Showing posts with label xbox 360. Show all posts
Showing posts with label xbox 360. Show all posts

Monday, June 28, 2021

Smash TV (XBLA, 2005)

Smash TV
Developed by Midway/Digital Eclipse
Published by Midway
Released for XBLA (11/24/2005)
Also on Arcade
 

Around a year after Xbox Live Arcade launched, Midway dropped a bunch of arcade classics as download-only titles onto the service and Smash TV was one such title. An arcade fondly remembered by those who played it back in the day, Smash TV is a twin-stick shooter with a game show theme heavily inspired by the Running Man. We'll go into a brief overview of the game to see if it's still worth playing all these years later... 

Smash TV is the textbook definition of an arcade quarter muncher, meaning that the game is excessively difficult and designed to empty out all of the quarters from your pockets. Death will come quick and frequently in Smash TV as you are constantly being swarmed from enemies in all directions. There are only 3 levels, but there are many screens within each. You'll get to choose your own path as you go, making for some nice replay value should you decide to come back for more. Each room is a screen where you'll have to fend off an onslaught of enemies while powerups and bonus prizes appear at random during the action. There's a nice array of weaponry to find here, each with their own strengths and weaknesses.

Friday, July 17, 2020

Batman: The Telltale Series (Xbox 360/One, 2016)

Batman: The Telltale Series
Developed by Telltale Games
Released for Xbox 360/Xbox One (9/2016)
Also on iOS/Mac/PC/PS3/PS4/Switch


Batman: The Telltale Series is one of many licensed franchises that were given the Telltale Games treatment. The game takes many liberties with the Batman universe and while fans of the comics will recognize many of the characters, many of the backstories are quite different than you might be accustomed to. Though to be honest I haven't really followed Batman comics since the early to mid-'90s, so I could be wrong here but it is quite the contrast to the Batman and company that I knew as a youngin. I can see this being an issue with purists, but if you look at it as like an Elseworlds style spin-off there is some enjoyment to be had from Batman: The Telltale Series.

There are going to be some spoilers in the following paragraph as we'll be discussing some basic details of the story, so if you don't want any of the plot revealed you might want to skip ahead to the next paragraph. The first big shocker drops when you find out that your now-deceased father, Thomas Wayne, was involved in some shady business and was a criminal. Oswald Cobblepot, aka the Penguin, was a childhood-friend of Bruce's in this strange version of Gotham City. Other classic characters you'll encounter include Selina Kyle/Catwoman, Two-Face and the Joker. The character actors all do a great job with the voice acting, as has been the standard with Telltale Games in the past. The story is the game's strong suit and I'll leave it up to you if you wish to look into further spoilers, but I will say there are lots of unexpected twists that will leave you scratching your head and wanting to see what the next chapter holds.

Tuesday, July 14, 2020

Super Contra (XBLA, 2007)

Super Contra
Developed by Konami/Backbone Entertainment
Published by Konami
Released for XBLA (7/25/2007)
Also on Arcade/Amiga/NES/PC
Backwards Compatible on Xbox One


Super Contra was released in arcades by Konami in 1988 and was the sequel to the popular Contra (1987). Super Contra takes the familiar run & gun formula and pumps up the excitement with 5 action-packed new levels and support for up to 2 players. Load up your firearms and prepare to shoot everything in sight as "the quest for freedom continues!" The XBLA port of Super Contra was released in late July 2007, around 7 months after the original was put up for download.

There are 5 levels in Super Contra and while the game is a bit shorter than Contra, the pacing is much quicker and the action more frenetic. The corridor sections that broke up the 2D platforming in the first game are gone, replaced with the new overhead shooter segments which play a bit like Capcom's Commando (1985). The game alternates between stage types, featuring a total of 3 side-scroller and 2 overhead-shooter stages. Regardless of how you feel about the overhead stages, the 3 side-scroller stages are top-notch and the bosses are menacing. The overhead levels can be fun once you become familiar with the layouts, but enemies love to quickly appear from the sides of the screen to wipe you out sometimes resulting in some cheap deaths. The biggest hurdle to clearing this game in a single credit are definitely going to be these overhead stages.

Monday, July 13, 2020

Konami Classics Vol. 1 (Xbox 360, 2009)

Konami Classics Vol. 1
Ports Developed by Digital Eclipse
Published by Konami
Released for Xbox 360 (12/15/2009)
Backwards Compatible on Xbox One


It wasn't very often you'd see games released for Xbox Live Arcade receive a retail-disc release, so Konami Classics Vol. 1 is worth a look for fans of physical media as it packs 3 of Konami's XBLA titles into one package. Released simultaneously with a second volume in mid-December 2019, this disc features Frogger, Super Contra and Castlevania: Symphony of the Night. It's definitely an odd grouping, but each are classics in their own respect.

Each of these games have already been reviewed individually on this site, so be sure to check them out here at these links:

Castlevania: Symphony of the Night (XBLA, 2007)
Frogger (XBLA, 2006)
Super Contra (XBLA, 2007)

Rush'n Attack (XBLA, 2007)

Rush'n Attack
Developed by Konami/Backbone Entertainment
Published by Konami
Released for XBLA (5/23/2007)
Also on Arcade/C64/CPC/MSX/NES/PC/ZX81


Rush'n Attack, also known as Green Beret, was originally developed by Konami and released to arcades in 1985 and is one of the earliest examples of a 2D side-scrolling run & gun action game. It may even be the first, but it's hard to make such an assumption when there's such a wide number of forgotten and unknown games out there. This XBLA port was handled by Backbone Entertainment, the same team that responsible for Konami's other classic titles that arrived on the service.

Rush'n Attack has you take control of a spec-ops solder who has been sent into enemy territory. Your mission is to infiltrate the hostile grounds, locate and rescue your fellow soldiers who are being held captive. Armed with only your combat knife, you'll have to stab or avoid oncoming enemies. A single hit from an enemy or a projectile spells instant death, at which point you'll be sent back to a checkpoint to try again until you run out of lives.


Friday, June 26, 2020

Arrow Diamond (XBLIG, 2013)

Arrow Diamond
Developed/Published by Hitmark Brothers
Released for XBLIG (9/19/2013)


If you've read through any number of the XBLIG reviews here, you know that I've described many of those games as weird or strange (which they are), but I think this game might take the cake for the most mysterious piece of software that I've encountered on the service. Rather than just simply giving the game a proper name composed of letters like everything else, the Hitmark Brothers decided that this title would be named using symbols. GameFAQs has it listed as Arrow Diamond, but in the game library and back when it was sold it was simply listed as ->♦, which I suppose could be directly translated to Arrow Diamond. Naming your game with symbols is a sure-fire way to make sure that your game is nigh impossible to find, so its doubtful that many were even aware of this game's existence. This is just the beginning of the weirdness that lies within the game that will be referred to as Arrow Diamond...

After starting up a new game, you'll take control of a giant green hand that belongs to presumably a god, looming down from the sky above. Everything is viewed from a 2D perspective and the first thing you'll notice are the little green seed things walking around on the ground level. Some of the seeds will grow a sprout which can pushed down into the ground using your finger. You can also flick them to quickly move them or pick them up to manually relocate them. Once a seed has been planted, you'll need to nourish it with water. There's water on either side of the little island you have to work with, so using your giant hand you'll need to cup a handful of water and dump it on the plant.

Thursday, June 25, 2020

Contra (XBLA, 2006)

Contra
Original Game Developed by Konami
Ported by Backbone Entertainment
Published by Konami
Released for XBLA (11/8/2006)
Also on Arcade/C64/CPC/Mobile/MSX/NES/PC/PS2/PS4/ZX
Backwards Compatible on Xbox One


The original Contra game was an important release in the history of video games and the classic run 'n gun shooter got its start in the arcade back in 1987. Featuring 8 action-packed stages and allowing 2-player simultaneous co-op gameplay, Contra was an incredible game when it came out. A mysterious meteor has landed in the jungle (presumably somewhere in South America) that has brought with it deadly alien lifeforms called the Red Falcon. So of course the first course of action is to send 1 or 2 commandos to the island to put a stop to the deadly aliens. It's not much of a story, but it's enough to justify some blasting excitement.

The first 4 stages of Contra alternate between side-scroller and behind the back levels, but all stages following these are side-scrollers. There are a total of 8 different areas, though the last 4 are linked together and many consider stage 5 to be 1 level with 4 sections. It feels a bit uneven though there wasn't much more Konami could have done with the base levels and it would have gotten a bit monotonous had there been any more of them. The existing 2 base areas where you play behind the back are quite similar, but there's a solid amount of variety between the side-scrolling stages. The mission begins in the jungle and will take you through the waterfalls, snow and a few others before ending up at the alien base.

Wednesday, May 6, 2020

Bonk: Brink of Extinction (XBLA, Cancelled)

Bonk: Brink of Extinction
Developed by Pi Studios
Published by Hudson
Announced for PS3/360/Wii


Bonk: Brink of Extinction was developed by Pi Studios and was aiming for a 2010 release on XBLA, PSN and WiiWare as a digital-download. It was going to retail for $10, or 800 Microsoft Points. This would have been the first Bonk title in quite some time, not counting the mobile game or re-releases of the old games on the Wii's Virtual Console. This was going to be a 2D Bonk that uses 3D-rendered graphics. It's not the most attractive looking game and much of the charm and tight controls of the old games are lost in the transition. Some of the background design and the colors looked decent, but the character models themselves were just strange looking. The developers had to create something that could run on the Wii, so that definitely held back the graphical presentation a bit. It's still recognizable as Bonk I suppose, but it would have been so much better to just go with 2D sprites.

Bonk: Brink of Extinction was going to feature a story mode with both local and online coop play. Gameplay looks to remain true to the old games, where you navigate 2D platforms while headbutting, climbing, swimming and biting your way to the end. Eating certain items will transform Bonk  into several different forms, acting as a temporary power-up. There are hidden entrances on many levels that will lead to mini-games. From what I've seen of the gameplay, it looked like a rather standard 2D platformer. 3 DLC packs were also planned, 2 of which appeared to be competitive modes and another to be an additional story.

Bonk: Brink of Extinction was actually completed and there were a few contributing factors as to why it stayed unreleased. In January 2011, Konami bought Hudson and began setting projects aside to save money. The US branch of Hudson, Hudson Entertainment, closed down in February 2011 and the following month it was announced that Bonk: Brink of Extinction was cancelled. Developer Pi Studios also closed down around this time. It didn't help matters that the Tōhoku earthquake and tsunami hit in March 2011. Bonk: Brink of Extinction features a natural disaster in the game so this basically ensured that Bonk would stay cancelled.

Related Links:
Bonk: Brink of Extinction - Unseen64 
Bonk: Brink of Extinction Feature - Nintendo Life
Bonk: Brink of Extinction Unreleased Soundtrack - Disaster Peace
Hard4Games Playing Bonk: Brink of Extinction - YouTube
Bonk: Brink of Extinction - Wikipedia


Thursday, April 23, 2020

Toybox Turbos (Xbox 360, 2014)

Toybox Turbos
Developed/Published by Codemasters
Released for Xbox 360 (11/14/2014)
Also on PC/PS3
Backwards Compatible on Xbox One


Toybox Turbos comes to us from Codemasters and is the spiritual successor to the classic Micro Machines series. Released in November 2014, this is one of those titles that would have been an XBLA release, but Microsoft stopped using that label around the time the Xbox One came out. Toybox Turbos contains 1000 gamerscore available like most retail titles, as opposed to the 200 or 400 points the old XBLA titles were allotted. Toybox Turbos certainly looks nice, featuring colorful cartoon-like graphics that fit the toy theme perfectly, but let's delve in and see how the gameplay fares.

Toybox Turbos offers up a decent-sized single-player campaign, featuring 7 cups, each of which feature several different types of events. Each cup also uses its own set of cars, which is a good way to make sure the player tries out many of the various vehicles. There are 35 vehicles to collect, with most of them requiring coins that you'll unlock after completing events. The final car in each cup can only be unlocked by defeating the boss in an elimination race, which will be the final event for that cup. The elimination races will be familiar to those who remember the Micro Machines games, where each player starts off with 4 points. When one player overtakes another, the winner gains a point while the loser goes minus one. The 1st one to fill the meter wins the event and in the instance that it drags on too long, it goes into playoff mode where the loser no longer gets points deducted, giving a decent chance for a comeback.

Saturday, April 4, 2020

XBLIG De-Listed Games

XBLIG De-Listed Games

Technically, all XBLIG are de-listed at this point, but back when the service was live there were several titles that were taken down. While sifting through and trying to find some gems there were a few titles I was very interested in checking out, only to later find out that they no longer exist in the game marketplace. For some reason or another, the developer felt the need to remove these games. Others were removed at the request of Microsoft. This is by no means a complete list, just a few titles I noticed firsthand during the years XBLIG was still a service. If you happen to know of any other games that were de-listed from XBLIG, leave a comment or send me a message and I'll update the list.


Shutshimi
Developed by awppy
Released for XBLIG (5/7/2014)
Also on Linux/Mac/PC/PS4/Vita/WiiU

Shutshimi just kind of vanished from the marketplace at some point with little notice, presumably around August of 2015 when the game was ported over to several platforms by Neon Deity Games, while the original on the 360 was just credited to awppy, so it was possibly some sort of licensing issue that caused its removal. The game has wound up on several other platforms, with ports released for the Vita, Linux, Macintosh, PC, PlayStation 4 and the Wii U. The game was a 2D horizontal shmup with some pretty cool aquatic themed graphics.


Tobe's Vertical Adventure
Developed by rayteoactive
Released for XBLIG (1/5/2010)
Also on PC

Tobe's Vertical Adventure was a nice looking 2D platformer that was developed by rayteoactive and released for XBLIG in January 2010. The game was ported to PC later the following year and I'm not really sure why this one was removed from XBLIG at this point.


Ninja Chop
Developed by zerozerozero
Released for XBLIG (3/2010)

I'm not proud to admit it, but out of the de-listed titles we've covered here, Ninja Chop is the only one I actually owned and had the opportunity to play. It's quite obvious why this one was removed from XBLIG, as the game features female ninjas chopping milk bottles and getting soaked in the milk afterwards. The graphics aren't good enough for it to really be that offensive, but it's still a game you'll no doubt feel ashamed playing if somebody walks in on you. Check out the review here.

Monday, March 30, 2020

This is Vegas (Xbox 360, Cancelled)

This is Vegas
Developed by Surreal Software
Published by Midway/Warner Bros. Interactive Entertainment
Announced for PS3/Xbox 360 (2/2008)
Cancelled (8/2010)


This is Vegas was originally announced in February 2008 and was being developed by Surreal Software, a studio perhaps best known for the Suffering series that had releases for PlayStation 2, Gamecube, PC and Xbox. This is Vegas was going to be an open-world game that would let you explore Las Vegas and featured gambling, racing, fighting and partying.

There was some gameplay footage released for the game (link at bottom), but it only showcases the party aspect of the game. The character walks around a nightclub, speaking with various people and obtaining objectives. One of the missions involves dancing in order to get the dance floor popping. The dancing is about what you'd expect, involving hitting button combinations as they scroll down to the indicator at the bottom. Another objective involves punching an obnoxious patron. The fighting system was proposed to have had combos and defense options and from what was shown on the video, the fighting actually didn't look all that bad.

After completing these objectives the character goes over to the bar, orders a drink, swigs it down and throws up in front of a bunch of females, who all run off disgusted. They also display our character trying to dance while inebriated, sloppily flailing about and bumping into nearby patrons. It is then demonstrated that you can bring your buzz down by using the urinal. After this, they show that you can serve drinks, which turns into a minigame where you have to serve customers quickly before they become irritated, a bit similar to the arcade Tapper, though it didn't look near as fun as that old classic. 

Our character is then shown back on the dance floor, busting out some more moves and getting the whole crowd involved for some synchronized dancing. After this, apparently our character has earned enough 'party points' to unlock the wet t-shirt contest, so he gets to grab the spray hose and blast 3 giggling ladies. After this we get one final shot of the dance floor, which shows it packed up and everybody having a good time, with the party officially popping. As far as the gameplay is concerned, it looked decent for what it was but it's a bit odd how they would choose to showcase what is easily the most uninteresting aspect of the game (partying). I think it's safe to say most people would've much rather had a look into the gambling, racing or fighting. Showcasing one of these, especially if the gambling part looked good, would have definitely helped garner some more interest in the title.

This is Vegas ran into some issues when publisher Midway closed down due to bankruptcy and most of its assets went to Warner Bros. Interactive Entertainment. At the point when the publisher changed, Midway had already invested around $43 million into the development of This is Vegas, but the game still wasn't quite ready for release yet. The game still had a lot of development time left and would take around a year to finish at the time Warner Bros. attained the property. They must have deemed it too expensive to finish and cancelled the project. That's over $40 million and several years of development time just thrown away. This is Vegas was definitely an ambitious project, maybe too ambitious, but is still an interesting one to look back on and wonder what could have been. Perhaps they should have just focused on the gambling aspect and left all that other stuff as an after-thought for a sequel if it worked out?

Related Links:
This is Vegas - Xbox Marketplace
This is Vegas Trailer - YouTube
This is Vegas Gameplay Footage - YouTube
This is Vegas Canned Announcement - Xbox Achievements
This is Vegas - Wikipedia


Wednesday, March 25, 2020

The Undead Syndrome (XBLIG, 2012)

The Undead Syndrome
Developed by MukagoSoftware Development
Released for XBLIG (7/2012)
Also on PC


The Undead Syndrome feels kind of like a B-horror movie turned into a video game, where the low-budget aspect of it really shows in the overall gameplay and presentation. It's hard to deny that there is a sort of charm to the sloppiness that is The Undead Syndrome, and I found myself wanting more whenever the trial expiration screen came popping up. The game is obviously inspired by Japanese horror classic Silent Hill and it retailed for just a buck (or 80 Microsoft Points). As a fan of horror games, this was a no-brainer for me and I must say this is easily Mukagosoftware Development's best work for XBLIG that I've played.

The Undead Syndrome opens with a cinema of a female character getting stabbed by a mysterious man. You then wake up in a sort of nightmare world playing as the same female you just saw get murdered. As you navigate the strange environment, which appears to be a Japanese-style house with many rooms, you'll end up having to backtrack quite a bit and regardless if you've cleared a room of enemies previously they'll respawn every time you re-enter the room. This isn't as bad as it sounds due to the fact that the game has a leveling system, so you'll be rewarded with XP for killing enemies. The objective of the game is to kill three boss monsters, but in order to reach them you'll need to do some exploring in order to find the keys to access the areas they reside in. You'll learn a bit more about your character's story as you progress, but the game leaves the ending on a "to be continued..." note. Thankfully the sequel was released and we'll cover that here in the near future.

After starting you'll soon unlock your offensive ability, which allows you to use ki to blast energy orbs from your hands. Using the attack will consume a meter and when it empties out you can't shoot anymore. Your ki meter will slowly recharge on its own and can be sped up by using ki recovery items. In addition to these, you have an inventory where you can store items to replenish health, antidotes, keys and stones. Your character has five slots where you can place these stones into implants, one in each hand, two in the chest and one in the head. Placing various stones in certain spots unlocks certain benefits and it's fun to change these around as you pick up more of them throughout the game. Some of them can give you a 25% protection from being cursed or poisoned and there's one that will increase your character's movement speed (a must use!).

You'd think with a title like the Undead Syndrome that you'd be facing off against flesh-eating zombies, but instead you'll encounter strange monsters that look as if they're from a feverish nightmare or another dimension. The enemy AI isn't the smartest, nor do they come in many varieties, but what's here decent and they're strange enough to make the game at least a bit unsettling. Similar to the Silent Hill games, whenever you enter a room with enemy presence it will be indicated by an eerie ambient sound. Your attack takes quite some time as it has to charge before you can aim it, making it a problem when the developers pack multiple enemies into a small space. There are safe rooms containing shops and beds you can use to save your game and replenish your meters which you'll want to use often as death can come quite swift and unexpectedly at times in the Undead Syndrome. There are also shops where you can purchase stuff like health and ki recovery items. The inventory space provided for your character is a bit small, which means you'll frequently have to mess with your inventory to make space for new items.

The graphics in the Undead Syndrome may not look so hot considering the console generation, but compared to your average 3D XBLIG game they're quite adequate. On the plus side, with the simplistic visuals the game loads up very fast, but the downside is that your character looks a bit like an action figure moving about. The inventory system, controls and combat are a tad clunky, but the game is short enough that it didn't have much of a chance to irritate me. While obviously low-budget, the Undead Syndrome can be fun if you don't mind a short and flawed game.

Final Verdict: The Undead Syndrome is a short but enjoyable horror title with a low-budget feel and strange environments that has quite a few problems, but horror fanatics might still want to give it a look.

Related Links:
Mukagosoftware Development - Xbox Overview
The Undead Syndrome - GameFAQs
The Undead Syndrome Review - TheXBLIG.com
The Undead Syndrome Review - Mash Those Buttons
Mukagosoftware Development - Official Site
The Undead Syndrome: Low-Budget Horror - YouTube


Sunday, March 22, 2020

Hori Gem Pad EX (Xbox 360)

Hori Gem Pad EX
Developed by Hori Co.
Released for Xbox 360 (11/2013)


The Hori Gem Pad EX is a wired controller compatible with the Xbox 360. The first thing I noticed when handling the controller is that the size is quite a bit more compact than the standard 360 controllers. As a result everything on the face feels a tad cramped, and those with large hands will definitely prefer the Microsoft controllers. The analog sticks don't have the rubber on the tips, so your grip never feels as good as it does on padded sticks, though the analog function works quite well and there is a switch to choose between three sensitivities. The d-pad is a noticeable improvement as it is a cross shape similar to the Xbox One controllers, making this a very decent option for 2D gaming. The triggers and bumpers are laid out a bit more flat on the top and take a bit less pressure to activate than usual. Whether or not you like this can vary from person to person, personally I prefer the standard trigger style. 

The Gem Pad EX definitely scores points for looking cool. The variety I purchased features a clear cystal-like blue shell on the front half, and when plugged in there are some LED lights inside that illuminate the controller. There is no option to turn these lights off, so as soon as the controller is plugged in the lights come on. There were four different color varieties of the shell on this controller released: red, blue, black and clear. The cord is of decent length and as long as you don't mind a wired controller is not too bad. I recall paying quite a bit less than the asking price of the Microsoft controllers and if you can find it for that I'd say it's not a bad controller though I do wish it was a bit less cramped.

Final Verdict: The Hori Gem Pad EX is a decent alternative the standard Xbox 360 controllers and, at its time of release, also retailed at a lower cost.


Insanity X (XBLIG, 2011)

Insanity X
Developed by Aetherbyte
Released for XBLIG (6/2011)


Insanity X plays similar to Atari's arcade classic Berserk. This is a port of Insanity, which was originally a homebrew game released for the PC-Engine/Turbo Grafx-16 Super CD-ROM. Insanity X features responsive controls and Berserk veterans will instantly feel at home with the gameplay. You must navigate from room to room while killing enemies and if you touch any of the walls you die instantly. The soundtrack here is awesome and the game allows you to choose between synth or chip-tune music at the title screen.

While obviously inspired by Berserk, Insanity X isn't exactly the same. While Berzerk basically went on until you died, as there were thousands of rooms, Insanity X actually has a boss battle. After blasting through a few dozen levels, you'll face off against a boss in the form of the robot master. Insanity X comes recommended for fans of retro games, particularly Berserk. Unfortunately, at the time I wrote the review the above was the best image I could find for the title card, which featured some sweet artwork.

Final Verdict: Insanity X is an excellent Berserk inspired game that plays competently and will be enjoyed by those who loved the original or just retro games in general.

Related Links:
Insanity X - GameFAQs
Insanity Turbografx-CD Review - Honest Gamers


Monday, March 16, 2020

Fist Puncher (XBLIG, 2013)

Fist Puncher
Developed by Team2Bit
Released for XBLIG (8/2013)
Also on Linux, Macintosh, Ouya, PC


Let's take a look at the trial for Fist Puncher, which is a beat 'em up title where you walk to the right beating up anybody in your path. Fist Puncher features heavily pixelated graphics, which do sport a considerable amount of detail considering how blocky they are. The environments are nice-looking and varied enough to keep the setting interesting. You have several characters to choose from and you can spend your points on upgrading your character after completing a stage, similar to Castle Crashers. The controls are responsive enough, giving the player a kick, punch, jump and grab at their disposal. Holding the right trigger will modify your moves into more damaging variants while draining your special meter.

The problem I had with Fist Puncher was simple: the game was way too easy. I may have sustained a couple hits in my playtime, but enemies occasionally dropping food made sure my health stayed at pretty much 100%. A beat 'em up without any sort of engaging enemies or challenge is a recipe for boredom. I think the developer(s) had their heart in the right place and had the best intentions of making a cool beat 'em up since some of the character design isn't too shabby and the environments are well done, but ultimately the lack of any challenge in the gameplay really killed my interest in the title. Oh, and the game retailed for five times as much as your average indie game retailing at $4.99. Fist Puncher does support up to four-players local, and even with the issues the game has I could see this being a fun time with four buddies.

Final Verdict: I really wanted to like Fist Puncher, but the lack of difficulty and high price tag kept that from happening. There's at least a dozen or so better beat 'em up titles on the 360 you should play instead of this one.


Friday, March 6, 2020

The Impossible Game (XBLIG, 2009)

The Impossible Game
Developed by FlukeDude
Released for XBLIG (11/23/2009)
Also on iOS/Linux/Macintosh/PC/PS3/PSP/Windows Phone


The Impossible Game is a platformer that pretty much boils the genre down to its simplest form, with gameplay that consists entirely of timing your jumps. The game contains only a single level, but as the title implies this level is quite challenging. This single stage can be cleared in about a minute and a half on a perfect run, but you'll spend much, much longer than that attempting to get through it.

In the Impossible Game, you'll take control of a square that scrolls along a 2D plane automatically, similar to many games in the runner genre, where your character is always moving forward with no input required from the player. Since you don't have to worry about movement, your priority will be timing your jumps to make it over the pits and spikes littered throughout the stage. It's simple, but it's far from easy. The speed at which your square auto-scrolls is quite fast and making some of the jumps will take very precise timing of your jumps. There's also quite a bit of memorization required, but this will come naturally as you play through the stage hundreds if not thousands of times trying to complete it.

The graphics complement the simple gameplay, consisting of solid squares and triangles placed upon a gradient background. While the visual presentation is simple, the music is awesome and makes dying a bit less painful knowing you'll get to hear the soundtrack. The level must be completed in a single run, but there is a practice mode that allows you place checkpoints anywhere along the path. After dying, you'll spawn back at the last checkpoint you've placed, making completing the level much easier but a lot less satisfying. There is a penalty for using practice mode, where the excellent music is replaced by a lame track. Finishing practice mode will end with a message telling you complete the stage legit.

The Impossible Game was one of the more successful titles on XBLIG and could regularly be found in the best-sellers section of the store. The game definitely earned its spot with easy controls coupled with a stiff challenge all to the tune of an excellent soundtrack. If you're a fan of brutal platformers you'll likely enjoy this one. If you're easily frustrated or just don't like hard games, you'd probably do your controller a favor to stay away from this one.

The Impossible Game Level Pack released for XBLIG in November 2010. This level pack added 2 new levels that ramp up the challenge compared to the original stage. While the pack started with only 2 levels, the developer diligently updated it over the course of time to include 2 more, for a total of 4 new levels, each with a new song to enjoy while you inevitably die thousands of times trying to complete these. These additional levels can be selected in any order, giving you some options if you get hung up on a particular level. The level pack was a great deal for those who enjoyed the original game, offering quite a bit of extra content which sold for the reasonable price of 80 Microsoft Points (or $1).

The Impossible Game was initially released on XBLIG in November 2009, was next released for iOS devices in April 2010 and even saw a release for the PlayStation Portable in September 2011. At the time of this writing, the game's final releases would come in May 2014 for PC, Linux and Macintosh. All versions of the game from the PSP onward include the bonus stages from the level pack.

Final Verdict: The Impossible Game is a short, simple platformer with a stiff challenge. If you like your games tough, give this one a look as it's still available on a number of platforms.

Related Links
The Impossible Game - Official Site
The Impossible Game Trailer - YouTube
Rage Quit: The Impossible Game - YouTube
The Impossible Game - GameFAQs
The Impossible Game Level Pack - GameFAQs


Thursday, March 5, 2020

XBLIG Origins | Xbox Overview

XBLIG Origins
Originally Published March 5, 2020


The origins of Xbox Live Indie Games (XBLIG) goes back as far as 2006, one year after the system's launch, when Microsoft reached out to developers to make them aware of the upcoming indie games program. Microsoft introduced the XNA Framework, a tool that aimed to simplify game programming and make it easier to realize your creations. In late  November 2008, the indie games storefront debuted as "Xbox Live Community Games" and was later renamed to XBLIG. 

While I never had first-hand experience using the XNA Development tools, which allowed you to program in either C# or Visual Basic .NET. While I never had first-hand experience using XNA, I've read from several developers that the platform was intuitive and made designing quick and simple. Support for the XNA Development tools would be discontinued in 2013 and the service would not carry over to the Xbox One. The Microsoft Indie Outreach program would eventually be replaced with the ID@Xbox initiative, which is still active today.

There were well over 3,000 titles released by the time XBLIG wrapped up, an impressive number even if well over half of those titles are crap. This massive amount of games is one of the things that made it so hard for the good games to stand out, as they would tend to get buried under heaps of garbage and would require some digging to find. Of course, Microsoft's placement of the XBLIG storefront made matters worse and by even by the last update you still had to scroll through several layers of menu to find it. Microsoft offered up an awesome service with XBLIG but in the long run didn't do enough to really help it succeed.

If you were releasing a game onto the XBLIG service, you had a number of things working against your game finding success. In addition to a store crowded with sub-par games and a storefront that's a bit tough to find, none of the titles sold on XBLIG were allowed to contain any achievements or gamerscore. Achievements took off in a big way during the Xbox 360 era and there's no doubt one of the several reasons these games didn't get much play is due to the lack of them.

There were several limits when releasing a game on XBLIG when compared to your standard Xbox Live Arcade game. Developers could sell their games for 3 different price ranges: 80, 240 or 400 Microsoft points, which equals out to $1, $2.50 or $5. The titles priced at $1 were obviously the most tempting, but there were also the most duds at this price range. When XBLIG first launched, a strict 150 MB file-size limit was imposed, but was later upgraded to 500 MB. Leaderboards and online play weren't officially supported by Microsoft, but there were some clever developers that managed to get around this and included these features in their games using workarounds

In conclusion, XBLIG was a great idea and helped spur the indie games movement on home consoles, but was filled with a ton of potential that was never fully realized. Despite the numerous issues with XBLIG, there were still some awesome titles released that were definitely worth playing. There was an excellent write-up back in March 2011 on Gamasutra, which talks about and interviews several of the more prominent developers for the XBLIG platform. It's a good read and worth a look if you're interested in hearing first-hand accounts from some of the developers.

Related Links:
XBLIG - Xbox Overview
The Shutdown of XBLIG - Xbox Overview
ID@Xbox - Xbox
Xbox Live Creators Program - Xbox
XNA Development - Official Site
XBLIG Developers at a Crossroads - Gamasutra 
XBLIG - Wikipedia

Thursday, January 23, 2020

Far Cry 3 (Xbox 360, 2012)

Far Cry 3
Developed by Ubisoft Montreal
Published by Ubisoft
Released for Xbox 360 (12/2012)
Also on PC/PS3/PS4/X1
Backwards Compatible on Xbox One


Four years after Far Cry 2, Ubisoft released the third entry in the series in December 2012. Ubisoft Montreal took the open-ended nature of the second game and went all-out with it this time, dropping the player onto a giant set of islands and letting you explore at your own will. The island is massive and many dangers await, including hostile enemies and a large variety of wild animals. Far Cry 3 received positive reviews back in 2012 from both critics and gamers alike, so let's take a fresh look at the game and see how it holds up after all these years.

Far Cry 3 starts off with the main character, a dude named Jason Brody from Los Angeles, with his friends on vacation in Bangkok. When they decide to partake in some skydiving, the group makes the mistake of landing on a an island with a severe pirate problem. Soon after they are captured and taken prisoner by Vaas, a pirate-lord on the island.

There will be spoilers in the following paragraph, so if you haven't played the game yet you may want to skip to the next paragraph. Far Cry 3 is without a doubt a worthwhile gaming experience, though the game is far from perfect. The main storyline uses the "white man shows up to save the natives" trope that we've seen before in movies like Dances with Wolves or the Last Samurai, and while it works well enough to give you a reason to shoot people it all feels a bit contrived. The main character is a generic "dude bro" guy (though he is from Cali to be fair) and it's quite a stretch to think he's the one carrying out the player's actions. Jason's group of friends that are stuck on the island with him aren't particularly likable either. It's not a game-breaker, but you'll likely find yourself more interested in the villains and side-characters than the main ones, which leads me to feel that the game could have benefited from a silent protagonist. The most interesting of the bad guys, Vaas, who is also the guy featured on the game's cover-art, is taken out about halfway through the game, causing the campaign to lose some steam in the second act, due partly to the fact that repetition starts to settle in but also because Hoyt and Buck (the other 2 villains in the game) are nowhere near as interesting as Vaas. Despite a somewhat cliché story and a non-charismatic hero, Far Cry 3 still manages to throw the player into an interesting world that is a blast to explore.

Far Cry 3 was a great looking game on high-end PCs back when it came out. While the PlayStation 3 and Xbox 360 ports were watered-down in the graphics and performance department, the game still looked good when stacked against others on the respective platforms and delivered a solid open-world experience. The Rook Islands, the setting of the game, makes a good use of bright, vibrant colors in an era where most games were obsessed with using darker palletes. To help the world feel even more alive, there is a day and night cycle and even the occasional rainfall. Far Cry 3 also boasts some impressive fire effects, with an awesome flamethrower that can spread out and cause some serious damage.

In addition to the already mentioned flamethrower, Far Cry 3 features a large variety of weapons to choose from and is quite a step up when compared to earlier entries in the series. There's a nice range of assault rifles, submachine guns, sniper rifles, handguns, machine guns, shotguns, launchers and special weapons to choose from, allowing you to mix up your encounters by switching up your arsenal (since you can only carry a few weapons at a time). This was the first Far Cry title to feature the awesome Vector .45 ACP, an awesome submachine gun with a high rate of fire that has been featured in every game in the series after this one (with the exception of Far Cry Primal of course, which doesn't feature firearms). Special weapons include the flamethrower, flare gun, repair tool (used to fix vehicles) and the recurve bow. Also new to the Far Cry franchise is the weapon customization, which allows you add stuff like extended magazines, suppressors, scopes and even paint jobs. There are also signature versions of select weapons available, which come decked out with accessories and are definitely a step-up from the vanilla version of that gun. Far Cry 3 does a great job providing a wide variety of weaponry to play around with and was a big improvement when compared to the previous games.

One of the coolest features of Far Cry 2 was the inclusion of wildlife and Far Cry 3 brings it back, offering a nice variety of animals you'll come across while exploring the Rook Islands. There's over 20 different types of animals, ranging from boars, cougars, bears, deer to snakes, crocodiles and fish. The more aggressive animals will attack you on sight, so you'll always have to be mindful of them as you move about. The plus side to this is that the animals will also attack any other bystanders, allowing you to easily take out enemies without any direct involvement. Enemy outposts (more on these later) will frequently feature caged animals and it's always fun to release these beasts upon their captors. The animals in Far Cry 3 really add an extra element to the game that help set it apart from your average open-world game of the time.

Most open-world titles have a skill tree of some sort and Far Cry 3 is no exception. There's a large skill tree that will allow you to unlock a bevy of different perks. There are survival perks for improved sprinting, first-aid enhancement, underwater breath control and health boosts. There are weapon perks for stuff like steady aim, holding more ammo and quicker reloads. There's also a nice variety of perks to help with stealth encounters including several new takedowns. The chained takedown is definitely a favorite, allowing you to link your takedowns when there's another guy in close proximity, making quick work out of unaware groups.The perks do a good job adding a sense of progression to the game as you get stronger the more you progress.

Besides the standard campaign missions, there's quite a bit to do while killing time in the Rook Islands. Almost as important as the story missions are the radio towers and outposts. Radio towers are scattered all around the islands and will unlock more of the map for you to see when unlocked. Radio towers must be scaled, which will require some platforming, and once the power box at the top is destroyed another chunk of the map will be unveiled, revealing points of interest and nearby outposts. The outposts are enemy encampments that can be found across the map that will grant you a spot you can fast travel to on the map once you clear them out. Clearing enemy outposts is always some of the best fun in Far Cry titles, allowing you to choose from a variety of tactics to take care of business. If you want to go in guns blazing you can, but I always find it more fun to try and sneak about to clear the outpost undetected. Once a tower or outpost has been cleared, that location will be available to fast travel to from the map menu. There are alarms that can be disabled if your sneaky, but if the enemy sees you and activates the alarm then you'll have to fight against additional reinforcements. While the towers with their platforming aren't really anything special, the outposts are easily a highlight and among the most fun you'll have with the game.

In addition to the outposts and radio towers, there are several other types of side-quests you'll unlock as you clear the outposts. None of these missions are required to complete the game, but they will get you some nice XP and rewards. There are general side missions where you assist the locals, path of the hunter quests, supply drops, trials and wanted dead missions, so there's no shortage of extra stuff to do here. Most of these are just your standard "go here and get or kill this" type of missions, but there's a little variety. Supply drops have you racing on a quad, trying to reach a destination before a time limit runs out. Path of the hunter quests will have you seeking revenge on animals that have killed some of the locals. The side-missions add a decent amount of variety and will grant you some nice XP if you choose to take them on.

The control layout in Far Cry 3 utilizes all of the buttons on the pad, but once you become accommodated it works well enough. The Y button serves two functions, which at first I thought would be problematic. Pressing the button will switch weapons while holding it will heal your character. I warmed up to this rather fast and it really wasn't an issue. The weapon wheel, a common thing in modern shooter games, works good and it's easy to switch up your arsenal on the fly. Aiming and shooting with the weapons feels good, which is of course very important in a shooter. When driving, the game forces a first-person mode which helps a bit with immersion but takes some getting used to. Later on in the game, you'll obtain the wingsuit which allows you to glide around, making traversal much quicker. The controls in Far Cry 3 are solid and it shouldn't take long to get used to the layout, as it's not all that different from your standard first-person shooter.

There are some other negatives to the game besides the already mentioned story/character issues. The missions leading up to the boss fights are fun, but when you actually go head-to-head with them it tends to result in a quick-time event, which was a bit of a let-down to me, though I'm sure some people don't mind or enjoy these. Also, some of the boundaries imposed on you while your on missions feel a bit restrictive, taking away from the open-world aspect of the game. Looting dead enemies can be a pain due to the fact that they drop their weapons on the ground next to their body, making it difficult to select whether you want to loot the body or swap weapons since both actions are assigned to the same button. The fall damage is way too unforgiving, with Jason losing several bars for dropping what feels like a few feet and death coming from falls way too easily. There is a perk you can unlock to help reduce the fall damage, but even after unlocking that I still found the fall damage far too exaggerated. These gripes are all rather minor and aren't enough to stop Far Cry 3 from being an enjoyable experience.

It's also worth noting that Far Cry 3 features a few additional modes, which include a co-op campaign and map editor. The co-op campaign allows for 2-4 players to team up against the pirates. The co-op campaign's story takes place before the vanilla campaign and it involves the featured characters being scammed out of their money while on a cruise ship. The action picks up when the crew decide to attack the pirates that stole from them. The co-op campaign features 6 missions, with an additional 2 that were released exclusively for PlayStation 3 which were obtained through the Ubisoft Club (which would later turn into Uplay). The co-op campaign was a bit rough around the edges but was still fun to play. These days you'll likely have a hard time finding random players and would have to coordinate a session with friends if you wanted to play it. There was also a map editor, which was quite a bit more advanced than what we'd seen in previous entries, allowing you to place enemy AI and wildlife with options for editing the terrain. There was enough to let your imagination let loose a bit, so kudos to the developers for including both the co-op campaign and map editors as nice bonus features.

While the earlier Far Cry games were good, the series really found its stride with Far Cry 3, establishing the formula that every game after it would follow. While the gameplay tasks can be a bit repetitive, the gameplay loop in Far Cry 3 is enjoyable enough that it was always fun to dig back in and continue exploring. The Xbox 360 port really struggles to keep a steady 30 FPS, usually averaging around 25 FPS and dipping even lower when there's a lot of action on-screen. It doesn't make the game un-playable by any means, but if you have a decent PC you can probably get this game running smoother and looking quite a bit nicer than these old console ports. In addition to an inconsistent frame-rate, both the Xbox 360 and PlayStation 3 ports both suffer from screen-tearing, which is quite easy to notice but at the same time many games of this era had the same problem. While not the most optimal way to play Far Cry 3, the Xbox 360 port is still a fun game if you have no alternative way to visit the Rook Islands.

Final Verdict: Far Cry 3 is a fun open-world experience with a colorful tropical environment to explore. There's a lot to do here and while the Xbox 360 port doesn't have the best frame-rate, the game is still a blast.

Purchase Links:
Buy Far Cry 3 (Digtial) on Xbox 360 - Microsoft Store
Buy Far Cry 3 (Disc) on Xbox 360 - eBay
Buy Far Cry 3 Classic (Digital) on Xbox One - Microsoft Store
Buy Far Cry Insanity Bundle (Digital) on Xbox One - Microsoft Store
Buy Far Cry 3 Classic Edition (Disc) on Xbox One - eBay 

Related Links:
Ubisoft Montreal - Official Site
Ubisoft - Official Site
Far Cry 3 - GameFAQs
Far Cry 3 Xbox 360/PS3 Frame-Rate Analysis - Digital Foundry
Far Cry 3 - True Achievements
Far Cry 3 Achievement Guide - Xbox Achievements

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