By Brad Gallaway on August 15, 2009 - 8:30pm.
Get thee behind me, Satan
HIGH It's got a great concept—playing for the evil side hasn't been done much.
LOW It doesn't deliver on the concept—it might as well be any random shootfest.
WTF Satan can't get past locked doors?
By Brad Gallaway on August 12, 2009 - 9:26pm.
An expansion of Microsoft's XNA Creator's Club initiative, the Community Games area (now known as Indie Games) is a place for creative individuals, independent developers and small studios to have their work seen by the 360 audience at large. Anyone who thinks they've got a great idea can enter a submission through the Indie process and eventually have a game ready to be sold and downloaded to hard drives all across the world. It's a great opportunity, and the only program of its kind to be available on a home console. Unfortunately, Microsoft has given this area of Live very little attention, and despite being an incredibly exciting and innovative feature, very few players know the first thing about it.
With any luck, this article will help change that.
By Brad Gallaway on August 10, 2009 - 12:29pm.
'Sploding with brilliance
HIGH The game is elegance incarnate.
LOW Players might be fooled into thinking it's as amiable as The Maw.
WTF The ending is ridiculously (and I mean that literally) awesome.
By Brad Gallaway on August 10, 2009 - 10:48am.
Nevermind, Scotty... Don't bother beaming me up.
HIGH Thawing out the anachronous survivors.
LOW The repetitive, needlessly bloated mission design.
WTF The amount of wasted potential on display here.
By Brad Gallaway on August 3, 2009 - 12:17am.
Huge thanks to Anonymous for tipping me off on how to defeat the gorilla boss in world four of Cocoto Platform Jumper (WiiWare).
It's a simple little game that by all reckoning should have been a complete cakewalk, but this gorilla seemed invincible and all efforts to find answers on the Internet were a complete fail. My frustration at this part had grown to the point that I had actually quit the game in disgust, and I was contemplating calling Nintendo to complain that they were selling a piece of defective software. Then, lo and behold, Anonymous chips in with a comment and solves the mystery.
By Brad Gallaway on July 29, 2009 - 9:14am.
Bustin' makes me feel really, really good
HIGH It feels exactly like playing a never-released Ghostbusters movie.
LOW Bill Murray has a few good lines, but mostly phones in his performance.
WTF The last level is the weakest, most trite in the entire game.
By Mike Bracken on July 27, 2009 - 6:23am.
Dead Space was one of the better games of last year—an atmospheric blending of Event Horizon and Alien that gave me hope that maybe game developers can still come up with compelling original properties instead of just churning out sequels.
The game's already spawned a comic book, an anime movie tie-in, a sequel game and a on-rails offshoot title for the Wii—all this on top of the feature film version we’ve been hearing about for some time now.
By Dale Weir on July 24, 2009 - 6:10pm.
You didn't really think Ubisoft was going to make a sequel to Beyond Good & Evil did you?
IndustryGamers: Most publishers make decisions based on sales, so what made Ubisoft decide to pursue Beyond Good and Evil again?
Laurent Detoc: Well, I didn't say there's definitely going to be another game. I said something had leaked, which means we've been working on some Beyond Good and Evil stuff, but whether there's going to be another game or not, that's something for the future. But getting to your question as to why there's work on the IP again, it's a creative people business; the creative talent is interested in it and possibly exploring how to do it from a new angle.
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