Costume Quest 2 was developed by Double Fine Productions and published by Midnight City Games. It was released on October 31, 2014 for $14.99 on Xbox 360 and Xbox One. A copy was provided for review purposes.
Appropriately released just before Halloween, Costume Quest 2 has more tricks, treats and timed-button pushes. The sequel to Double Fine's 2010 Costume Quest, this release picks up shortly after the first game. The two main protagonists, Reynold and Wren, return as playable characters with new companions to battle alongside with, and, not to be forgotten, the supporting cast from the first game, which play an important role in the time-traveling tale.
Massive Chalice, a turn-based strategy game from Double Fine will be released on the Xbox One early next year as a console exclusive, the developer has revealed on Kickstarter. …
Today, independent publisher Midnight City revealed that it is bringing both Costume Quest 2 and Gone Home to consoles this year. The announcement was accompanied by a trailer for each game, which you can check out after the jump.
Costume Quest 2 is the sequel to Double Fine's charming Halloween-themed RPG from 2010. Like the original, the next installment will focus on the trick-or-treating twins Reynold and Wren who gain powers based on the costumes they wear. The new game will feature an improved battle system, new costumes, and new quests.
Developed by The Fullbright Company, Gone Home is a story-based adventure that saw release on PC last year. It focuses on a daughter returning home, exploring an empty house to discover what happened to her family while she was away. The game has been praised for its unique storytelling, for which it won numerous awards.
We’re late, and it seems that’s become somewhat of a trend for us lately. Our Game of the Year awards weren’t doled out until January, and now our look forward at the XBLA and Xbox One XBLA-type games of 2014 is just making its way to you in February. You were on your own when it came to planning out January’s releases, but now it’s time for our annual look ahead at the top downloadable games likely to arrive on an Xbox platform during the (remainder of) the year ahead. Read on to find out what you can expect out of Xbox over the next (not quite) 365.
Developer: Capy Games
Developer Capy Games is hard at work on two games for this year, including the Xbox One exclusive Below. Announced during Microsoft's E3 2013 press conference, the game centers on a adventurer who lands on the shore of a mysterious island. The game's major focus is exploration; your character is but a tiny portion of the screen to show the full scale of the island. There's plenty of island to see, and the randomly generated environment will ensure every adventure will be unique. Making it through the island will not be a walk in the park: the "roguelike-like" combat and permanent death will make survival difficult, but Capy promises to play fair. Only those who can brave the game's toughest challenges will find the game's hidden secrets and discover what lies below.
Two months after the tragic collapse of long-time publisher THQ, we're still watching the dust settle. In the mix is Double Fine, whose priority is not letting its hard …
Brian Provinciano, the developer of Retro City Rampage, made an interesting revelation on Twitter recently: the PlayStation Vita version of his game sold more copies than its XBLA and PSN counterparts.
Indies should definitely jump onto the PS Vita. RCR's sold much more on PSN than XBLA and more on PS Vita than even PS3.
— Brian Provinciano (@BriProv) February 26, 2013
In surprisingly singing the praises of the struggling handheld as a viable platform for indie developers, he also took the opportunity to fire a few passive-aggressive potshots at XBLA.
Double Fine's LeBreton, who also worked on BioShock, explained that the trick is to find the good kind of "being stuck." Providing just the right amount of information is paramount when designing any game's puzzles. But he learned that a straight-up adventure game like The Cave presents additional hurdles at the user-testing stage.
"You don't have clear metrics like you do with a game that's based around combat, where you can say, 'OK, they died this many times and they took this much damage, and we'd rather it be this way, so let's put more health packs or whatever in the level," he begins.
"With [The Cave], it was more just like, 'Well, they were stuck in this area for a long time. A, are we OK with that? And B, what do we want to do about it? Do we want to give them a hint in this direction? No, that's too much of a gimme; let's figure out something else. Or let's just leave it, because it's actually good because it's late in the game, or it's the right kind of difficult puzzle for this kind of situation.'"