Xbox One Smaller Games - Voodoo Vince: Remastered out 18th April (p11)

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Monkey Man
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PostRe: Xbox 1 Smaller Games - New Ori and the Blind Forest vid
by Monkey Man » Tue Oct 21, 2014 2:12 pm

Disney Fantasia: Music Evolved reviews, out on Friday for Xbox One and 360, there's a Xbox One demo to try out -

GamingTrend - 95
With intuitive controls and great tunes, Disney’s Fantasia: Music Evolved is not only a fantastic rhythm game, but one of the best Kinect games ever made.


GamesBeat - 86
While it won’t have the party appeal that comes with instruments, it’s a more intuitive, beautiful, and creative experience.


IGN - 86
Fantasia: Music Evolved provides a surprising amount of control and personalization options over each song, which is paired with fun gameplay to bring a fresh new style to the music game genre.

http://uk.ign.com/articles/2014/10/21/f ... ved-review

Game Informer - 83
If Harmonix’s latest project at times fails to find footing as a traditional game, it makes up for it by invoking a novel experience of discovery, creation, and involvement with music.

http://www.gameinformer.com/games/fanta ... album.aspx

Xbox Achievements - 80
a pleasant surprise and one that I’ll happily rope family and friends into playing. There are a few niggles, but the gameplay is immensely satisfying and the tracking spot on.


GamesRadar - 80
With great rhythm gameplay and creative composition, Fantasia: Music Evolved is a colorful title that earns its Fantasia name.

http://www.gamesradar.com/fantasia-musi ... ed-review/

GameSpot - 80
Makes me feel like a graceful performance artist, a skillful sorcerer, and a master musician all at once.

http://www.gamespot.com/reviews/disney- ... 0-6415918/

Destructoid - 80
I'm just glad that the gameplay is so solid and feels so new that the sound of a less-than-desirable song is still something worth playing.

http://www.destructoid.com/review-disne ... 1980.phtml

Hardcore Gamer - 80
The magical combination of two creative powerhouses in Disney and Harmonix has produced one of the best Kinect rhythm games to date. Like no other to come before it, Fantasia: Music Evolved combines the required accuracy of the best of the genre with wholly enjoyable remixing tools that allow players to create new compositions on the fly merely with their hands.


Post Arcade - 80
It’s wonderfully accessible. The music library here has something for everyone, and the interface is so intuitive that players of all skill and experience levels can play without much worry of failure. It ought to prove a hit at family game nights and small social gatherings alike.


EGM - 75
Waving your arms in front of your TV like you’re conducting some kind of cosmic orchestra is a surprising amount of fun, but the lack of content leaves the experience feeling a bit bare.

http://www.egmnow.com/articles/reviews/ ... c-evolved/

Polygon - 70
The original Fantasia was a thing of remarkable wonder and playful experimentation, and the fact that Fantasia: Music Evolved could capture even a small portion of that is an achievement. But, much like Apprentice Mickey, you're going to have to carry water for Music Evolved's strung-out structure before it lets you have any fun.

http://www.polygon.com/2014/10/21/68814 ... ox-one-360

Digital Spy - 60
It's a game capable of delivering real moments of magic, but is too often marred by inconsistent Kinect controls that can turn those feelings of joy into frustration.


Feel free to make a new thread for the game if you like.

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PostRe: Xbox 1 Smaller Games - Ori and the Blind Forest prologue
by Monkey Man » Wed Oct 22, 2014 7:39 pm

[iup=3595091]Monkey Man[/iup] wrote:


Just watched this today and it looks so good. Right up my street.

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PostRe: Xbox 1 Smaller Games - New Ori vid & Fantasia reviews (p
by rinks » Wed Oct 29, 2014 2:19 pm

Looks like How To Survive has just been released. Had no idea it was on its way. Storm Warning Edition, that contains all the DLC. £15.99.

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PostRe: Xbox 1 Smaller Games - Ori and the Blind Forest prologue
by CitizenErased » Wed Oct 29, 2014 2:40 pm

[iup=3596256]Monkey Man[/iup] wrote:
[iup=3595091]Monkey Man[/iup] wrote:


Just watched this today and it looks so good. Right up my street.


Has this got a release date yet? Looks so good.

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PostRe: Xbox 1 Smaller Games - Ori and the Blind Forest prologue
by Photek » Wed Oct 29, 2014 2:42 pm

[iup=3602227]CitizenErased[/iup] wrote:
[iup=3596256]Monkey Man[/iup] wrote:
[iup=3595091]Monkey Man[/iup] wrote:


Just watched this today and it looks so good. Right up my street.


Has this got a release date yet? Looks so good.

Unfortunately it hasnt, its slated for this year, the problem with ID games on Xbox one is that they just launch out of the blue..I reckon this will be delayed till early 2015 tho.

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PostRe: Xbox 1 Smaller Games - New Ori vid & Fantasia reviews (p
by Monkey Man » Thu Nov 13, 2014 6:33 pm

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Press Play’s Kalimba Rocks onto Xbox One this December

Earlier this year, we took a look at Project Totem, a colorful new game from the creators of Max: The Curse of Brotherhood. Now, we’re happy to announce Project Totem’s launch date and its official name: Kalimba! Coming to the Xbox Games Store for $9.99, Kalimba will be available on December 17 for Xbox One and January 2015 on PC.


Press Play’s highly-anticipated puzzle platformer has players controlling animated totems on a quest to overthrow an evil shaman and reclaim the island of Kalimba for the Kalimbi people. The distinct look comes from the “trixelated” art style that uses triangles as the main influence. In addition to the unique art style of the world, puzzles, enemies and totems, Kalimba also offers both single player and couch co-op modes. Creative Director Asger Strandby calls it, “kind of a friendship tester – if you can play the game and high five more than you slap each other, you’re probably ready to get married.”

Originally conceived during the final development stages of Max: The Curse of Brotherhood, Asger Strandby and his brother Bo Strandby described working on the game as “a chance to be creative and test our new ideas,” while they were finding and fixing bugs with Max.

After showing an early prototype at an employee party, the studio drafted a small team to continue working on it in time for its debut at the Game Developers Conference. Since then, it’s also been shown this year at San Diego Comic-Con and PAX Prime, and the team has been working around the clock to make good on its promise of a 2014 release while also incorporating player feedback from those events into the final version.

Check out the latest info and assets here, and to sign up for an exclusive sneak peek of the game, please visit Press Play’s website - http://pressplay.dk/

More screenshots here - http://news.xbox.com/2014/11/games-kali ... um=twitter


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PostRe: Xbox 1 Smaller Games - Kalimba aka Project Totem out 17/
by Monkey Man » Sat Nov 22, 2014 1:02 am

Dear Ori Fans,

While we’re extremely excited for all of you to get your hands on Ori and the Blind Forest as soon as possible, we made the decision together with our partners at Microsoft Studios that we’ll need just a little more time in order to add a final layer of polish to – what we hope – will be an unforgettable gaming experience.

So far, we’ve given you small glimpses of Ori at E3, Gamescom and Tokyo Game Show and we’re looking forward to inviting you on this journey when we’ll be releasing Ori and the Blind Forest Early 2015 exclusively for Xbox One and PC.

Moon Studios wants to thank all the Ori and the Blind Forest fans out there for their continued encouragement and their amazing support.

Many thanks,

Moon Studios

http://www.oriblindforest.com/#!news/

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PostRe: Xbox 1 Smaller Games - Kalimba out now, Ori early 2015
by Monkey Man » Tue Jan 20, 2015 2:27 pm

twitter.com/OriBlindForest/status/557539346937421825



We’re happy to finally announce that Ori and the Blind Forest will officially be released on March 11th, 2015 for Xbox One and PC. Both versions will cost 19.99 USD.

We’re extremely humbled by and appreciative of your continued support and can’t wait for all of you to finally get your hands on Ori and the Blind Forest, the result of our four-year-long journey!
As a little bonus, we recently held a Press Event in San Francisco, where we’ve shown never before seen footage of the ‘Forlorn Ruins’ and we’d like to share this little glimpse with you:



http://www.oriblindforest.com/#!news/

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PostRe: Xbox 1 Smaller Games - Kalimba out now, Ori early 2015
by mikedb » Tue Jan 20, 2015 2:27 pm

Beaten.

Can't wait for this

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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by Photek » Tue Jan 20, 2015 2:41 pm

With SOD and This March and April covered for gaming goodness on X1 already. :wub:

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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by Buffalo » Tue Jan 20, 2015 2:42 pm

Oof, 20 wraps.

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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by Monkey Man » Tue Jan 20, 2015 2:42 pm

Ori and the Blind Forest

Despite a debut at last year's E3 and a couple of other event appearances, I hadn't yet spent any time with Moon Studios upcoming Xbox One and PC action-platformer Ori and the Blind Forest. From what little I'd heard and seen of it, I always assumed something a little quieter, something a little more ... gentle.

I did not expect to use the word "strawberry float" as often as I did.

Ori and the Blind Forest is beautiful, make no mistake, with a distinctive sense of place and otherness established by great character art and animation. The narration is in the game's own made-up language, which also helps, and it subverts the platformer vocabulary in some subtle ways. You can attack using your little floating orb friend, but it's not a simple strike or shot — instead, light lances out in alternating arcs.

This application of unfamiliarity to genre tropes is, according to Moon, the whole idea, which was demonstrated in a later level in the game that featured a world's worth of hazards. Touching any of these unprotected will quickly kill Ori, but picking up an artifact allows you to traverse these spaces and even defy conventional gravity. Each stage iterates on the game basics in this kind of way.

There's more to it than the fun but easily comprehended wall walking it starts with. Eventually I learned that jumping off the edge of one of these stretches would reset gravity, letting me fall "sideways." It added new axes for platforming and made me think out and experiment — read: die over and over, hence the swearing — more than many of its contemporaries.

Even its save system paints Ori as something separate from the pack. You can deposit spirit points throughout each level, a fancy framing for what are essentially quicksaves. But quicksaves require energy, which must recharge over time. It's a clever nod to accessibility while providing another avenue of consideration and strategy to play. Paired with the gorgeous art and sweeping music, Ori and the Blind Forest seems like something more than just another side-scrolling action game. It will launch on Xbox One and PC on March 11 (for $19.99 USD).

http://www.polygon.com/2015/1/20/785601 ... ce-preview

This mystery works well in Moon Studios’ favor, though. For a game described by Microsoft Game Studios executives as an “allegorical tale” about “self-discovery” and “self-sacrifice,” Ori and the Blind Forest does seem poised to deliver the same kind of haunting, high-quality story found in the type of animated films it so resembles. This is a stunning game, aside from the slight framerate issues in the preview build I played. A good portion of literature focuses on the foundling with a mysterious destiny, and hopefully Ori will embody that conceit superbly while challenging players. If nothing else, it’ll certainly be a beautiful journey, no matter how brutal the ride.

http://uk.ign.com/articles/2015/01/20/o ... r-break-it

Last edited by Monkey Man on Tue Jan 20, 2015 2:55 pm, edited 1 time in total.
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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by Monkey Man » Tue Jan 20, 2015 2:44 pm

Screamride out March 3rd -

Build Mode video - http://www.gamespot.com/videos/screamri ... 0-6423008/

Screamride

When I walked into Microsoft's event, Screamride was the game I was the least interested in playing. Since I walked out, it's the game I've spent the most time thinking about.

Screamride is being developed by Frontier Games, who most recently brought Xbox owners the single most distinctive Xbox One launch title in the form of Zoo Tycoon, and many of whom previously worked on the Rollercoaster Tycoon series that Screamride evokes in so many ways. Fans of that series — of which there are more than 10 million based on the last proper installment's sales - will see a lot of familiar ideas in Screamride's coaster construction, which Frontier has worked to make function intuitively on a controller.

In practice, coaster creation looks like a sophisticated take on the creation modes in the Halo's forge and other shooter series, but not in a bad way. Parks are incredibly customizable, from landscape to coaster design, with robust layout options and even hugely useful copy and paste functionality.

But apparently what rollercoaster game fans care about is destroying all of that hard work, which Frontier has not only included, they've made an entire game mode out of it. There are actually three "campaigns" in Screamride, including one devoted to riding the coasters, an almost-racing game that didn't seem terribly deep but had some fun arcade game hooks to it.

But really, the next-gen technology behind Screamride is pushed the most in its destruction mode. Rather than simple demolition, you're tasked with destroying increasingly complicated parks through means that the producers reductively — but accurately! — compared to Angry Birds. There's an impressive and immensely satisfying level of Rube-Goldberg physics-based chaos at work in Screamride.

At least, there is on Xbox One. While Screamride is releasing on Xbox 360 along with Microsoft's newer system, the destruction has been scaled back considerably due to CPU constraints on the older platform. But both feature the same concepts of approachability that make me interested in Screamride despite my apathy towards the subject matter.

Ok, actually I'm terrified of rollercoasters, but still. My brief time with Screamride was a hell of a lot of fun, and while I doubt it will be mine, it feels like it could be someone's favorite game, the thing they get lost in when it releases on March 3 for Xbox One and 360 (for 39.99 and 29.99 respectively).

http://www.polygon.com/2015/1/20/785601 ... ce-preview

SCREAMRIDE IS 2 PARTS ROLLERCOASTER TYCOON, 1 PART BURNOUT CRASH MODE

In very rare moments, failure can be fun. Screamride managed to make one of the most penalizing moments in a game not a burden, but a chance for awesome destruction. So instead of trying to complete the difficult time bonus challenges in Screamrider mode, I looked for opportune moments where I could derail my exploding car and crash into buildings.

Screamride takes place in futuristic roller coaster testing facility, so there are tons of cool tools for players to construct, test, and destroy coasters in the sandbox mode and in campaign. The campaign features three jobs — Screamrider, Demolition Expert, and Engineer — so there’s a nice mix of simulation, puzzles, and action.

Screamrider is all about making it from the beginning to the end of the roller coaster as fast and as skillfully as possible. You’ll dodge obstacles, hit a command on special rails to gain speed boosts, and tilt your car at insane angles for bonus points. When I wasn't purposefully launching my car into the environment, I was trying my best to master the pattern of tracks.

When I did inevitably knock my car off the rails, loading up the most recent checkpoint or restarting the level was thankfully quick. Even in the short time I had to play, I found myself obsessed with perfecting my runs, bringing down my time, and completing bonus challenges.

The Demolition Expert job is entirely about destruction. While there is a roller coaster car in this mode, I threw a majority of my testers in amusement ride cabins. My favorite of the bunch was the fragmentation cabin, which can split into three parts for even more tactical destruction. Demolition Expert seemed rather simple at first, but as I played later levels, the buildings had stronger foundations and the bonus challenges became increasingly more difficult. I couldn't just throw my cabins and expect destruction. I had to play with strategy and develop a little bit of skill. It’s like two parts Crash mode from Burnout and one part Angry Birds.

When multiple buildings started to crumble or sometimes when I restarted the level in both Demolition Expert and Screamrider, unfortunately, the frame rate would drop. The lagged destruction sometimes ruined the moment. Another strange thing I noticed was the absurd amount of twins among the ride testers. It was a little awkward when two of the testers had the same model doing the same animation, but that doesn't matter much once I was flinging them into a tower. Fortunately, these are issues that could potentially be rectified by the time the game’s March 3 release rolls around (also, FYI: it’ll be $40 on Xbox One and $30 on Xbox 360, where it’ll be missing the user-generated content sharing features).

Jumping into the Engineer job was a nice change of pace. The focus of Engineer, as you could probably guess, is building roller coaster tracks. Building is limited by objectives, but, like the other modes, the bonus challenges really pushed me to do my best. There are a lot of tools and track pieces, but it wasn't too difficult to figure out the controls. Unlike the sandbox mode, there are some strict restrictions when constructing tracks in Engineer mode. Instead of feeling like a limitation, the restrictions instead helped me better learn the building systems of Screamride. For instance, the first few levels I played only had me building a small section of the track, so I was limited on the distance of rails and the available rails.

Once I let the testers take it for a spin, I received a great amount of feedback. Tracks are rated in screams, nausea, and intensity. Points are also awarded based on the types of track pieces used, drops, and more. Additionally, Screamride points out issues with your track, such as showing exactly where riders fell out of the coaster car. I was able to use this information to alter my track so I could score more points and clear bonus challenges.

http://uk.ign.com/articles/2015/01/20/s ... crash-mode

Last edited by Monkey Man on Tue Jan 20, 2015 3:08 pm, edited 2 times in total.
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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by Photek » Tue Jan 20, 2015 2:44 pm

Any news on Grave? :shifty:

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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by Monkey Man » Tue Jan 20, 2015 6:42 pm

twitter.com/vectorunit/status/557598994743164929



They made Hydro Thunder XBLA.

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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th M
by more heat than light » Thu Jan 22, 2015 6:45 am

[iup=3658789]Monkey Man[/iup] wrote:

twitter.com/vectorunit/status/557598994743164929



They made Hydro Thunder XBLA.


Only $4.99 too, so probably around £3.79. Definitely going to be picking it up at that price point.

Oblomov Boblomov wrote:MHTL is an OG ledge
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PostRe: Xbox 1 Smaller Games - Ori & the Blind Forest out 11th March
by Monkey Man » Tue Feb 17, 2015 1:30 am



Screamride demo out now for Xbox One, 2.91gb. It's also out for 360.

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PostRe: Xbox 1 Smaller Games - Screamride demo out now (p4)
by Monkey Man » Wed Feb 18, 2015 1:17 pm

Wargaming's free-to-play tank combat game World of Tanks is expected to release on the Xbox One sometime in 2015.

A battle server shared between both the Xbox One and Xbox 360 will ensure cross-platform play, meaning that players will be able to battle each other, regardless of which generation console they use. Both systems will also share content updates and community members.

World of Tanks is available to all Xbox Live Gold Members as a free download with additional in-game purchase options available. Those who choose to upgrade their game from Xbox 360 to Xbox One will be able to carry over their accounts and all in-game progress they have made.

http://uk.ign.com/articles/2015/02/18/w ... r-xbox-one

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PostRe: Xbox 1 Smaller Games - World of Tanks announced (p4)
by Monkey Man » Wed Feb 25, 2015 5:42 pm

LA Cops out 13th March on Xbox One, out now on Steam Early Access for £8,99 - http://store.steampowered.com/app/278810


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PostRe: Xbox 1 Smaller Games - LA Cops out 13th March (p4)
by Monkey Man » Wed Feb 25, 2015 5:48 pm

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We’re working with Sierra to bring Velocity 2X to PC/Mac/Linux and Xbox One! That is to say the port is being done by us, and being published by Sierra.

http://www.futurlab.co.uk/spreading-our ... ierra.html

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