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Reader Comments (20)

Posted: Mar 17th 2009 10:17AM chargen said

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Evochron Legends fits everything into 50MB. Compress and optimize, goddamnit.
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Posted: Mar 17th 2009 11:25AM (Unverified) said

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Should have released it for Wii Ware. Problem solved.
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Posted: Mar 18th 2009 11:07AM aristokrat said

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Yeah, then they could have kept the pencil sketches and bagged the high-res graphics entirely. Sweet!
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Posted: Mar 17th 2009 10:21AM (Unverified) said

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The game has a nice look to it. Have they shown the game mechanics yet?
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Posted: Mar 17th 2009 10:23AM (Unverified) said

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Except, now that I look at more screens, it's a bit South Park-ish.
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Posted: Mar 17th 2009 10:24AM Guibs said

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I would have to agree. the characters are very much South park.
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Posted: Mar 17th 2009 10:22AM (Unverified) said

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"click to Dr. Manhattanize" - does it add a bunch of blue dong all over?
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Posted: Mar 17th 2009 10:31AM BinaryTweedDeej said

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We're redesigning the main character at present as it happens. It's not going to be a million miles removed, but certainly a little less garish.
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Posted: Mar 17th 2009 10:42AM (Unverified) said

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I like the purple hair, but the color of his pants looks too much like the rocks I think.
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Posted: Mar 17th 2009 10:36AM (Unverified) said

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I hadn't heard anything about this game so I did a little digging, this is what I found:

Set in a medieval world ruled by a monarchy with a welfare state, Clover tells the story of Sam, an adolescent teenager. Recently orphaned after his lone parent mother died in a shock attack on the proud nation of Sanha, Clover follows Sam's journey of discovery as he explores the land and events surrounding his loss.

Clover is a plot-driven platformer in the style of classic titles such as Fantastic Dizzy that sees the player solve logical puzzles by collecting items, talking to a diverse cast of characters and exploring artistically realised environments. Featuring many hours of gameplay and plot development, Clover promises value-for-money beyond other Xbox LIVE Community Games. The game innovates on its predecessors with modern gameplay mechanics, such as unique and forgiving alternatives to player 'health' and 'death'.
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Posted: Mar 17th 2009 10:40AM (Unverified) said

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I'll be interested to hear what the alternatives are to health and death. Hard to say what to think of it yet without more specific information.
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Posted: Mar 17th 2009 10:54AM jp007 said

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This size limit is so ridiculous, especially when you consider that commercial studio game DEMOS can be upwards of 700MB!!! Stupid, stupid, stupid....
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Posted: Mar 17th 2009 11:06AM (Unverified) said

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I think it wouldn't be too much to ask that every community game come with a single, 10 point cheevo or similar.
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Posted: Mar 17th 2009 1:41PM JForceGames said

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"Look at IGN for example. They have an entire site supposedly dedicated to content released on Xbox LIVE. Of the over 200 Community Games release on LIVE to date, you could likely list all the ones they have bothered to cover on a single hand."

Are you not aware of their weekly XNA Communal Shower? http://xboxlive.ign.com/articles/961/961890p1.html
They do a brief review on most of the XNA games each week, even the crappy ones (actually, especially the crappy ones, cuz that's just about all there is!)

Also, stop whining. Developers shouldn't rely on Microsoft to promote their games for them. If devs actually knew a thing or two about marketing, they wouldn't have a problem. It's not about how much money they have. It's about creativity and PR skills.

And I'm fairly certain that you, and many others, will be pleasantly surprised when the sales data is released this month. There's no way that your suspicion for the lack of sales data is true.

-Jeremy Eden
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Posted: Mar 17th 2009 1:47PM Jamezila said

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XBCG still does way more in terms of exposure than what an indie developer would get anyway. When I released ZP2K9, literally the only marketing I did was a tweet and a facebook update, yet now whenever I check it out on Xbox Live, there are a handful of servers running it. Think that would happen if I released it on Windows? Hells, no!

Also, there is an active PR push on the part of Microsoft to increase XBCG visibility, including, among other things, featured XBCG titles in OXM.

I think when you compare XBCG to the iPhone in terms of marketability, the results are a bit off. Touch/tilt-controlled, good looking games on an iPhone are a step up, but from a purely technological view, XBCG games on Xbox360 are a step down. So how do you sell a platform inundated with mediocre titles (mine included) yet revolutionary for bringing legit console development to hobbyist developers? Well, they're trying, trust me.
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Posted: Mar 17th 2009 3:50PM ColorblindMonk said

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Such talk of this XBL Community size limit makes Nintendo's Wiiware weep in jealousy.
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Posted: Mar 17th 2009 4:22PM (Unverified) said

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I've received what I consider exceptional coverage from the press for my game Easy Golf. You can read about all of the press it has received so far here:

http://forums.xbox.com/24415671/ShowPost.aspx

Eurogamer.net did a review of the game with no strings attached ( free ) and the game has also been featured in the IGN XNA communal shower. Pretty awesome for a no namer like me.

Joystiq does not respond to my request to review the game even having offered to provide them the points to purchase the game. I guess I am getting big timed by joystiq LOL!
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Posted: Mar 17th 2009 4:35PM (Unverified) said

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That's cool. Good to see little guys getting coverage. But don't expect Joystiq to try it, they are biased against golf.
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Posted: Mar 17th 2009 5:19PM ch3burashka said

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So, by Dr. Manhattanize, do you mean the picture will turn into a huge blue flaccid penis? (SPOILERS!!)
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Posted: Mar 17th 2009 7:11PM BinaryTweedDeej said

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@Jeremy Eden

Completely agree there dude. There's a lot of CG developers out there who don't have the first idea about marketing or PR. I've been trying to offer advice in the XNA forums, as I have the fortune to have been involved in this sort of thing professionally before.

I understand and appreciate the route Microsoft have taken, however I think it would help if they promoted CG and indeed Live as a marketplace to the mainstream. How many people have bought £129.99 Arcade 360's, and don't even know about the kind of ace games you can download?

With regards to sales figures... Some chums and I have done some research, which I've posted on the Binary Tweed blog (http://www.binarytweed.com/search/label/sales%20figures). If my methodology is right, or the Biology Battle leaderboard is correct, we can expect top-selling XBLCG titles to be selling in five-figure volumes. That wouldn't fund something like Braid, but it'll certainly pay my rent.
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