We should see about getting this thread stickied in place of the XBLA one nobody uses.
We should see about getting this thread stickied in place of the XBLA one nobody uses.
| Lolcislaw said: Good line-up But now compare it to whats available on the VC... its no contest VC > XBLA |
i have no doubt vc has more games than xbla and those games are probably in general better... but xbla has perfect dark and perfect dark > life itself
Anyone know why the secrecy with all the release dates? I mean, we normally only get them a week in advance if we're lucky, sure would be nice to have some sort of schedule.
I'm looking forward to Perfect Dark and Islands of Wakfu.
Not even game cancellation can get the Duke down, as we've learned that his 2002 sidescroller may be on its way to the Xbox Live Arcade.
This news comes courtesy of the Linkedin profile of Rebecca Heineman, one of the founding members of Interplay back in 1983 and programmer of such classics as The Bards Tale III. Rebecca currently resides as Lead Software Development Engineer at Microsoft.
In her LinkedIn profile, as well as a cached versionof a forum post, she suggests that she's been working on bringing Duke Nukem: Manhattan Project to the Xbox Live Arcade.
Quick history lesson - Manhatten Project was a 3D side scrolling Duke Nukem adventure developed by 3D Realms and the now defunct Sunstorm Interactive back in 2002, and was well received by critics. It was used to keep Duke Nukem in the limelight after Duke Nukem Forever's release date continued to slip.
Looking back it would have fit perfectly in the age of digital downloads, so it's no surprise that Duke is making a return trip to the Xbox Live Arcade. Just watching this video will show you how surprisingly similar Shadow Complex is to Manhattan Project's mechanics and level design.
The game hasn't ages all that well graphically though, especially compared to Shadow Complex, so if truly is in the works I would hope they find a way to cram in some of those Duke Nukem Forever models and textures into this game.
There is no official word on this game at this time, but what we've found seems to confirm it. Are you ready to kick ass and chew bubblegum?
We don't provide the 'easy to program for' console that they [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so the question is what do you do for the rest of the nine and half years? It's a learning process. - SCEI president Kaz Hirai
It's a virus where you buy it and you play it with your friends and they're like, "Oh my God that's so cool, I'm gonna go buy it." So you stop playing it after two months, but they buy it and they stop playing it after two months but they've showed it to someone else who then go out and buy it and so on. Everyone I know bought one and nobody turns it on. - Epic Games president Mike Capps
We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games. - Activision CEO Bobby Kotick
| themanwithnoname said: Anyone know why the secrecy with all the release dates? I mean, we normally only get them a week in advance if we're lucky, sure would be nice to have some sort of schedule. I'm looking forward to Perfect Dark and Islands of Wakfu. |
They are not sure themself when they will upload a particular game...
In the words of Lord Cutler Beckett, it's just good business. Or, as Capcom's Seth Killian explained on the Capcom-Unity forums, releasing a downloadable version of Capcom vs. SNK 2 could be bad business. In a lengthy response to a call for the game on PSN, Killian gave several reasons for not re-releasing Capcom vs. SNK 2; all of them centered squarely on business. Among other things, the audience for the game is less sizable than that of Street Fighter and Marvel vs. Capcom 2, meaning a Capcom vs. SNK 2 port probably wouldn't be worth the money and resources Capcom would need to spend.
Killian noted that even if sales covered cost, placing developers on the project would mean removing them from others, like Super Street Fighter IV. Killian put it simply, saying, "When fan service becomes a black hole for time and money, that party gets ended pretty quick."
Another explanation, according to Killian, is that Capcom doesn't want to flood the market with fighting games. He suggested that most gamers only buy one or two fighting games a year -- thanks mainly to the amount of time it takes to master them. In other words, releasing too many games could dilute the sales of all of them.
We don't provide the 'easy to program for' console that they [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so the question is what do you do for the rest of the nine and half years? It's a learning process. - SCEI president Kaz Hirai
It's a virus where you buy it and you play it with your friends and they're like, "Oh my God that's so cool, I'm gonna go buy it." So you stop playing it after two months, but they buy it and they stop playing it after two months but they've showed it to someone else who then go out and buy it and so on. Everyone I know bought one and nobody turns it on. - Epic Games president Mike Capps
We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games. - Activision CEO Bobby Kotick
There is a possibility of releasing LA-MULANA elsewhere in the future.
With the release of LA-MULANA we’re actively participating in the console portion of the game industry.
It may be necessary to continue efforts for the sales of LA-MULANA for a year in order to release another game.
That means we have to do our best with LA-Mulana for now.
Therefore, there is a chance that we may also release the game in Japan,
Europe and maybe an XBox360 edition someday.
If LA-MULANA were to appear on the Xbox someday, it’d be a new LA-MULANA which we’d redo specifically for that console.
BUT–we don’t know if that will ever happen.
We don't provide the 'easy to program for' console that they [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so the question is what do you do for the rest of the nine and half years? It's a learning process. - SCEI president Kaz Hirai
It's a virus where you buy it and you play it with your friends and they're like, "Oh my God that's so cool, I'm gonna go buy it." So you stop playing it after two months, but they buy it and they stop playing it after two months but they've showed it to someone else who then go out and buy it and so on. Everyone I know bought one and nobody turns it on. - Epic Games president Mike Capps
We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games. - Activision CEO Bobby Kotick

Founded in 2007, publishers OneBigGame have this week unveiled their first game: a puzzler featuring big-name music acts, with proceeds from the title's sales going towards some big-name charity groups.
The game's called Chime (out "soon" for 360 and PC), and was developed by British studio Zoe Mode. Lumines fans should feel right at home looking at the clip below, as should fans of artists like Moby and Philip Glass, whose works the game features.
OneBigGame's goal is to raise money and awareness for charitable causes, specifically Save the Children (a group assisting impoverished children) and the Starlight Childrens Foundation (the guys granting wishes for sick kids). To this end, Zoe Mode did the game for free, cutting out any development costs, which was awful nice of them.
Shine is just the first of many upcoming games to be published by OBG, with secret, future titles being worked on by people like Masaya Matsuura (PaRappa), Dave Perry (Earthworm Jim) and Charles Cecil (Broken Sword).
We don't provide the 'easy to program for' console that they [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so the question is what do you do for the rest of the nine and half years? It's a learning process. - SCEI president Kaz Hirai
It's a virus where you buy it and you play it with your friends and they're like, "Oh my God that's so cool, I'm gonna go buy it." So you stop playing it after two months, but they buy it and they stop playing it after two months but they've showed it to someone else who then go out and buy it and so on. Everyone I know bought one and nobody turns it on. - Epic Games president Mike Capps
We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games. - Activision CEO Bobby Kotick
Oh god...The last month I didn't bought any new released arcade game :s.

We haven't heard anything about Cipher Prime's plans to port its hypnotic musical puzzler, Auditorium, since the studio won a publishing contract in the 2BeeGames competition back in July. Today, a press release from newly named publisher Zoo Games revealed a few details about the title's console destinations: It's coming to Xbox Live Arcade and PSN, both as a PS3 and PSP download "early next year."
For those who want to know what the soothing buzz is all about, you can check out Auditorium for free on the 2BeeGames site. For those who can't access that site for some reason, just turn on some classical music, go turn on the nearest water faucet, and try to redirect the stream with your hands.
We don't provide the 'easy to program for' console that they [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so the question is what do you do for the rest of the nine and half years? It's a learning process. - SCEI president Kaz Hirai
It's a virus where you buy it and you play it with your friends and they're like, "Oh my God that's so cool, I'm gonna go buy it." So you stop playing it after two months, but they buy it and they stop playing it after two months but they've showed it to someone else who then go out and buy it and so on. Everyone I know bought one and nobody turns it on. - Epic Games president Mike Capps
We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games. - Activision CEO Bobby Kotick