Video: Xbox is selling a red ring of death poster SMG. College Football at a crossroads? Wolken predicts massive change is coming to the sport. Why College Football Playoff expansion is inevitable and why it will be 12 teams not 8. Many industry people credit Xbox boss Phil Spencer for turning the brand around in recent years. Specifically the success of Game Pass. The mid-route collision between Jaguars receivers had the Titans' Kevin Byard laughing at them. Nintendo Switch has been the best-selling console 35 out of the last 36 months.
The game even has a plethora of DLC to enjoy after beating the main game, as well as a new game plus. It feels like a classic game, and it's one that's become a classic in its own right.
Castle Crashers was originally released on the Xbox , and was one of the best games available on it. It was remastered for the Xbox One, and remains one of the best games in its library, and one of the best beat-'em-up games ever. Castle Crashers has a ton of charm and replayability. It's loaded up with tons of characters and collectibles to level up and obtain. It has multiplayer as well, allowing for multiple playthroughs with different groups of friends.
It's a humorous adventure that you can spend hours playing. Cuphead was one of the biggest indie games that launched on the Xbox One. It's gathered tons of popularity, with even Netflix picking up an animated series based on it. The popularity of Cuphead is well deserved. It's a sidescrolling run and gun game, akin to the likes of Contra and Metal Slug.
The art style is based on early cartoons and plays into that theme with its story, animation, and bosses. Cuphead is a hard game and one that offers enough challenge to keep you coming back. Hollow Knight is a fantastic game that Xbox One players were finally able to play once came around. Despite how long it's been on the store, Hollow Knight is still among the best. It's a sidescrolling action-adventure game with some Metroidvania elements mixed in. The art direction of Hollow Knight is stunning and is one of the most beautiful games out there.
Hollow Knight has tons of replayability and even offers a hard mode named Steel Soul after beating the game. This gives the game permadeath, even erasing the save slot to not abuse saving. There are many reasons to keep coming back to Hollow Knight, and is a game that should be in all Xbox One owners' library.
Johnny Garcia is a long time gamer and writer based in sunny California. Not only did Thunderful complete a successful IPO last year , it has made several acquisitions over the past twelve months, including UK developer Coatsink , German publisher and developer Headup , Swedish studio Guru Games and developer Station Interactive.
Yes, it's challenging -- being the best moment doesn't mean being the easiest -- but the acceptance of independent games has never been higher than it is now. That's from a platform point of view, from the media and consumer points of view. There is this great acceptance and love for the medium and towards these types of games, so I just want to get a bit closer to that. Simonetta's career began in at Italian developer WaywardXs, where he worked on football management title Gianluca Vialli European Manager.
Looking back, he recognises the company was "the very stereotype of an Italian indie. It's a career that has given him a "good mix of experiences" and insight into the full process of bringing a game to market. His time at platform holders, in particular, has shown him how the opportunities for indie developers have changed. And it's not that platform holders were evil -- the distribution model at the time did not make it viable to have this sprawling network of developers working on your platform.
Physical distribution, the cost of production The digital revolution of the mids changed things. Tools like game engines became easier to use and cheaper to access, and the platform holders slowly began unlocking their ecosystems -- with Simonetta on the frontlines at both PlayStation and Xbox. I consider myself lucky enough to have been on this journey throughout -- I joined PlayStation's developer relations group in , and the first thing I worked on was PSP Minis. That was a way to get independent developers, like the ones I knew from the mobile space, onto a console platform with a development and distribution model that was friendly to that community.
We had barely 20, 30 titles at the time, and now we have over 2, and over 4, partners.
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