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Feature List

Fortified preview: Soaring above
10 years ago

Fortified preview: Soaring above

You’ve no doubt heard the saying “it’s not rocket science” before. Well, when it comes time to choose your class in the new base defense game, Fortified, that saying takes on a very literal meaning. In Clapfoot Games?? new multiplayer game you’re probably going to want to go with the Rocket Scientist.

Set in the 1950s with an urban sci-fi feel, Fortified features four classes; the first of which is the Rocket Scientist. This redheaded little lady was the first character Clapfoot developed, and maybe that’s why she’s arguably the best.

While at PAX East, XBLA Fans had a chance to play Fortified and spoke with Technical Artist, Henrique “HB” Barbieri, who made it very clear that when given my choice of character we should go with the Rocket Scientist. So I did.

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Adventures of Pip tells the story of gaming’s art evolution
10 years ago

Adventures of Pip tells the story of gaming’s art evolution

Even if you’ve never played a video game before in your life, you won’t have trouble deducing where not to go in Adventures of Pip. A series of floating skull and crossbones symbols hover above each of the platformer’s bottomless pits. It’s an unambiguous message from the developers conveyed through art.

Tic Toc Games CEO Shereef Morse didn’t want to leave anything to guesswork. “It’s like, ‘Hey guys, you don’t want to go down there, all right?'” he told XBLA Fans at PAX East last month. “We said, ‘Why leave it to guessing, right?'”

Not unlike the studio’s approach to visualizing the dangers of bottomless pits, its central gameplay mechanic is also a very on-the-nose artistic reference to something — art itself. Adventures of Pip tells the story of a one-pixel underdog named Pip who gains the ability to be rendered in more pixels as he quests towards defeating the evil Skeleton Queen. If that sounds vaguely familiar, it’s meant to: Adventures of Pip is also the story of the games industry’s art evolution and what game art has had to give up in order to evolve.

[clickToTweet tweet=”Adventures of Pip tells the story of gaming’s art evolution @xblafans #gaming #XboxOne ” quote=”Adventures of Pip tells the story of gaming’s art evolution “]

The idea for this metaphor began germinating around 13 years ago — even if Morse didn’t realize it back then. In 2002 Morse was working as a production manager at WayForward Technologies, and he hired a promising young artist, Marc Gomez, fresh off an education at California Institute of the Arts. Gomez would go on create art for A Boy and His Blob, Contra 4 and Bloodrayne: Betrayal among others. The only thing those three games have in common with one another is that they share absolutely nothing in common, which is exactly the point. Years later, when Morse hired Gomez as his creative director at Tic Toc, it occurred to him that Gomez’s art styles had frequently changed during his time at WayForward. So had the industry’s at large.

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We Happy Few preview: Be happy…or else
10 years ago

We Happy Few preview: Be happy…or else

The bright white face masks of We Happy Few turned heads on the PAX East show floor this year with their sinister gaze and art style. If you played Contrast, you will immediately recognize Compulsion Games’ handiwork. We Happy Few‘s characters wear a look that says, “Be happy, or else.” And that’s what the game is about.

Creative Director Guillaume Provost explained that We Happy Few explores a dystopian alternate history that takes place 20 years after the Nazis won World War II. How might have Hitler’s ideological fantasies manifested themselves over time? What would daily life be like? What would happen if you tried to resist?

It’s these open questions that the team at Compulsion Games put a lot of thought into. They came up with a world in which the government engineered a utopia where every single person is required to be blissfully happy — no exceptions. To accomplish this, the government keeps everybody drugged so that they will never need to worry about anything at all, not even worry itself. Everybody must be happy, and everybody must conform.

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We Are Doomed preview: Playing with fire
10 years ago

We Are Doomed preview: Playing with fire

It looks and plays a lot like Geometry Wars. This is the inescapable reality of We Are Doomed, an upcoming twin-stick shooter from one-man studio Vertex Pop. The world is colored with softer, pastel hues, and the enemies are tangible things instead of angular shapes. But anyone who has played Geo Wars will immediately grok what they’re seeing and experiencing in We Are Doomed and will know exactly what to do. Creator Mobeen Fikree isn’t shying away from the comparison.

“I don’t mind,” he told XBLA Fans earlier this month at PAX East. “I think Geometry Wars is a great game, and following in that lineage of Robotron, Smash TV, Geometry Wars and then, you know, this. I’m happy to be a part of that lineage. When people go, ‘Oh, it’s like Geometry Wars!’ I’m like, ‘Yeah, it’s like Geometry Wars.'”

Until it’s not.

The moment you use the right stick to open fire on the waves of space baddies swarming the screen it becomes clear how We Are Doomed diverges from the formula. Instead of blasting enemies with a never-ending stream of long-range laser fire, players instead must rely on a medium-range “overpowered laserbeam,” as Vertex Pop’s website describes it. In actuality, it doesn’t come off like a laser at all. Instead, it looks and feels more like you’re wielding a flamethrower with an infinite fuel supply. Nudging the stick farther in any direction will elongate the beam/flame, but it will never cause it to reach clear across the screen.

If you want to defeat the baddies — and you’ll of course need to do so if you want to make any progress in the game — then you’ll need to get a bit closer than you may be used to getting in other twin-stick shooters. “You have to dive into the action,” explained Fikree. “You have to be close range if you want to zap baddies — you can’t sit in one corner of the map and shoot things all the way in the other corner.”

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The Swindle is designed to be a stealth game for people who hate stealth games
10 years ago

The Swindle is designed to be a stealth game for people who hate stealth games

Do you like the idea of robbing people, gaining crazy amounts of cash and buying really cool stuff, but hate the idea of having to sneak around listening to guards’ conversations for hours? Well, then Size Five Games’ The Swindle may be for you.

The Swindle is a steampunk/cyberpunk heist game that takes place in a version of London where the police have the perfect solution to all of the city’s crime: they’re going to use artificial intelligence to surveil all of London. “As a master thief, that will sort of ruin your job,” explains Size Five Games Director Dan Marshall. The police are going to activate this AI in 100 days, which means that’s all the time you have to try and steal it. Every time you do a heist, whether you succeed or fail, the counter goes down.

Players will collect money while on heists, and, naturally, having more money means you can buy better upgrades and tools that in turn increase your security clearance. Your goal is to collect enough coin throughout the game to gain a high enough security clearance to enter the police district and steal the AI before times run out.

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Resident Evil Revelations 2 review hub (Xbox One)
10 years ago

Resident Evil Revelations 2 review hub (Xbox One)

“So much suffering… You don’t even know what to be afraid of yet.”
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#IDARB: It gives away a red box
10 years ago

#IDARB: It gives away a red box

Mike Mika has a problem. Gamers who’ve secured free copies of #IDARB, his multiplayer hybrid basketball/platformer game, likely don’t consider it to be a problem, but for Mika and his team at developer Other Ocean Interactive, it absolutely is. And it’s one that the head of development at Other Ocean can’t help but exacerbate.

“The problem we have, everything is so…we’re just so fixed in our ways,” the design director tells XBLA Fans, “it’s like, ‘Well, this should just be free. It should just be free.’ And we’re probably part of the problem when you hear people complain about free-to-play games, and how that’s been a race to the bottom on being able to make money. I can see how that happens, because while we’re putting this game together it feels like the right thing to do by all the gamers is to give [#IDARB] to them. I’m sure it’s dangerous. We can’t afford to keep giving it to them.”

But he wishes that they could. While acknowledging that giving too much away is “dangerous,” Mika says that his studio is “definitely erring on the side of being as extremely fair as possible.” No one who’s followed #IDARB (It Draws a Red Box) would dispute that that’s exactly what Other Ocean has done with its game. Mika solicited the help of every gamer with an opinion when designing #IDARB. Then he gave his game away for free before it released. Then he again gave it away for free when it released. Now he wants to give some additional #IDARB content away for free — all of its additional content, actually. But he can’t do that; he’s got a family to feed, and a studio to make profitable. So how does Mika do that? Where does he draw the line between what’s free and what’s for sale? He’s not really sure.

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The Adventures of Pip preview: pixelation party
10 years ago

The Adventures of Pip preview: pixelation party

adventures of pip

You could make a case that the retro-style indie game is turning into an overused cliché, but  The Adventures of Pip goes beyond appearances and crafts a clever story out of its style. The game’s opening looks like a pixelated storybook, telling the tale of a tiny kingdom where the hierarchy is determined by pixel count. The kingdom’s royals are all 32-bit sprites, while the peasantry can only afford to be lower resolutions. One day a princess was born with the power to create pixels out of nothing, but on her 16th birthday she was kidnapped by the Skeleton Queen.

The demo, which was playable at PAX South, took me through the opening level of the game. Hero Pip begins as nothing more than a 1-bit red pixel, escaping his town as it’s attacked by the aforementioned evil queen. It looked like an extreme version of Thomas was Alone, as Pip jumped his way through a crumbling landscape as the world burned in the background. It’s a fun introduction, but nothing more than standard side-scrolling platformer gameplay. Boy, did that change quickly.

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