always wanted to try making something on our own and out-of-the-norm.

What made you decide to use the XBLIG platform for your game?

Emoks: It’s accessibility to the console market is what’s drawn me to XNA and XBLIG. Throughout the development process having that Xbox controller in my hands has been a good feeling (D-pad aside), knowing that console readiness was already there.

Eric: If you have a small game with less risk, then XBLIG can make sense as a platform and is a great way to get a game on a console quickly. I had reservations with XNA, since it’s limited to Microsoft platforms. It’s proven a blessing and a curse.

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SkyDrift preview: Skydro Thunder Blur edition
14 years ago

SkyDrift preview: Skydro Thunder Blur edition

By  •  Previews

Three of our favorite games last year were Blur, Snoopy Flying Ace and Hydro Thunder Hurricane. While all three titles received critical praise and similar review scores, two were heavily marketed (Blur and HTH), two were licensed properties (Snoopy and HTH), two were budget XBLA titles (Snoopy and HTH), and unfortunately only two sold well (Snoopy and HTH). SkyDrift is poised to launch next week on Xbox Live Arcade and hopes to replicate the critical success of its progenitors.

At first blush, SkyDrift feels like the offspring of Blur and Hydro Thunder Hurricane. The game plays very similar to Blur, Mario Kart, Diddy Kong Racing et al. Player’s race against their opponents using various weapons to gain and maintain the lead. The game adds a few elements along the way to expand the formula, such as reverse maps and elimination races, but it’s largely stuff players have seen before. Which isn’t to say SkyDrift doesn’t execute this formula well, far from it, the game just isn’t all that original. We haven’t played the entirety of the game so we aren’t going to rule out a few potential surprises that change our tune.

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Interview with Alex Jordan, the mind behind Cute Things Dying Violently
14 years ago

Interview with Alex Jordan, the mind behind Cute Things Dying Violently

By  •  Interviews

Tell us a little bit about yourself/company/team?
ApathyWorks is me, Alex “AlejandroDaJ” Jordan, a 27 year old who lives in Washington, DC and works for the U.S. Department of Labor. I started programming and doing level design in elementary school, graduated to modding, and eventually hit the ground running with indie game design with XNA in early 2009. Cute Things Dying Violently will be my second title for Xbox Live Indie Games.

While I certainly enjoy helping out workers and the unemployed at the Labor Department, my real passion lies with game design and writing, and some day I hope to do it for a living. Although it’s currently just a hobby of mine, the “apathy” in my studio title is a complete misnomer that hides my desire to create worlds and experiences and to share them with others.
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Interview with Alejandro Gonzalez of Milkstone Studios
14 years ago

Interview with Alejandro Gonzalez of Milkstone Studios

By  •  Interviews

Tell us a little bit about yourself/company/team?
We are an indie game development company created in Asturias, Spain, and have released many successful titles on Xbox Live Indie Games. Our games feature polished gameplay and high production values.

What made you decide to use the XBLIG platform for your game?
Our first game, Little Racers, was a hobby project that we did on our free time. We chose XBLIG because there were very few options to market an independent game on a non-mobile device and it was easier to develop on a closed platform as the Xbox 360. After the unexpected success of the game, we just kept releasing games on that platform. We’ve tried other platforms in the past, but there’s no magical platform yet.

What was the biggest hurdle in getting this game finished?
Usually our biggest hurdle is to cut somewhere and polish everything. The only exception has been Raventhorne, were we had a tight deadline so we ended up cutting before we intended.

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Battleblock Theater: a story of betrayal

We now present the dramatic conclusion to Battleblock Theater‘s boat trailer, in which a tale of friendship and sailboats quickly becomes a tale of death and betrayal. Throwing friends into …
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Interview with James Petruzzi of Discord Games
14 years ago

Interview with James Petruzzi of Discord Games

By  •  Interviews

Tell us a little bit about yourself/company/team?
Discord was formed in 2009 by life-long friends James Petruzzi and Tim Dodd. Our original intention was to kill time, and have fun creating stuff. At some point we realized we had a shot at doing something really cool and unique, so we put our heads down and started working on what was to become Take Arms.

What made you decide to use the XBLIG platform for your game?
I think both of us have always wanted a game on a console, and XBLIG is the easiest path to that. No publishing deals, devkits, etc. are needed. It’s an awesome platform, just a shame it isn’t a little better managed.

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