Fez | Review (XBLA)
In development for over five years, Fez has finally launched. Since its first announcement back in 2007, the game has increasingly been getting more attention from gamer with its unique twist on puzzle-platformers and since it is featured in the highly anticipated Indie Game: The Movie documentary. Is Polytron’s first attempt in the video game arena a success? After having spent some time with the game, I sure believe it is.
Fez tells the story of Gomez, a little white creature living in a 2D world. One day, he gets out of his house and is given a special red fez hat. However, this gift completely breaks the universe which he must put back together by collecting special golden and blue cubes. To make his quest easier, the fez make him realize that he is actually living in a 3D environment, letting him rotate around the levels.
That is the core mechanic Fez uses throughout the game and is actually one that is easy to understand when you see it but somewhat hard to describe in words. So here we go: each of the game’s levels has four sides to each of them and you can only see one of them at a time, having the game “flatten” the 3D environment into a 2D one. Due to perspectives magic, this allows you to cross huge gaps even though the platforms are not really close to each other in the 3D space for example. This transforms the actual game exploration a puzzle in itself while never really being a pain to figure out.
Going through the levels, you must collect pieces of the universe which are represented by golden cubes. Collecting most of them simply require you to explore the game; the only obstacles getting in your way being simple perspective trickeries. However, there are also blue cubes, which are much harder to obtain since they usually require you to navigate through very complicated paths or by solving really complicated puzzles. While these can be quite a pain to collect, they were the reason why I actually enjoyed the game to a higher level. Everything you need to solve these puzzles is located within the game, only requiring you to pay attention to the details around you. This requires you to take a lot of notes as you go through the game and understand a few simple yet very important concepts in the game. Since I do not want to spoil anything, I will just say that some of the puzzles take advantage of some rarely used capabilities of modern gaming consoles (at least, not in this meaningful way).
Fez also shines through its beautiful 8-bit looking graphics. Just by taking a small look around the environment, you can tell that a lot of attention was given to the game’s look with complex tetramino patterns all over the place, interactive animals living in the levels as well as multiple interesting level themes. While pretty much all levels are marvelous, I would say the old Game Boy look (black and green) and Virtual Boy (black and red) looking sewer levels are amongst my favorites. Finally, without spoiling any surprise, I have to admit that the game gets even more beautiful when you start playing the “New Game +” option.
The game’s audio also follows the 8-bit ambiance with sounds that will quickly remind you of your childhood. While the sounds are somewhat nice and do fit in perfectly, its the game’s soundtrack (written by Disasterpeace) that totally steals the show on the audio department. Calming, vibing… the music just makes you feel like you are in some kind of yoga session. It’s pretty much like the music wanted to tell you that you are not in any hurry and that you should take your time to explore the game’s world.
Still, Fez does suffer from some slightly annoying problems. The most notable of these is that the game is very unstable. This can be seen in the numerous frame rate drops you will most likely run into either during normal gameplay or during the game’s loading transitions. Even worse, the game actually crashed over 10 times in my case so far in around 7-8 hours of play (thing that NEVER happened to me on any other Xbox 360 game). Also, the map system is rather complicated at first, which is going to get you more lost than anything else (although you do get used to it). I love the aesthetic of it but it should have been designed to be easier to use.
Fez is indeed the diamond people are praising right now. The game takes you back to an era long gone in the video game industry. An era where it was all about taking your time and figuring out complex puzzles by yourself, taking notes on a piece of paper. Fez is brilliant, complex yet accessible, and should serve as an example to some developers who could really bring us great experiences like this one on a more regular basis. Just get on Xbox LIVE and buy it already.
Positives
- Great use of technology and great variety in puzzles
- Peaceful and relaxing music
- Simple yet great art style
- Reminiscent of old-school exploration games
Negatives:
- Quite a few bugs and crashes encountered
- Confusing and complicated-to-use map system
Game experience at time of redaction: All Gold cubes collected, almost all Blue cubes collected (25).
Fez is available on the Xbox LIVE Arcade for 800 Microsoft Points (around $10.00 USD).
Indie Game: The Movie | Review
If you have been following the video game news scene during the last year or so, you probably have heard about Indie Game: The Movie at least once. For those still unaware of what it is about, let me explain it shortly. This movie is an independently/crowd-funded documentary from Canadian producers/directors James Swirsky and Lisanne Pageot. The film is about indie game development following the story of Tommy Refenes and Edmund McMillen (from Team Meat (Super Meat Boy)), Phil Fish (from Polytron (Fez)), and an after-the-facts perspective from Jonathan Blow (independent game designer (Braid)). Embraced by the gaming community even before it was completely shot, the movie recently was part of the official selection at the 2012 Sundance Film Festival (and won the World Cinema Documentary Editing Award) as well as the 2012 SXSW festival and the 2012 HotDocs festival. The filmmakers are on a roadtrip across North America at the moment, presenting the movie to the over-excited crowds filled with gamers. I recently saw the documentary in Montreal so here are my thoughts about the film.
Indie Game: The Movie puts aside all the Call of Duty, Halo, and Battlefield games aside to present an inside look at independent games development, which are two rather different realities coexisting in the gaming industry these days. Instead of walking through huge offices with hundreds of employees, indie games usually are developed by very small teams or individuals, making their relation and involvement in their games much easier to notice. The documentary succeeds in showing you all the positive and negative aspects of this alternative game development formula.
More interestingly, the movie juggles with the three featured gamesâ stories with a skilful mastery. Without spoiling too much of what happens in the film, you do get three different points of view on the situation with Super Meat Boy and Fez being in development, while Braid was released even before the shooting of the movie started. This gives the audience not only a look at the in-development perspective but also a look on this whole process from an experienced developer.
What makes Indie Game: The Movie very special is not its ability to present the development process of indie games. While it does achieve this and that this is a good thing, I believe the most important aspect about the documentary is its ability to go deeper into the creation process and show us that even the most childish-looking games can have much deeper meanings. This is shown through the personal involvement of the indie game creators as well as their struggles they face through the development of the games. In addition to this, the developers themselves are rather funny people, joking about incredibly harsh situations or just fooling around (except for Jonathan Blow (Braid) who has a constant thoughtful attitude toward his games and his experience working through his previous game). This makes for some extremely funny scenes which I was not expecting and that really make the hardest parts of the movie easier to go through (since there are some really (and I mean, REALLY) hard times shown in the movie).
Furthermore, the film is not only great in its content but also in the way it is presented. James Swirsky and Lisanne Pajot have done an incredible job on every aspect of the movie, whether it is the way they framed the pictures during the actual shooting of the movie or the really tight editing (for which they have won an award at the 2012 Sundance Film Festival in the Best Editing in World Documentary category). The quality of the work really mixes well with the content itâs trying to show to the audience, bringing you closer to the developers. The music found within the movie (scored by Jim Guthrie from Superbrothers: Sword & Sworcery EP fame) also blends in perfectly with the mood of the movie.
The only small issue I had with the movie is that the pacing of some scenes is too fast. I am obviously a long-time gamer and I had played all the featured games before watching the movie. Yet, I thought that information about these games was fed to me in immense chunks which I had trouble computing easily. Considering this documentaryâs target audience is larger than gamers, I can see non-gamers struggling with this rush of information.
Indie Game: The Movie is the video game film gamers have been waiting for far too long. The documentary precisely captures what makes video game (and more specifically indie games) a very special art form through the captivating stories of the featured developers. It is a touching, true, and very interesting film that both gamers and non-gamers will enjoy. It is truly a must-see documentary.
Indie Game: The Movie will be available worldwide on the documentary’s website, iTunes, and Steam on June 12th. For more information about the documentary, to pre-order a copy of the movie, and more, visit www.indiegamethemovie.com.
*Disclaimer: I worked on the movie as a translator (French subtitles). I did my best to remain as objective as possible for the redaction of this review. Also, take note that I have reviewed very few movies prior to this one: sorry for the awkwardness that might have emerged from this.
Cross Border Gaming #110: I’d Do Atlantis
Harold & Frank are joined by Sarah Tomase (sans Philip), as they talk the demise of 38 Studios, Ron Gilbert’s new game, GameStop Expo (a nominee for FAIL of the Year), Activision lawsuits updates, robot maids, fish tacos, latina thighs, cross dressing, wasting people’s time, crossovers, and multiple entendres.
Download Now
[podcast]http://s93380653.onlinehome.us/CBG_Podcast/episodes/cbg110.mp3[/podcast]
On This Week’s Episode:
- 38 Studios Roller Coaster: everyone gets laid off
- Mark Hamill un-retiring as Joker
- Rumor: Wii U to have cloud storage
- Judge says 360 imports should be banned in US as well
- MS giving refunds over non-SD multiplayer issue in MineCraft
Alternate show titles that didn’t make it: “Extreme Green”, “Stylish Men’s Pant”, “Interspecies Romantic Action”, “Final Fantasy X Final Fantasy”, “Then You Can Inhale”, “He’s So Inexperienced”, “It’s Ok, I’m European”
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Contact:
- [Email] Have your questions, comments, and rants read on the air every episode.
- [Twitter] Send a tweet to @CBGPodcast to have it read on the show.
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Hosts:
Harold (@usfhbomb) & Frank (@EMaster1980) with Special Guest Sarah Tomase (@luftyboots)
Audioboo: Hbomb (Harold), E*Master (Frank)
Music:
Intro Song: The CBG Theme by E*Master
Played during the show: 80s
Outro: I Feel Love - Donna Summer (RIP)
Kid Icarus Uprising | Review (3DS)
After 25 years out of the game, Kid Icarus as a franchise feels like it never even existed. Especially because the original 1987 game wasn’t very good, all things considered. So I’m sure you wonder, what place does Kid Icarus Uprising even have in modern games? Is this just some other game with a Kid Icarus coat of paint on it, kind of like Star Fox Adventures?
Well let me give you my short-review and answer all those questions: The game is awesome, it’s nothing like anything out there, and it is totally a sequel to Kid Icarus. Now let’s get into the nitty-gritty of it.
The story picks up 25-years after Kid Icarus for the NES (so the Gameboy game essentially never existed), where Medusa is back and causing trouble again. Damn, time for Pit and the Goddess of Light: Palutena to shape up and stop the evil Medusa once and for all. Of course, there are tons of crazy characters you meet along the way, and things never seem to go according to plan.
With a ridiculous premise, as well as a very long period between the last game in the series, Uprising definitely had to do something to bring the old in with the new. The path the developers took for this was honestly pretty ingenious. As Pit and Palutena exchange hilarious and heartwarming banter constantly through every level, which is all new and entertaining, the bottom screen will showcase the “Kid Icarus past”, such as what Medusa and all the other baddies and bosses of the game used to look like in the good ‘ol 8-bit days. Comparing the 8-bit versions to the new, gorgeous 3D character designs always results and exasperation on the character’s part, which plays again into the great sense of humor Kid Icarus Uprising has.
The game pokes fun of itself, as well as its past, referencing how stupid things were in the old days, and how dumb they still are. Also, each stage features a boss, and half of those bosses have personalities and characters. To showcase them, as you run and fly through these boss’ levels, Pit and Palutena will not only exchange banter with each other, but with those bosses as well. Characters like Medusa, and her right-hand generals all get their own chance to trash talk the young-wonder Pit, and even if it’s all very playful and not as serious as it should be, its very funny and a constant source of entertainment.
That’s just the feel of the game. How it plays is on an entirely other level in of itself. There are two main forms of gameplay: flying around and the on-foot sections. The flying sections definitely have a very Starfox feel to them. You move Pit with the circle-pad, aim with the touch screen, and fire with the L button. These are all based on the right-handed player’s controls. As for lefties, I will talk about the control issues in a little bit.
You’ll be zooming around in the air, firing your shots, and when you wait for a little bit, you reticle changes, and your next single-shot will be a heat-seeker. Pretty basic stuff. I have to say, some of the ground environments when you’re in the air aren’t anything special to look at, but for every drab environment I saw, there always seemed to be one that blew me away, and the game is just so great looking in 3D and on the system’s gorgeous screen. The flying parts usually last only five minutes or less, since Palutena can only keep Pit’s wings strong and flapping for five minutes before they burn up (throwback to the original Kid Icarus mythology).
Then you land and traverse a small dungeon. Almost all of these dungeons are a spectacle to see, and again, look great on the small screen. Something to note is that the framerate in Kid Icarus Uprising holds up great, even in 3D, and this game is no small strain on the system. It’s definitely pushing the little thing to its limit, and I only saw maybe one or two framerate drops that didn’t hinder my experience at all.
The on-foot sections are pretty amazing. You can move with the circle pad, dash by quickly hitting the circle pad, and the rest of the controls feel pretty much the same. Something that improves the experience immeasurably, and good on the developers for incorporating it, is the camera moves with inertia. Depending on the force you move the stylus with on the touch screen, directly affects how fast the camera will move, and when it will stop. It has its own momentum, so you throw the camera around kind of like how you’d spin a globe. You can throw the stylus, then quickly tap the screen to hold the camera in place. I don’t know why exactly, but it made control so much easier, and even though it takes some getting used to, I loved the aspect it added to the gameplay.
So yes, the game plays great, and yes I had fun playing the levels, but that’s just the half of it. Kid Icarus Uprising is a huge loot grind, and if you love loot, you will absolutely adore this game. You can replay every level in the game, and when you start a level, you choose how difficult it will be, from 1.0 all the way to 9.0. Depending on which difficulty you choose affects how many hearts you have to pay to play the level. Hearts, being the currency, are your bet that you won’t die when you play the level. If you’re a sadistic gamer, and love the hardest challenge you can get, you’ll pay hearts out the wazoo, and if you’re good, you’ll get tons of them back to spend on all the loot you want. If you aren’t, then you get go back and play the easier levels with your late-game loot and get yourself plenty of hearts for a shiny new toy.
There are 25 different chapters, each with a flying and on-foot section, and each roughly 20-45 minutes long. The game is about 15 hours long just one time through, and you’ll be playing levels over and over again for more hearts and more loot.
The loot is pretty much just weapons. There are some abilities you can get, but the focus is weapons. You can buy new weapons with hearts, trade weapons with street pass, and fuse multiple weapons into stronger ones. All of the power levels and comparisons are super easy to read, and if you want to try a weapon before you equip it, you can go into the practice area and see how much damage the weapon does (in the form of numbers), try some combos, and jump back out to the weapon list without having to go through a single load screen. When I did this the first time, I was dumbstruck. It is honestly one of the fastest and simplest systems I have ever used in a loot-based game like this, and it works better than anything I have seen. Seriously: no load screens.
With every great game, there always seems to be a few drawbacks. Let’s talk about the stand. If you’ve kept up with the game, you know every single copy comes with a stand because of the apparent control problems. Playing the game without something to put the system down on is supposed to be incredibly uncomfortable. I’ll admit, it isn’t great, and after an hour or so, I hit some palm-cramps, but it’s not terrible. I’d say you don’t need to use the stand, but it does help. Also, lefties are all kind of screwed when it comes to Kid Icarus Uprising. The base-controls are built for right-handed people, and the alternative is to use the face buttons in place of the circle pad, which is just plain bad. If you happened to spend the extra $20 on a circle pad pro, you can use that as your analogue stick, and put the stylus in your left hand. Again, not a great alternative.
Before closing out, I should comment on the game’s multiplayer mode. “Together Mode”, as it is called, has a three versus three mode that I’ll get to in a second and your basic six-man free-for-all. You can bring in your favorite weapons you’ve collected in the single player and attach them to your multiplayer character. The three-v-three mode is actually kind of awesome. The gist of it is you fight until one side is beating the other, and then one of the losing-side’s players becomes either Pit or Dark Pit, a stronger version of the regular characters, and once Pit/Dark Pit is downed, its game over. The mode can be played either online or locally, and after playing a few rounds, I was having a lot of fun. Its a cool little mode, nothing to write home about, but some form of multiplayer still. Its fun, and something I will do from time to time, but nothing that will keep me as hooked as going back and replaying single-player levels in lust for more loot.
Overall Kid Icarus Uprising is so charming, is so funny, is so much fun, and is such a fantastic handheld experience that I can’t seem to recommend it enough. The control issues are a big drawback, but I don’t think that should stop anyone from checking this one out. I will most definitely be remembering this one for the end of the year, because I have a feeling it will make its way into my top ten games of 2012.
Trials Evolution | Review (XBLA)
Some games never get old through time. Whether you think about Tetris, Frogger, Peggle, and many others, a core gameplay formula will always have you coming back for more. This is what Red Lynx is trying to do with Trials Evolution, a new entry in the popular racing/puzzling action franchise that started many years ago as a free flash game. Thankfully for the fans, this new title holds up to the high standards set by the previous title.
For those of you who don’t know what Trials is about, consider this game as a 2D racing title using left and right balance as its core mechanic mixed with puzzle elements through its environments. Basically, you control of one crazy motorcycle freaks and must gauge its balance as well as its acceleration in order to get through some crazy obstacle courses. While it might sound like an easy job, the game gets complicated rather quickly with original objects obstructing your way such as steep hills, fires, mines, TNT crates, saw blades, and much more. Luckily for newcomers, each difficulty setting comes with a mandatory tutorial, making it easier to understand how to overcome specific situations. The game does feel like its predecessor (Trials HD), but the physics in the game are somehow slightly more “realistic”. It is not much (most players won’t even notice) but the bike feels heavier, changing how you approach each jump compared to what you were used to.
As far as the single player is concerned, nothing has changed much in terms of single player progression. You get through progressively harder levels, earning new bikes along the way. The only notable changes are the possibility of customizing your character and your bike as well as the aforementioned tutorials, which are all simple but great additions. New skill games are also available and are a great change of pace. From skiing down a hill making flips to flying in a UFO, or controlling a huge silver ball (Marble Madness style), each of these little mini-games are fun to play and can even make you forget you are playing what is supposed to be a motorcycle game. Still, Trial Evolution’s impressive improvements can be seen in the great online multiplayer and on the overhaul the track editor received.
The online multiplayer option is a great new addition to what is already an awesome game. You can play ANY of the countless tracks the game has to offer as well as new Supercross levels in which four players simultaneously appear on the level (on different “tracks”, just like Excitebike). This brings a totally new dimension to the game in which winning is much more about being consistent in races than having a lot of patience to get THE golden run.
As for the track editor, Red Lynx has gone totally crazy and given players an insanely great creation tool. Not only will people be able to create good traditional trials track, but they will also have the power to create mini-games that do not necessarily have anything to do with the core gameplay mechanic. That means players can create top-down racing games, first person shooters, side-scrolling shoot ‘em ups, and more. In short, Trials Evolution’s map creation tool is essentially like LittleBigPlanet level creator included with what is already a great game. Even better still: levels can be shared with the rest of the world easily, providing players with an infinite amount of levels to play. An all you can play Trials game? Sign me up.
Graphically, Trials Evolution is as beautiful as its predecessor. However, the game does have more variety in its environments that are more animated too. Instead of being stuck in rocky levels, mountains, or abandoned factories, you will get to see many more environments such as backyards, rooftops, back alleys, and even a baseball field! As for the audio, nothing had really changed. The same type of motocross type music (intense punk/hardcore music) was kept in the game and the sounds are more or less the same too (crazy bikers yelling and the motorcycle’s “vrrrrrrr! Vrrrr!”).
However, the game is still not perfect. The new online multiplayer supercross events do come with some frustrations due to the weird camera angles that can sometimes obstruct your own character. This causes you to have to guess in what posture your character is and most of the time making you fail because of not knowing this crucial information. Also, load times are much more noticeable than in Trials HD, killing the fast rhythm of the game that was so enjoyable. However, it is not such of a big deal since the game’s addictiveness makes up for these small flaws.
If you own an Xbox 360, you must get your hands on Trials Evolution. While some would say it is only more of the same experience that Trials HD was, the game is highly addictive and fun to play. You will have trouble putting the controller down and will keep coming back for more to beat your friends’ scores over and over. This is one of the best downloadable games to have been released on Xbox LIVE for a long time.
Positives
- More of the same old Trials awesomeness
- Faced-paced online multiplayer sessions are great additions
- Skill games are a good and fun change of pace from the real game
- The Track Editor is just perfect
Negatives:
- Weird camera angles in Supercross multiplayer sessions
- Rather long load times kill the rhythm of the game
Game experience at time of reaction: All Single Player tracks - Gold, played some Skill Games, played some online games.
Trials Evolution is available on the Xbox LIVE Arcade for 1200 Microsoft Points (around $15 USD).
Cross Border Gaming #109: The Bratwurst Mall
Harold & Frank are joined by Alex O’Neill of Irrational Passions as they talk Sony going back to the ‘80s (and not in a good way), Minecraft XBLA breaking records and pissing people off, major publishers not having E3 booths, Nunavut, Kinect as a tool to detect autism, Valve & Blizzard making a DOTA deal, Nintendo making Hbomb mad, Farmageddeon, Rovio’s next game, our picks for PlayStation All-Stars Battle Royale characters, and more. And Hbomb will probably mention Harmonix at some point.
Download Now
[podcast]http://s93380653.onlinehome.us/CBG_Podcast/episodes/cbg109.mp3[/podcast]
On This Week’s Episode:
- Sony reports record loss for the last fiscal yea
- Price drops: DSi $99, DSiXL $129
- Minecraft breaks XBLA’s single-day sales record
- Kinect being used to screen for autism
- Capcom re-evaluating on-disc DLC policy
Alternate show titles that didn’t make it: “Swagalicious”, “LIES!”, “Screw His Podcast! Just Listen to Mine!”, “Zombies Don’t Need Viagra”, “Kirby’s F***ing Block Ball”, “I’m Just a Fetus”, “Let Me Write That Down”, “George Harrison vs. Kratos”, “He’s Just So Sexy”, ”Oh, Reggie” and “If You’re North of Maine, I Don’t Care Anymore”
Subscribe:
- [iTunes] Subscribe to Cross Border Gaming in iTunes.
- [Stitcher] Subscribe to us on Stitcher
- [RSS] Add the Cross Border Gaming feed to your RSS aggregator.
Contact:
- [Email] Have your questions, comments, and rants read on the air every episode.
- [Twitter] Send a tweet to @CBGPodcast to have it read on the show.
- [Facebook] Become a fan on Facebook to receive our latest shows and updates.
- [Forums]Join our forums and talk with us and our other listeners.
Hosts:
Harold (@usfhbomb) & Frank (@EMaster1980) with Special Guest Alex O’Neill (@ALFighter27)
Audioboo: Hbomb (Harold), E*Master (Frank)
Music:
Intro Song: The CBG Theme by E*Master
Played during the show: Hip Hp & RnB
Outro: Piss on You - Dave Chappelle (as R. Kelly)
Cross Border Gaming #108: Osteoporosis: The Old Republic
Harold & Frank talk more bad decisions by Nintendo, George Lucas’ hygiene, Harmonix, Sega, Bioshock Infinite’s delay, GTA 5, teacher appreciation, Angry Birds and Skylanders making mega money, Tetris vs. PTSD, SWTOR on the decline, and more.
Download Now
[podcast]http://s93380653.onlinehome.us/CBG_Podcast/episodes/cbg108.mp3[/podcast]
On This Week’s Episode:
- Patent shows Wii U zapper
- Bioshock Infinite delayed until February 2013
- Wedbush thinks GTA V will launch in October
- Skylanders toy sales exceed 30M
- Kevin Periera leaving Attack of the Show at the end of May
Alternate show titles that didn’t make it: “CBG Financial Report At the Movies” & “Speaking of Hygiene, Nintendo”
Subscribe:
- [iTunes] Subscribe to Cross Border Gaming in iTunes.
- [Stitcher] Subscribe to us on Stitcher
- [RSS] Add the Cross Border Gaming feed to your RSS aggregator.
Contact:
- [Email] Have your questions, comments, and rants read on the air every episode.
- [Twitter] Send a tweet to @CBGPodcast to have it read on the show.
- [Facebook] Become a fan on Facebook to receive our latest shows and updates.
- [Forums]Join our forums and talk with us and our other listeners.
Hosts:
Harold (@usfhbomb) & Frank (@EMaster1980)
Audioboo: Hbomb (Harold), E*Master (Frank)
Music:
Intro Song: The CBG Theme by E*Master
Played during the show: The 80s
Outro: Watcha Want? - The Beastie Boys (Cypress Hill Remix)
Cross Border Gaming #107: It Felt So Good!
Harold & Frank are joined by TGH’s Pat & Adam as they talk Kid Icarus: Uprising, Perfect Strangers, the end of Inside Xbox, multiple entendres, Fable Heroes, Awesomenauts, Cards Against Humanity, PAX Prime selling out, the true purpose of the iPad, Sega literally going down the toilet, what happens when you assault an officer when drunk, & more.
Download Now
[podcast]http://s93380653.onlinehome.us/CBG_Podcast/episodes/cbg107.mp3[/podcast]
On This Week’s Episode:
- No Wii U price reveal @ E3
- PlayStation All-Stars Battle Royale officially announced
- Inside Xbox gets Canned!
- Microsoft banned in Germany over patent dispute w/ Motorola
- Draw Something’s userbase is shrinking fast!
- Multiple examples of Multiple Entendre
Alternate show titles that didn’t make it: “No Circle Pad Jerking” and “Multiple Entendres”
Subscribe:
- [iTunes] Subscribe to Cross Border Gaming in iTunes.
- [Stitcher] Subscribe to us on Stitcher
- [RSS] Add the Cross Border Gaming feed to your RSS aggregator.
Contact:
- [Email] Have your questions, comments, and rants read on the air every episode.
- [Twitter] Send a tweet to @CBGPodcast to have it read on the show.
- [Facebook] Become a fan on Facebook to receive our latest shows and updates.
- [Forums]Join our forums and talk with us and our other listeners.
Hosts:
Harold (@usfhbomb) & Frank (@EMaster1980) w/ Guests TGH’s Pat (@ndarkie89) & Adam (@musicman2059)
Audioboo: Hbomb (Harold), E*Master (Frank)
Music:
Intro Song: Highway To Hell - AC/DC
Played during the show: The Who
Outro: Perfect Strangers Theme
Cross Border Gaming #106: My Wii is Bigger!
Harold & Frank are joined by GameEnthus’s Big Rob as they talk Nintendo losing money, Microsoft losing money, Microsoft losing patent lawsuits, G4 losing Adam Sessler, Hbomb losing respect for Reggie, Kevin Butler in LBP Karting, Harmonix, Frank threatening to kill Harold for mentioning Harmonix, & more.
Download Now
[podcast]http://s93380653.onlinehome.us/CBG_Podcast/episodes/cbg106.mp3[/podcast]
On This Week’s Episode:
- Nintendo’s Losing Mondey
- Microsoft’s Xbox Division is Losing Money
- New Super Mario Bros. 2 announced for 3DS
- Rumor: Sony Smash Bros. clone to be called “PlayStation All-Stars Battle Royale”
- Patent ruling could ban imports of 360
- Happy Birthday Pat!
Alternate show titles that didn’t make it: “Watch Where You Step”, “Harmonix is My Pole”. “En Vivo”. “I Just Suck”, “Pulling the Harmonix Pole”
Subscribe:
- [iTunes] Subscribe to Cross Border Gaming in iTunes.
- [Stitcher] Subscribe to us on Stitcher
- [RSS] Add the Cross Border Gaming feed to your RSS aggregator.
Contact:
- [Email] Have your questions, comments, and rants read on the air every episode.
- [Twitter] Send a tweet to @CBGPodcast to have it read on the show.
- [Facebook] Become a fan on Facebook to receive our latest shows and updates.
- [Forums]Join our forums and talk with us and our other listeners.
Hosts:
Harold (@usfhbomb) & Frank (@EMaster1980) w/ Guest Big Rob (@BigRob029)
Audioboo: Hbomb (Harold), E*Master (Frank)
Music:
Intro Song: The CBG Theme by E*Master
Played during the show: NuDisco
Outro: Long Beach by Vanguard













