Features Archive

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Max: Curse of the Brotherhood preview: Imagining a world without miniguns

Max: Curse of the Brotherhood XBLA

Max is your typical late-80s/early-90s video game or cartoon hero. He’s an adventurous young boy, colorfully drawn to life with a an oversized golden mane and a t-shirt that bearing a prominent reminder of the letter his first name begins with. He lives in a picturesque home in a neighborhood that is presumably full of residents who don’t know the meaning of the words “overcast” and “precipitation.” At the start of his adventure, a monster arm that’s more adorable than scary reaches out of his closet and nabs the little brother whom Max had just been fighting with. This event signals the beginning of an adventure that will see Max running through bright and varied environments and jumping over obstacles in his path.

But this isn’t the late ’80s. Nor is it the early ’90s. This is 2013. And in 2013, game and cartoon characters have guns. Usually big guns. Take, for example, one of XBLA’s most recent releases, Far Cry 3: Blood Dragon. Ubisoft’s ’80s love letter sealed with the blood of the titular dragons went so far as to give the player a minigun. Max: The Curse of the Brotherhood, however, does nothing of the sort.

“One of the things that is very appealing about this game is that Max isn’t armed with a minigun or a samurai sword, but he has this ability to control different kinds of materials that are in themselves not very dangerous,” says Mikkel Thorsted, studio director of Press Play, the developer behind Curse of the Brotherhood. “Basically he is armed with his imagination and wit, so basically when you encounter danger you have to outsmart the villainous henchmen. You have to outsmart them and lure them away, and stuff like that.”

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EA acquires rights to develop Star Wars games; why that’s a good thing

ea_starwars

The shutdown of LucasArts by Disney early last month left many wondering about the fate of the Star Wars games. Disney had previously stated that their focus would be directed toward social games, and the with the demise of LucasArts fans wondered if all hope was lost. Who would save us from a sea of Star Wars Facebook and mobile games? Then an unlikely hero emerged. EA stepped in.

The announcement came yesterday to mixed reception. Some were optimistic, others were quick to point out EA’s reputation as the Consumerist’s Worst Company In America. On Twitter the #starwarsnextgen hash tag began to trend with ideas for new Star Wars titles, the majority coupling Star Wars Battlefront III with the Battlefield series engine, EA DICE at the helm. Others clamored for a new, non-MMO installment to the Knights of the Old Republic series.

Regardless of how you feel, it’s a very exciting time to be a Star Wars fan and a gamer. With LucasArts’ relatively poor showing the last 5-8 years there’s really only one direction Star Wars games can go. Up. So let’s take a few minutes to assess just why EA is a great choice for the franchise, and take a few more to note some potential caveats as well.

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Trials Tuesday – Episode 12

Full Disclosure: RedLynx now sponsors Trials Tuesday each week, allowing us to bring you even more tracks in a new cleaner format.

There’s always something fresh in Track Central. This week you’ll get a chance to outrun a Tsunami, and while the track isn’t overly difficult there’s a great tension that makes it fun. Once you’ve washed up on the shore take a ride through the docks, then compete in what could only be described as a ninja difficulty spoof on American Gladiators. If you’re looking for a unique challenge we’ve also got a gravity-shifting track that will make you wonder which way is up.

To download these tracks enter Track Central, select Get Tracks, then press X to search. Enter the gamertag in the video to find the track. Be aware that the search is case-sensitive. Our videos also assume that you own Trials Evolution (obviously) and the Origin of Pain and Riders of Doom expansion packs. If you haven’t picked them up be sure to head over to xbox.com to grab them. You won’t be disappointed.

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What we are playing: April 28

What we are playing is a weekly column published on Sunday. Select members of the team talk about the games they’ve been playing over the past week and which they’re most looking forward to.

What We Are Playing

Nick Santangelo - I finally got around to playing The Behemoth’s BattleBlock Theater this week, and I’m questioning why I didn’t force myself to find time for it sooner. The levels through three chapters are short on length but high on fun factor. I’m not the type who ever feels the need to attempt to hunt down as many collectibles as possible, and yet I find myself going to extra mile to get my hands on as many gems (only three are needed to complete each level, but each level has extras) and balls of yarn as possible in BattleBlock Theater. I’m not sure why I need to have them, but I know that I do. Sometimes the game’s humor falls flat due to the vignettes between chapters dragging on for far too long, but the writing hits more than it misses. And I haven’t seen it get a lot of mention, but the score is fantastic.

Shawn Ryan - After holding out for a month, I played Bioshock Infinite with the free time I had this week. Awesome game. It is a little more shooter heavy than I was expecting, but it may just seem that way because I decided to start on 1999 mode. I beat it last night, and the ending… woah. Easily became a Game of the Year candidate, right next to Tomb Raider.

Scott Baker - In a dramatic irony fit for a Greek tragedy, my Xbox red-ringed the night before my last final of the semester. I was saving Bioshock Infinte, too. Luckily, I got it repaired and plan to dive into it this coming week. Instead, I spent some quality time with Journey and reflected on the hidden story of its serene world. That game reminds me of those perfect movies you can watch over and over again. Each time I play it, I feel something new.

Ryan Thompson - Played a bunch of Geometry Wars 2 this weekend, but not much else — it’s finals week, as I’m sure many of you are aware, and I’m busy writing term papers for the next week.

Christine Mitchell – Didn’t get much time for gaming this week but I picked up Far Cry 3 yesterday and I’m liking what I’ve seen. Looking forward to Blood Dragon now.

Chris Leggett - I’ve got a bunch of games competing for my limited time at the moment, but the one that tends to win out is Peace Walker from the Metal Gear Solid HD Collection. I found it difficult to get into at first; it really felt like a watered-down handheld game at first, particularly playing it immediately after Metal Gear Solid 3. But the further I got into it, the deeper and more interesting I realized it was. I’ve also had a lot of fun with Injustice: Gods Among Us lately, and I might try my hand at the online competitive component later today if I get a chance.

Your turn.

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Trials Tuesday – Episode 11

Full Disclosure: RedLynx now sponsors Trials Tuesday each week, allowing us to bring you even more tracks in a new cleaner format.

Man, can we get a break with these technical difficulties? Oh well, it finally worked today, and we’re ever faithful in bringing great tracks to you. Be sure to check this week out for a great new platformer and some gorgeous tracks.

To download these tracks enter Track Central, select Get Tracks, then press X to search. Enter the gamertag in the video to find the track. Be aware that the search is case-sensitive. Our videos also assume that you own Trials Evolution (obviously) and the Origin of Pain and Riders of Doom expansion packs. If you haven’t picked them up be sure to head over to xbox.com to grab them. You won’t be disappointed.

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Busting a groove with Beatbuddy

The 2013 PAX East show floor was rife with crazy crowds clamoring for a chance to play the big games, but one odd figure stood out from the crowds. Imagine if Barney the Dinosaur had a little brother who forewent the path of children’s education and instead pursued hip beats, melodies and orchestrations of the newest, coolest music. That was Beatbuddy, the instantly lovable yet perplexing character rocking the show floor.

Nobody knows exactly who or what Beatbuddy is, but we do know that he lives inside a world where everything is musical. However, the Prince of Music, monarch of the music world, is so caught up in his fame and glory that he neglects a treacherous infestation of parasites corrupting the natural music ecosystem. Now, it’s up to Beatbuddy to step in and restore harmony (literally) to the land.

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The Incredible Adventures of Van Helsing: Of monsters and men

VanHelsing_SS5_640x

The Incredible Adventures of Van Helsing touts everything you’ve come to know and expect from an action-RPG. It’s loaded with skills and spells, collectible weapons and armor, quests and discoveries. Sure, it’s reminiscent of those that have come before but, Van Helsing is its own beast, steeped in rich lore with enough innovation to strike out on its own. But what’s so incredible about the adventures of Van Helsing?

“The atmosphere, I think it’s very special,” says Linda Bozoradi, one half of the public relations conduit for Neocore Games. The other is Orsolya Toth, and both have been leading us through the brooding introduction to Van Helsing.

“A steampunk universe in an action-RPG is not a common thing,” Toth states. She’s not wrong. The world of Van Helsing is a strange one. Stuck somewhere between the mystical ways of the old world and the mechanical wonders of modernization.

The cinematic prologue sets the stage as a winding red line curves across a parchment map of Europe. It snakes through Paris, Venice, around the southern tip of Greece and through Istanbul. Each location accompanied by brief descriptions and hand-drawn renditions of an encounter in the region: Gaston the Butcher, The Shadow Casino, the Crimean War Dragon and The Krakken. As the latest in the long line of monster-hunting Van Helsings, our protagonist narrates these adventures, revealing his current assignment in the form of a mysterious letter asking for his family’s famed assistance in the land of Borgovia.

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What we are playing: April 21

What we are playing is a weekly column published on Sunday. Select members of the team talk about the games they’ve been playing over the past week and which they’re most looking forward to.

What We Are Playing

Nick Santangelo - I didn’t get too much gaming in this week, but I continued chipping away at Saint’s Row 3 and had a pretty good time doing so. I bought BattleBlock Theater early in the week, but I wasn’t able to get around to actually playing it.

Brandin Tyrrel - There hasn’t been much time for games lately, but I was able to tear through a preview for The Incredible Adventures of Van Helsing. Outside of that I got in a few games of Smite with Shawn and bugged John to ditch LoL and play a real MOBA. Still waiting…

Chris Leggett - I’m trying to catch up on my backlog from the recent Games on Demand sale, and I’ve just started playing Dead Island with a friend of mine over Xbox Live. I’m surprised at how much I’m enjoying it. It has its issues, but the foundations are in place for a solid zombie game. Later tonight, some friends and I are getting together for an eight-player, double-elimination, random-character-draw Injustice: Gods Among Us tournament, which should be a lot of fun. We’re all going in blind so that the playing field is somewhat level.

Matthew Smail - Well, things have been a little hectic at home lately with Jen off work and fairly ill. That said, I have been able to play a little bit of Tomb Raider, a little BioShock Infinite and even some 3DS games like Luigi’s Mansion 2 and Fire Emblem. Both are great and it could even be time for me to ditch the Vita permanently – it just doesn’t seem as fun! Hopefully next week I’ll have more to say, but for now it’s safe to say my gaming pile is stacking up and up!!

Ryan Thompson - Turns out the challenge rooms on Bionic Commando: Rearmed are difficult!  There are a few of them I’m beyond five stars on, for beating the developer times.  Aside from that, I’ve gotten good mileage out of my Rock Band 3 keyboard, using the onboard MIDI connection to input musical notes into Finale on my computer.  The Pro guitar has the functionality also, if you’re one of the people that has the fancy instruments…

Scott Baker - I’ve been jumping around a bit, but I keep coming back to Resident Evil 4 HD. Aside from just wanting to unlock all the achievements, I have forgotten how much fun it is. Practically speaking, the game is a mechanical monster. The stiff controls and robotic motions should make the game awful, yet the combined design of AI, target-focused shooting, gun balancing, and looting puts it together perfectly. Add the ridiculous dialogue, and you’ve got Resident Evil.

Kevin Plumtree - I finished up the remaining Zombies achievements in Call of Duty: Black Ops, and started the campaign of Call of Duty: Black Ops II. I also played a tiny bit of Gears of War: Judgment, and began Wall-E (don’t judge!).

Christine Mitchell - I’ve been spending most of my gaming time in Terraria. I’ve don’t seem to be able find any good loot yet so I’m getting a bit annoyed with it now but it’s still very addictive.

Shawn Ryan - Being from the Boston area, I obviously didn’t play a lot this week. When events like this happen so close to home, it gives you a completely different perspective and outlook on life, so it was kind of hard to enjoy daily activities as freely as normal. The most comforting aspect of the entire thing is how together the community was. It sucks that it takes something like this to show such patriotism and comradery, but it’s also nice to be able to take that positive away from it. With that being said, I did game a little. I mostly played LEGO Pirates all week, but also squeezed in some Midway Arcade Origins. Also managed to hit a pretty big achievement mark.

Your turn.

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Mark of the Ninja Special Edition preview: A (mostly) harmless punch in the dark

Mark of the Ninja Special Edition

“So, you guys wanna…play my game?” Mark of the Ninja Lead Designer Nels Anderson asks in a playful voice, his brow raising inquisitively and his hips swinging side to side in rhythm with the last three words of his question. It makes for a silly little dance that the XBLAFans crew gathered around him can’t help but laugh at. We’re about to play a stealth game tucked inside the walls of the Indie Megabooth here at PAX East, but Anderson, with his improv dance move, doesn’t exactly come off as sly.

No, Anderson can’t or won’t bring himself to be sneaky about Mark of the Ninja: Special Edition. His excitement over having us play his latest creation is such that he’s not going to follow in the silent footsteps of the game’s titular ninja. So he doesn’t lurk back in Klei’s personal Indie Megabooth crevice; he’s energetic, and it’s not long before he puts a controller in my hands. Now our attention turns to the screen where all of the requisite sneaking will be performed.

Whereas its contemporaries have tended to make the ninja into an action hero who’s so far over the top that he’d likely make the cast of The Expendables blush, Mark of the Ninja has always emphasized the ninja as a virtually unseen agent of death and/or stealthy sabotage. Whether approaching levels as a killer who isn’t detected until its too late or an infiltrator who isn’t detected at all, players had to stick to the shadows and remain as invisible as possible in order to achieve any kind of measure of success. It was a great system, but one that meant enemies presented but two choices: players could kill them or avoid them. Mark of the Ninja: Special Edition adds another option to the mix.

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Trials Evolution one year later: 1.3 million on the leaderboards, other stats

trials evo team

It’s been exactly one year since RedLynx’s smash it Trials Evolution hit the digital store shelves. The game was released to universal acclaim. Our own review gushed over it and it currently holds a Metacritic score of 90 (with no mixed or negative reviews).  Its downloadable content, Origin of Pain and Riders of Doom hold Metacritic scores of 85 and 81, respectively (with only one mixed review between the pair). Today we celebrate with the team as we run down a few stats and interesting points on the game.

  • Current Trials leaderboard totals:  1,311,918
  • Current Skill Game leaderboard totals: 1,042,965
  • Current Supercross leaderboard totals: 296,294
  • Total RedLynx-developed DLC packs released: 2 – Origin of Pain and Riders of Doom (both 400 MSP)
  • Origin of Pain leaderboard totals: 213,911 (as of April 3, 2013)
  • Riders of Doom leaderboard totals: 97,727 (as of April 3, 2013)
  • Total number of community-created Trials/Supercross tracks and Skill Games: over 300,000
  • Top player: Connz Yo with a total score of 23,227,158 and a total play time of 39 days, 23 hours and 32 minutes. That’s an average of a little over 2.5 hours a day.
  • Total Trials Tuesday episodes released since series reboot: 10 (shameless plug)
  • Trials HD leaderboards: 2,277,157 (core game), 489,446 (Big Pack), 305,464 (Big Thrills Pack)

Sources: RedLynx (1, 2), Gamasutra, Metacritic (1, 2, 3)

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