Showing posts with label XBLA. Show all posts
Showing posts with label XBLA. Show all posts

Saturday, December 31, 2011

Book Review: The Technician

I was up until 2am last night, unable to put down my friend Casey Muratori's new book, The Technician.

It's a really fun and quick read, with a little something for everyone. It mixes together equal parts action, comedy, tear-jerking and interesting characters and still manages to have something to say.

The book introduces us to Michael, a government operative who is very good at what he does, which is mostly killing people. Michael is good at what he does because he has an Aspergers-like attention to detail coupled with a detachment from any level of connection with the people around him (especially those he's putting bullets in).

While Michael doesn't care much for people, he cares very much for his collection of cats. This becomes a problem because he can't be trotting around the globe assassinating people if he needs to be home in time to give his cats their specific regimen of meds and vittles.

In order to keep Michael productively destructive, the government agrees to hire him an assistant to help care for his cats. There's a good bit of hilarity here when the government automatons are thrown out of their comfort zone in doing something as routine as hiring a pet-sitter.

The fun really gets going when Michael decides that if an assistant is ok, then there's no reason that he can't commandeer other government resources for the purpose of helping local strays, whether it be night-vision googles, or, say, a spy satellite.

The book will produce both laughs and tears, and is a page turner in both cases. Casey uses the backdrop to make a point about the way we treat both people and animals, and as an indictment of all who justify doing things they believe are morally wrong by playing the role of 'small cog in a big machine' - the key assertion being that we always have a choice.

The Technician

As an aside, I can't help but recall a conversation Casey and I had a few years back while I was doing XBLA business development at Microsoft and he discussing an upcoming indie game project. We were discussing a few of the changes to the distribution terms that Casey had heard were going into effect, and I was saying while I didn't like them, the decision had been made above my head and that I didn't have a choice in the matter. Can you guess what he told me?

Sunday, March 13, 2011

Somebody at Bandai Namco is doing excellent design

I took my son Tom to Portland's excellent Ground Kontrol retro-arcade/pub for a little classic gaming.


They've done a bit of a remodel, the most significant piece of which greeted us upon entering:


OMG! Ground Kontrol has Pacman Battle Royale. Most awesome arcade deathmatch!

Pac Man Battle Royale!!! And yeah, that's a big-ass cupholder in that cocktail cabinet. Welcome to America.

I played this back at E3, and it was my favorite game of the show. Picture a modern day treatment of Pacman (i.e. aesthetic of Pacman Championship edition), with the multiplayer head-to-head competition of Warlords, with a high level of emergent strategy that varies a lot depending on who your opponents are. Eat them? Bounce them into oncoming ghosts? Bait them into chasing you to a well-timed appearing powerup?

It's a superb new design on a classic game, and one that I pray they'll have the heart to ship on XBLA sometime soon, because going to play this at the arcade with 3 friends is easily a $50 evening at 2-quarters a game, per person. (Its also a superb redesign from the business standpoint, as there hasn't been a 4-player quarter eater like this Gauntlet, or maybe Daytona-USA, though the latter's cabinet price was steep).

Anyhow, my point is around it's superb design. I believe it's from the same team (at least same engine and look) that did Pacman Championship Edition, and Pacman Championship Edition DX for XBLA, both of which are awesome designs and very imaginitive twists on the original game.

I'm not sure if all three are from the brain of the same designer, but if so, they need to pay him/her more.

Anyone who thinks about game design should play all the classic pacman titles, but then spend some time with these three latest incarnations and think about what makes them so great. All very different, all still linked to the same core mechanic, and all great.

Tuesday, October 19, 2010

Why aspiring XBLA devs should buy Comic Jumper

Comic Jumper is a lot of fun. It's a testimony to it's quality that I'm playing it through to the end despite the fact that I normally am not a run-n-gun platformer fan.


Anyhow, developers thinking of doing console downloadable titles should consider it required reading for two reasons:

1) Because Twisted Pixel are just a great bunch of guys that everyone should support.

2) Because among the bonus materials unlocked during the game are videos and artwork that were used as part of the pitch material to land their deal with MS.

The quality of the pitch trailer and supporting materials are pretty high, especially considering that these guys had *already shipped* a title (The Maw) with XBLA before pitching the game. This should give aspiring XBLA devs an idea of the expected level of quality to compete for console vendor interest.


Friday, March 5, 2010

Monday Night Combat teaser vid

It's like TF2, but with bacon. :-)


Seriously, these guys are super bright and have been working on this for a long time. It's going to be a fun title.



Monday, February 1, 2010

Playfish's Smart Move in the Facebook Gold Rush

This is a good piece on why Playfish sold itself to EA.


New markets (for game makers or anyone else), the successful ones anyway, tend to turn into gold rushes. Someone takes a chance, stakes a claim, hits gold, and then in come the hordes of followers that heard about the guy that got rich with only a mule, a pan, and the clothes on his back.

In recent years we saw a casual games gold rush, a console downloadable (lead by XBLA) gold rush, an iPhone gold rush, and now it's "Wagons, Ho!" for the Facebook gold rush.

With each of them, the market achieves an equilibrium over time as competition increases faster than consumer spending does, and eventually you get to the same place as the rest of the games industry: A hit driven business in which a minority are profitable, a very small minority are extremely profitable, and the majority go bust trying to get to the top end of the curve.

What *differs* though, in how these markets evolve, is the tactics taken as the marketplace crowds. The strategies available are the same across all of these, but which is the right one, tactically, varies by platform.

They are:
  1. Lowball on price: The PC casual download biz eventually went this way, and many are trying this tactic on the iPhone, but I believe it's a fools game, and some of the others below will turn out to be the real winners for that platform.
  2. Out-Innovate: This one is easy. Go invent an awesome game mechanic/biz model/etc, that no one else has thought of, and that everyone loves and finds addictive. Oh, and make it hard to imitate. Easier said than done. The problem with this one is that there's no clear path.
  3. Spend your way out of the clouds: Spend on development, spend on marketing, etc. Build a better looking title, get pretty screenshots, and then go pound the pavement to get more ink/photons than the other guy. (We saw many XBLA titles go this way as budgets went from $100k to $1M)
  4. Out-Brand: This is another flavor of spending your way out of the clouds. Specifically, license IP/Brands, from games or elsewhere, can help your title stand out in a crowded space. This works especially well with a less scrutinous audience (doesn't necessarily mean hardcore, could mean just more price or time sensitive).
The interesting thing about the Playfish acquisition is that they pretty clearly are claiming that #4 is going to be the strategy of choice for Facebook, and I have to believe they are right.

Dropping price doesn't work because the FB games are mostly free/freemium. Innovation is risky everywhere (better to be 'fast follower'), and increasing the game budget... well that will happen, but it's not clear where it ends, or if FB games are ready for Unreal engine license.
So that leaves out-branding, and as the article points out, the EA acquisition gives Playfish the financial resources with which they can go do this, plus a great set of connections at EA with their own IP and licenses from other EA partners.

[note, of course you'll see ALL the above strategies employed in each of these markets, but there will be majority gravitation toward one or two at any given time]

Tuesday, April 14, 2009

Introversion giving a peek into the XLBA process

For those that haven't been pointed to this, and who might be considering doing an XLBA title, the folks at Introversion are really giving a decent peek inside the process, including the background on email threads from their initial contact with XBLA bizdev (back in 2006) through to the most recent bug reports and the like. The playtest & usability reports for example, are a really good insight into some of the services MS can provide when working with XBLA devs. Would be nice to see someone comment on whether Sony & Nintendo are comparable.


Friday, January 2, 2009

Daring Deeds of Desperate Developers

So I just picked up on this story about developer Bob Pelloni, who's staging a 100-day, uh, I guess it's a sort of a cross between a sixties sit-in and a coding binge in order to convince Nintendo to give up a dev kit so he can officially 'release' his game, Bob's Game.

By day 21, as Joystiq puts it, things are getting a little weird.

So first off, my 2c about this case:

It's pretty clear by reading the text on his site that Pelloni is probably a little, er, socially challenged, but more importantly doesn't really understand everything there is to understand about the business side of what he's doing. To say there's no cost to Nintendo isn't true. Any game shipped for a console reflects to some degree on those making that console, so they need to be ok with that and put some effort into getting behind the title (even though Nintendo does notoriously little of that).

Is his game any good? No idea. However, as a developer, he really shouldn't be putting all his eggs in one basket. [He mentions doing an iPhone port among others as his backup plan, but is naive to think that just because you can get the iPhone SDK that you won't run into other 'soft censorship' issues].

But anyhow, that's not the real story here.

At the high level, the thing that's interesting about this is visibility that little guys with a bone to pick can get in today's connected world, and what that means to those that offer a platform for content.

XBLA was hailed as the indie path to the 'console big leagues', but has endured it's share of criticism from small devs,with that criticism getting some attention. Criticism for non-transparency, soft-censorship, royalty rate changes, and lengthy cert processes, to name a few reasons. Beleive me, the posts by outspoken folk like Minter or others complaining about XBLA cert process, rate changes, etc, get the attention of execs. Being perceived as the big guy that tramples the little guy isn't good PR (whether or not it may be good for business).

In the past, only the big guys (like the one at the top of this post) could speak out against The Man and get any attention. Today, anyone with a good story and/or a crafty way to tell it can be a thorn in the side of a publisher or platform owner.

So now you have an issue if you are the big guy: Deal with the bad PR, or deal with the little guy. "Ignore him" is no longer an issue. Ignoring will let you filter out those unable to figure out a unique angle, but the rest become problematic.


And the thing is with little indie guys is that people WANT them to win. One could imagine this case ending with Nintendo saying "we looked at his game and it's CRAP!", to which the Intertubes would reply "shouldn't that be for us to decide? Give him his damn dev kit!".


Now whether fans beyond the hardcore ever speak with their purchasing dollars (i.e. "I'm refusing to buy a DS because they won't help indies like Bob") is another matter, but the possibility is there, and worth thinking about.

It's like the Kryptonite problem of publishing. Fun.

Braid coming to PC in Feb/Mar

Jon's commented on the PC release of Braid:

At this time, we’re looking at a window of February-March 2009 for the PC
release.

I also liked this little addition from him in the comment thread when asked if it was releasing on Steam:

"Oh, and about Steam: Originally they did not seem very interested in Braid, but
now that it’s a successful game they seem to have changed their mind. I haven’t
signed a contract with them, but they seem interested, so the biggest factor now
is just me finishing the PC version and giving it to them."

Tuesday, December 2, 2008

Take a Mulligan?

From Gamasutra:



From VGChartz:
PacManCE units (lifetime to date):  329,698 
Galaga Legions units (lifetime to date):    43,510

"Uh. That didn't work out so great. Can we take a mulligan?"

I guess the interesting thing to ponder is whether, if publisher/MS were to give them the chance, would consumers be more or less interested in checking it out? At the very least it could be a unique marketing angle.

Sunday, November 23, 2008

Square sets sail for yesterday's new world

Square announces that they are going to be doing downloadables. Cool.

Of course the money quote is:

"...All formats – Xbox Live, WiiWare, PlayStation Network – are all viable formats for us"

Those aren't all the formats though. Are they? Just those that developers have been excited about for a few years.

PC, iPhone, (DS & PSP also support downloads now don't they?), etc.

Anyhow, says something about the industry's myopia. Kind of like europeans setting sail for the new world when those that settled it are already in wagons heading west.

Thursday, October 16, 2008

iPhone Games Market: Promised Land or Cesspit?

While at TGS, I had a lot of hallway & dinner conversations about iPhone games, with people weighing in on whether the iPhone Appstore was the promised land (a la XBLA circa 2005) or whether it was going to rapidly turn into something less than that.


Some thougts on the subject:
  • The fact that the Appstore was not part of the initial design of iTunes is apparent. There are some fundamental features you would want to enable here that are lacking. Most significant of these is a "Try'n'Buy" mode which right now developers are implementing by shipping two versions of their games, which is a broken experience. Other examples include couponing, gifting, friend invites, discounting, retail point-of-sale cards, on-deck pre-installs, etc. (some of these, like gifting and friend invites, are going to become especially important when you look at the marketing challenges which I discuss below)
  • Two different people involved in the business of iPhone games told me that "Try'n'Buy models actually often result in people NOT buying the games". This may be true, but the opposite means that the customer has made a purchase he/she will regret, and will be more reluctant next time. If it's good product, let them see it and try it. Fooling them into buying it is a loser strategy.
  • The "open" policy of letting developers put anything up on the store (vs, say, XBLA's approval process) is good for a number of reasons, but it has implications:
  • The store is CROWDED. Even more than XBLA, the responsibility of getting your app noticed falls on the developer. Crossing your fingers and hoping to make the "featured" page or the "top 25"page is not a strategy.
  • The quality level is highly variable, and the long-term effects this is going to have on the customer impression of the store is TBD. My guess is that over time, there's going to be negative perception for this reason, and Apple's going to start reeling it in (either by pushing low-quality titles to the 'back shelf', or pulling them off altogether).
  • We are going to start hearing questions about transparency. For example, if the Featured page is a big driver, then how does something get featured? Can people buy their way onto that page? Maybe not today, but the pressure will be there to do so going forward.
  • An additional driver for transparency will be that some developers will choose to 'spend their way out of the clouds' in terms of development budgets, quality, etc. If they do so, they are going to want to know BEFORE they develop their titles, if they are going to be allowed to ship. This is especially true for apps that might be viewed as conflicting with Apple's business model or on-deck apps, but also true for games.
All in all, I think some of the shine is going to come off the apple, but that it's definitely a compelling platform and has reached critical mass as a platform that it's here to stay for developers. 

I don't think developers should delude themselves though. This is rapidly going to become an even more crowded space in which quality titles are going to be expected, and in which the challenge will be in overcoming obscurity - which you can read as "developers need to do their own marketing and they need to be good at it". Alternatively, they an rely on a publisher to do that marketing for them, which is one of the reasons that a publisher business makes sense in this space (Ngmoco, for example, was an early entrant into this space).

[Speaking of Ngmoco, they've announced their first couple titles, and while I'll reserve judgement on Maze Finger and Topple, I will say that Rolando, an innovative platformer using both accelerometer and touchscreen, looks awesome. Trailer here]

Last thought: On the subject of marketing, several folks I spoke with were in agreement that devs/pubs need to do their own marketing outside of the Appstore e-tail placement. However, there was some varied opinion on what that marketing should entail. Several folks I spoke to were of the "viral" mindset. (i.e. you do it on facebook and myspace and via mechanisms incouraging friends to join mail lists and such). There wasn't much excitement around traditional mechanisms like, say, print ads. On the other hand, if you think about it, this is a very interesting marketing problem. The iPhone customer, I'd guess, has a widely varied demographic, is affluent (they aren't cheap), and there may not be one answer to he question of how to reach them. Maybe print ads make sense, but if so, where? Wired? Forbes? Tiger Beat?. Maybe do something at retail, but where? Target? AT&T stores? Starbucks? Maybe coupons/invites in your cell phone bill? Will be interesting to see what turns out to be successful here.

Monday, September 22, 2008

More on marketing of indie console titles

Gamasutra has a postmortem up of the XBLA beat-match-3 title Go Go Break Steady.

Of note is the last point they make on their 'what went wrong' list.

5. Marketing XBLA games as an indie.

What is hype? We completely underestimated the marketing effort required for a successful XBLA title. One of the most attractive reasons for us to develop for XBLA was that we wouldn't need a publisher or major marketing, as the game would always be available online and would be able to garner enough sales for us to make up our investment.

This might have been true when we first started developing for XBLA, as there were then fewer than 10 titles available. We, on the other hand, were the 150th title on XBLA, and we were released alongside a very popular remake of a classic arcade game. Going into our release, we had next to no hype and much to our chagrin very little post-release hype.

Researching this more, we realized that this seems to be the bane of all indie developers. Although we found someone to help us with the PR work close to the release date, in retrospect it would have been prudent to show more of the game earlier so consumers would at least recognize the name when they see it on XBLA.

As I've been saying for some time, this is the real challenge for downloadable titles. Both Braid and Castle Crashers are great examples of devs creating their own buzz.

Indie devs can't count on XBLA, PSN, Steam, or any other digital distribution service to do the full marketing effort for their titles. Doing so would be the equivalent of EA counting on EB Games doing the marketing for Madden. The storefront plays a role, but there has to be anticipation built for the title over time, etc. Viewed differently, if you do well, the storefront will bolster your effort. If you don't do well, they'll forget about you quick.


Friday, August 8, 2008

Braid & Indie 'Escape Velocity'

[OK. Last Braid post for a while, I promise.]

I checked out the Metacritic score as of this morning, and it's weighing in at 92, which makes it the top rated XBLA title, and the #10 ranked title of all time, just nudging ahead of Mass Effect, a multi-million dollar title from a large team. Braid cost under a quarter million.

[Update: A few people picked up on this post, and the WSJ one saying Jon invested $180k of his own money into Braid, as concrete evidence of the development cost of the game. I should clarify: Although I had some involvement with Jon, I have no idea what it cost to make the title. That's his business, and up to him whether to disclose. Secondly, my *estimate*, having given it some thought, are that its much higher in total. Likely more like $300k-$400k. Jon's $180, plus an unspecified amount borrowed, but let's assume it's a significant amount, plus the costs that MS covered as advances on royalties for localizations, ratings, etc. Jon talks about some of these here. Anyhow, if you look at it as a $400k dev cost, that's still about 40k unit break-even. More if you consider the tax issue that Jon mentions. And let's not forget that 'break even' isn't the goal, or at least it shouldn't be.]

Now Metacritic is useless in many ways (e.g. there are interweb thoughts on MC scores of Wii not being indicators of sales; or MC scores being too harsh on XBLA titles, etc), but it's still followed closely by console manufacturers and publishers as an indication of what does well and what to aim for.

Which means that people are going to be looking at Braid and trying to emulate it/follow it. This is not unlike how Geowars inspired a publisher/platform vendor thirst for small two-stick shooters (e.g. I courted Everyday Shooter for some time as a more 'arty'/indie title, but Sony wanted the title far more than I did. There are a ton of other examples, both good and bad).

I think there'll be a few misguided publisher/developer/console companies that look at Braid's success and say "we need painterly-rendered platformers with time mechanics!", but I think they'll be small in number. They'll also be wrong in pursuing those as root causes of Braid's success.

What I think is shining through, and what I think the majority of the industry *will* get, is that Braid's success comes from the delivery of a game containing an undiluted form of its creator's passion and vision. Which is, IMHO, what the overused "Indie" moniker is really all about. It's not about small teams, small budgets, or "wackiness". It's about artists taking the vision in their minds eye, and wringing it out in blood, sweat and code.

And if you think about what might happen if the companies in the industry actually take that to heart, well, that's interesting.

If it were to mean a willingness to fund, pubisher or otherwise support titles, while acknowledging that their success will come from completely relinquishing control to those with the original vision, well, that'd be good for 'indie' games now wouldn't it? It would mean 'escape velocity' for indie games, where the metaphor refers to the gravitational pull of the mainstream and the dollars that fund it.

Of course, at some point, those converations within those companies will start to include words like "risk aversion", "focus group", "market trends", etc, and then it'll be hard to stay hands-off, but one can always dream.

Wednesday, August 6, 2008

Braid is out!

Braid has *finally* released on XBLA.


I only had a few minutes to play at 5am this morning before heading out, but was so happy to see the final product.

I believe it's one of the most beautiful things on xbox360, and I also believe it's THE most beautiful thing to happen TO xbox360. (Metacritic scores up so far seem to agree)

Congrats to Jon for seeing his vision through, and for keeping nose to the grindstone for SO long (I first talked to Jon about it at IGF 2006, so he started 2005?2004?). I stand in awe of his passion for the art.

Tuesday, July 29, 2008

A wave of original XBLA content

Looks like the XBLA team has been queuing up a wave of original titles for a burst of July/August goodness. Given some of the flak XBLA has taken over the past year (over everything from changes in royalty structure to mediocre content), it's nice to see all this original content coming out, and I hope and expect some of it will fare really well both in terms of sales and critical review.

A few of the recent and upcoming titles:

Go Go Break Steady


OK, it's not faring so well sales-wise, and suffers from meta-critic averaging of what seems like polarization of it's reception. Still, I bought it and am rather enjoying it. I'm generally not a fan of beat-match games on a controller, but this one's ok. Plus, the mix of genre with match-3 is unique, and the theming and music are sweet.

Geowars: Retro Evolved 2

XBLA's monster hit, second in sales only to Uno (an aptly named game), it'll be interesting if the game (debuting at $10) can be the must-have that it's predecesor was.


When I worked at MS, there was a photoshop job someone had done (or downloaded?) that was hanging up in the hallway, entitled "missing GeoWars features" and it showed the player ship in a mucho-crowded scene, with a speech bubble captioned "Where the F*** is Co-op?!?" or something along those lines. See above screenshot. That is all.

Braid


Finally! Braid's slated to release the week after Geowars 2, and it's been a long time coming. I first played it at the IGF (when? 3 years ago?) where it *hurt my brain*. So when I joined MS's XBLA bizdev team, Jon was the first person I approached about getting his title on XBLA. I'm glad to have played a part, and I really hope the Xbox customers have a thirst for such an original brain-bending platformer.
Also coming:
Castle Crashers (go go The Behemoth!), and Galaga Legions (which promises to be a complete remake of the original in the same way Pac Man CE was; a game I play almost every day). Also looks like N+'s add-on pack of 200 levels boosted sales of the game. Go Indies!

Tuesday, June 10, 2008

Go Go Break Steady trailer

The latest trailer for upcoming XBLA title Go Go Break Steady is looking awesome.



A peer of mine signed this title while I worked there, and it has been under development for a LONG time. I haven't seen many XBLA titles go through this much iteration (except maybe Braid, the game I'm most looking forward to), and change so much during that process. Last I played it, it was a beatmatch game with a kind of match-3 twist to it, and was cool then. I can only assume it's gotten even better. Really looking forward to it.

Almost makes up for stuff like Frogger 2, doesn't it? ;-)

Thursday, May 22, 2008

Game mini-reviews: GTA4, Penny Arcade Adventures

I'd been meaning to post some thoughts on GTA4, but have been busy and have only played a couple hours into it. Since "anonymous" seemed to think my pointer to a flickr set of game screens was an endorsment, I guess I'd better do a short review/commentary now.

While I'm at it, I spent an hour or so playing the Penny Arcade Game, so let's throw that into the mix, shall we?

GTA4

Pros: It's like GTA3, but bigger, badder and better. The world is huge, the content is racy, they've added a ton of stuff to the proven formula.

Cons: It's like GTA3, but bigger, badder and better. The game, like many, is TOO BIG. Multiple hours before you even get to the moderately interesting stuff. Racy content is ok, but its gratuitous and they missed out on many opportunities to treat it more as gameplay rather than fluff. 'Better' as a con in that it's largely many incremental improvements over the proven formula of GTA3, but nothing revolutionary, and certainly not deserving of the over the top review scores.

Other thoughts:

  • As many have noted, the metacritic scores are *out* *of* *control*. It's a good game, but it is not the perfect game by any means. There's a whole other post to write about the group think and pre-launch hype and resultant salivation that helps drive this behavior.
  • As 'anon' commented, the game appears to push the DVD drive pretty hard, and some xbox's are having problems, something to do with dusty lenses? I saw the issue once, but then swapped Xbox360's (one of my had RROD'd and it came back from the fix-it shop) and haven't seen the issue since.
  • The 'score with your girlfriend' potential achievement (ahem) is such a lost opportunity. Could have made a fantastic mini-game that you interact with through the game. Should you attempt to kiss her, take her upstairs, etc, with her reacting based on how long you've dated, what she thinks you'll think of her in the morning, how passive or aggressive you are being, how the current date was going, etc. Instead it's a little bit of gratuitous content and that's about it. Shame.
  • The GPS and in-game phone are ok, but sometimes I think that games go too far to mask the HUD. I mean, really, are we all really fooling ourselves?
  • I havent played multiplayer yet, but the multiplayer modes look like a riot. Waiting until I finish single player game.

Penny Arcade Adventures

I've only played an hour or so this evening, but I was privvy to a little of the background while I worked at MS. There was a lot of heated discussion about whether the more-family-friendly XBLA channel was a good place for a game with a character that copulates with produce, but I guess we can see how that worked out, and I'm glad that it did.

The game is best described as comic-book-point-n-click-adventure-meets-turn-based-RPG. Some thoughts on it:

  • I fucking hate turn-based RPG's, and yet I like this game, so I guess that says something. I'm not even that much of a Penny Arcade fan (I like the comic, but am much more of an XKCD guy, and confess that I have a guilty pleasure in reading Questionable Content.)
  • It's the closest I've seen to the reincarnation of Lucasarts point-n-click glory days. If you liked those games (I did), you'll be willing to put up with the turn-based-combat crap.
  • As a comic put in motion, it's brilliant. Scott McCloud would be proud, I think. I love the treatment of fixed camera views as "panels", breaking the fourth wall. The toon rendering is well done, as is the panel treatment. Best comic-in-motion since Ubi's 'XIII'.

Go try the demo, decide if it's for you, and buy it if it is. Its definitely worth downloading the demo.

Saturday, February 2, 2008

Poker Smash release date set for Feb 6

The release date for Poker Smash on XBLA has been set.

I'm really excited about this game. For one thing, it's one of the first games I had a hand in bringing to XBLA from very early on. Because of the development times for these things, it's only now ready to ship, long after I've moved on.

I'm more excited, however, because it's just a REALLY awesome game. It's a blast to play, multiplayer rocks, and it's a visual effects feast.


At it's heart, it's a match-3 style game with a heavy focus on the head-to-head multiplayer. That description doesn't do it justice though. It's one of the most polished and tuned match-3 games you'll ever lay hands on. It's the hardcore gamer's match-3 game to boot.

Finally, its a testament to what determined indie game developers can accomplish. Void Star is just a team of 3 guys, scratching together funding from relatives and friends. It's also, I beleive, the best looking and most graphically advanced XBLA game to date, and puts many retail titles to shame in that department as well.

Congratulations to Drew, Ryan and David. I can't wait to buy it when I get back from DICE. Who's up for some multiplayer next weekend?