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Castle Crashers likely due 2008, receiving more content


It seems that Microsoft's decision to expand the size restriction of Xbox Live Arcade games has become a double-edged sword, especially to fans of sword-swinging, skull-crushing adventure, Castle Crashers. After congratulating The Behemoth's Dan Paladin on the team's IGF award win at the Wednesday evening's ceremony, we enquired about the game's release timeframe and were met with less than pleasing information.

Mr. Paladin noted that the XBLA title still had "about a year of development left," thus placing the completed Castle Crashers in 2008 at the earliest. Disappointing news, certainly, but not entirely without one of those consolatory silver linings that people love to point and stare at. When Joystiq asked about the length of the game, Paladin noted that the 100MB boost in the XBLA size limit had allowed The Behemoth to include even more content and features in the game, making it a fuller and more satisfying adventure overall.

Alright, 2008. Come over here please.

See also: Castle Crashers GDC '07 impressions

Castle Crashers GDC '07 impressions

Castle Crashers is a chaotic storm of spinning swords, overly aggressive primary colors and the occasional (but never displeasing) decapitation -- which is why we like it. Though the GDC demo boasts only a few notable changes from previous iterations, it still warrants a look. A long and loving look accompanied by a forlorn sigh and the formation of a gently sparkling tear.

One of the most interesting things about the game is the manner in which it draws your attention. It's even a little conflicting, as if two sets of fingers are snapping in your face in an alternating pattern. When you're not trying to spot your character deep within the colorful anarchy of battle, you're adopting a wider view of all the over-the-top action. It's like a tug of war, and one not too dissimilar from the battle between order and chaos that's at the core of the game.

Continue reading Castle Crashers GDC '07 impressions

Joystiq not-so-live coverage of the IGF and GDCA awards


6:20 p.m.: The Joystiq crew walks the red carpet, because we're just that important.

6:33 p.m.: Gnarls Barkley's cover of the Violent Femmes' "Gone Daddy Gone" is blasting as we find seats in the press section. Cushy seats with recline-able chairs.

6:42 pm: Sam and Max introduce the start for the independent games festival. The mention of projectile vomiting is disturbing, but welcoming somehow.

6:43 pm:
Jamil Moledina and Simon Carless march onto stage, noting that the show is being broadcast to the entire world. We sense somewhat sinister undertones.

Continue reading Joystiq not-so-live coverage of the IGF and GDCA awards

Gears of War takes best game at GDCA, Aquaria wins IGF best game prize

At tonight's Game Developers Choice Awards, Epic Games' Gears of War took home three awards: best technology, visual arts, and the coveted Game of the Year award. On the independent side of things, Bit Blot's Aquaria won the Seumas McNally Grand Prize from the Independent Games Festival.

Okami picked up a win in one of the four categories it was nominated in (take that, AIAS). Unfortunately, Loco Roco did not pick up any awards despite two nominations (character design and audio). Independent game Everyday Shooter won two awards and a distribution deal from GameTap.

View the full list winners and nominees from both events below.

Continue reading Gears of War takes best game at GDCA, Aquaria wins IGF best game prize

XBLA Today: Heavy Weapon

As a game that is 26 years old and was given away for free with the original Xbox Live Arcade service, Ms. Pac-Man is quite the hard act to follow. Stepping up to the plate this week is PopCap games, provider of deliciously overpriced flash games that were also once available for free. And because Xbox Live Arcade was in serious need of some 8-way shooters, this week's game is none other than Heavy Weapon.

When the Red Star Nation attacks, it's up to you and your two analogs of fury to dish out justice -- America style! More tanks than Castlevania: Symphony of the Night! More stabs at tongue-in-cheek, retro chic humor than Worms! Sure, it lacks a sufficient number of dragons to compete with Double Dragon, but it supports two more players than Robotron! Isn't that, like, totally worth your 800 Microsoft Points?

Actually, no. No it isn't. Your 800 points nets you a mildly entertaining distraction that, like most shooters on XBLA, fails to provide a sufficient enough challenge to warrant more than a slight brow raise. It so wants to deserve the title "retro", but even games from the 16-bit era such as Total Carnage managed to nail the sense of humor better. The dual-analog shooter has been done to death on XBLA and Heavy Weapon may very well be the bottom of the barrel for the service.

We suggest saving your points for something with a bit more bite to it. Mutant Storm Empire and Castle Crashers come to mind.

Castle Crashers is racist, claims strange interpretation

Castle CrashersGameTrailers recently received an alarming phone message referencing a Castle Crashers clip that the site had posted during PAX 06. A babbling voice was insisting that The Behemoth's upcoming Xbox Live Arcade title was racist, depicting "brown and black characters" being slaughtered by "pure-white characters." It sounds absurd -- it is absurd. But for someone who seems so obviously removed from mainstream gaming culture and the intentions of The Behemoth, could Castle Crashers be rationally interpreted as racist?

The message has since been overlaid on top of gameplay footage (see embedded video), giving us a chance to inspect its claim. Interestingly, if we suspend our understanding of the game -- that is, if remove this clip from the context of mainstream gaming culture -- we see what appears to be white figures mercilessly butchering brown and black characters. If we also take into account that a history of racist media and entertainment exists (often guised in cartoonish fashion), than the interpretation in question is actually not absurd. But the interpretation is, we must contend, inaccurate.

Continue reading Castle Crashers is racist, claims strange interpretation

Joyswag: A Castle Crashers tee for your thoughts ... the revenge! [update 1]


On Sunday we asked you to leave a comment with your feedback on Castle Crashers for a chance to win an adorable Castle Crashers tee. 210 of you did and, after running the numbers at random.org, our first result was #76. The seventy-sixth comment was posted by one Mr. Franky Digital, who wrote, "This could very well resurrect the side-scrolling beat-'em-up genre for a new generation. Every generation should have a Turtles in Time."

That got us thinking. We have another Castle Crashers tee to hand out (size XL), but who to give it to? All you have to do is leave a comment telling us what your favorite side-scrolling beat-'em-up is/was and why. Hate side-scrolling beat-'em-ups? We'd like to know that also (but you better have a good reason why). We'll select one at random and award them the final tee. Good luck!

[Upate: A quick roll of the random.org die and we've got comment 96, in which Kiey chose Konami's classic Genesis beat 'em up Sunset Riders. Congrats Kiey, you won the tee!]

Continue reading Joyswag: A Castle Crashers tee for your thoughts ... the revenge! [update 1]

Joyswag: A Castle Crashers tee for your thoughts

This tee is so HAWT
One of the greatest parts about meeting The Behemoth's Tom Fulp at PAX (hi Tom!) was hearing how he read and incorporated our reader's feedback into the Castle Crashers' PAX build, specifically Psaakyrn's comment that enemies appeared to get stuck outside the screen. In the footage from the PAX build you'll notice a dearth of such behavior, with most of the action concentrated towards the center of the screen.

In the spirit of continuing this line of communication, we'll be giving away two of these super sweet Castle Crashers tees to a randomly selected comment containing feedback. Do you like the graphics? How much would you pay for a title like this? Did you manage to acquire the coveted "first post"? Just kidding, that last one doesn't count. Let us, and The Behemoth, know what you think of their latest effort and you could win a tee (continue reading for the rules). Get to it, we'll give you another chance tomorrow.

P.S.- Tom agrees with us, the world would be a much better place with a Pirate Baby's Cabana Battle Street Fight 2006 game. He didn't say they're making one, he was just saying. We're gonna puff up our cheeks and hold our breath until PBCBSF2006 climbs out of its animated grave and into our interactive world. Starting. Now.

Continue reading Joyswag: A Castle Crashers tee for your thoughts

PAX: The Castle Crashers test

The exhibition space at PAX was a bit cramped, but that didn't stop Redmond neighbors Microsoft and Nintendo from representing, Guitar Hero II from rocking out, game import shop extraordinaire Pink Godzilla from selling, and The Behemoth from having one of the most popular games at the show. Who are The Behemoth? They're the small game studio responsible for the adorable Alien Hominid and the delicious Castle Crashers, both headed to Xbox Live Arcade.

The line around Castle Crashers was continuously full -- all four controllers being put to the singular use of button mashing the baddies and quaffing all one could quaff -- while programmer (and Newgrounds chief) Tom Fulp watched on, paternally. One thing he heard continuously through the show, and I corroborated several times, was the repeated claim that players would "buy" an Xbox 360 "just for this game." Seriously, I heard the claim about four times within a half hour, and Tom said he'd been hearing it incessantly since the show floor opened. It was a sort of test. Will this game -- a throwback to the arcade 4-player beat-em-ups of yore dolled up with high-def graphics and (hopefully) an online multiplayer component -- sell next-gen systems to an audience that Gears of War can't?

Don't have an Xbox 360 but still want to play Castle Crashers? I overheard Tom saying there's no reason the title couldn't come out for whatever platform Sony has up their sleeve ... although we have a hard time imagining rows of people proclaiming a similar purchasing intent for the pricier PlayStation 3. Check out GameTrailer's shakycam footage of Castle Crasher's PAX build after the break.

Continue reading PAX: The Castle Crashers test

Castle Crashers: an XBLA original from The Behemoth


After seeing this video it was clear that The Behemoth's new XBLA offering Castle Crashers needed more than just a one line nod at the bottom of an Alien Hominid post. We've been doing the retro arcade thing long enough; now it's time to bring the multiplayer fun of arcade side-scrollers to Xbox Live Arcade. Forget about porting Golden Axe (though we'd take that too), Castle Crashers promises high-def resolutions with their old-school, beat 'em up action. Let's review, from 1UP:

"What [an XBLA release] means for players is a much cheaper price, as well as overhauled visuals that -- when combined with the game's widescreen capability -- allow a lot more to take place on the screen at once. With any four-player game where all the characters are on the screen at the same time, there's a risk of too much going on and players getting confused, so the visual overhaul makes the game much easier to follow than it was in the version we saw last year."

This is the sort of mindless arcade fun we need! Now if these guys would go ahead and secure the rights to Pirate Baby's Cabana Battle Street Fight 2006 we'd die happy. Very happy, indeed.

[Via Xbox 360 Fanboy]

Alien Hominid to crash land on XBLA this year [update 1]

There's two ways you could look at this, depending on how cynical and jaded you are. You could jump up and down knowing that Alien Hominid, one of the most successful and interesting indie games ever made, is coming to Microsoft's popular Xbox Live Arcade service this winter ... or you could grind your teeth knowing that your perfectly suitable Xbox copy isn't backwards compatible (yet?) so, if you want that side scrolling action, you'll be shelling out for the same game again. Granted, it was only $20 to begin with, and a $10 XBLA price would still keep the total well below your average AAA title, but it's the principle dammit!

This is a slippery slope for Microsoft to be on. Cynical (and/or cheap) gamers have foretold the day when Microsoft would use future profits to determine the fate of backwards compatibility on a particular title. Conspiracy theorists will point to Alien Hominid's relatively spartan and humble graphics as proof positive that Redmond isn't playing fair. Of course, these accusations will be premature since there are certain to be more backcompat updates before the Fall console launches, but they'll be made regardless.

Game Informer reports that Alien Hominid developer The Behemoth is also bringing their in development title Castle Crashers to XBLA in early 2007. For more indie-dev goodies, check out the excellent Gamasutra podcast this week for an interview with The Behemoth's John Baez.

[Thanks, Shizzle]

[Update 1: 1UP previewed the game at the Comic-Con expo that began today. They confirm the obligatory 360 upgrades like high-def and widescreen support, but also note that "the developers are looking into adding a few bonuses here and there to give the Live Arcade version something extra for players who are familiar with the original" but add "we don't have any details on that front at this point."]

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