Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

We’re super excited for this episode. Geekscape Games (RIP) alumni Shane O’Hare joins Derek to talk about, well, a lot of things. The duo dish about the old days, tell some inside jokes, the Divergent series, and of course, Xbox Game Studios’ surprisingly entertaining platformer, Super Lucky’s Tale. Shane also tells us about his initial Xbox Game Pass impressions, and naturally this episode was recorded just before Xbox Game Pass for PC was officially announced, so if it sounds a little out of date, it’s because things have changed a lot with Xbox Game Pass in the past couple of months!

“A delightful, playground platformer for all ages that follows Lucky, the ever-optimistic, energetic, and lovable hero, on his quest to find his inner strength and help his sister rescue the Book of Ages from Jinx. Jinx is the scheming and mysterious villain trying to reshape the world, but for what reason?”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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You can also follow us on twitter @XGPPodcast

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

In their own version of a Christmas, GalaxyTrail has just revealed a sequel to their wildly popular franchise Freedom Planet!  It seems not long ago that we wrote about the possibility of a 3DS port of the original, however, we are excited to hear that it’s getting a continuation!

While the trailer sets the baseline for their new story, information about the mechanics of their new game can be found at their website.  It already appears to have much of the Sonic-esque momentum based combat that we’ve all come to know and love from the first game.

The Freedom Planet franchise is about a spunky dragon girl and her friends who go up against a deadly alien force, and uses momentum based combat similar to the Sonic the Hedgehog games of the 16-bit era.  It was designed as a throwback to platformers of its style, but we believe this sequel will cement it as its own franchise, and step out of the shadows of the games of yesteryear!

Freedom Planet 2 will be available on PC and Wii U.

Source: Freedom Planet 2

Briefly: Compulsion Games’ Contrast was one of the most original, unique titles that I had the pleasure of playing last year. The game hit Windows, Xbox 360, PS3, and PS4 back in November, and I didn’t even touch another PS4 title (PSN or retail) until I had explored every nook and cranny of the game. The game just hit Xbox One, and if you haven’t already played it, Compulsion says that it’s the best version of the game yet.

I had an opportunity to interview Compulsion Games’ Sam Abbot about the game earlier this year, and it was a very cool opportunity.

The game doesn’t take long to play through, but it’s totally worth the price of admission. Take a look at the Xbox One launch trailer below, and let us know if you’ll be picking it up, or what you thought of it if you already have!

Death has always been a form a punishment in video games. The lingering fear of starting an area over again from a poorly placed checkpoint after spending hours getting to end of a level is frustrating to endure. What if death was not a form of punishment but instead, required in order to proceed. Well, Life Goes On does just that with hilarious results.

Life Goes On is a 2D puzzle platformer that has endless streams of loyal knights carrying out the king’s request; acquiring the Cup of Life at the end of each level. Putting these unlimited lives to use will be essential to solve puzzling challenges that lie ahead. While the first handful of levels get you acclimated to the controls and concepts of how to use the sacrificial lambs, things start to ramp up as you progress. There are timers and a death count tally set in place to compete against to see how efficient you can complete each challenge. Unfortunately, there is no penalty for failing the time limit or death count as you can move on to the next level regardless of how long you spent sending knights to their doom.

life goes on

Having no limitations on progression is actually a liberating thing in Life Goes On. This leaves everyone to experiment with their own extravagant notions on creative ways to complete each puzzle. Or, you can be like me and see how many bodies you can pile up in one area. With all sorts of contraptions littered among the levels, a lot of silly fun can be had. Conveyor belts with spikes, plumes of fire, electrical conduits and cold air blasts that freeze on contact are just some of the wonderful hazards to play with. Piling up bodies on a spiked conveyor belt so I can walk with ease across my fallen brothers is much more satisfying than precariously leaping on one single husk to the other side.

life goes on

If you think the challenge not being present ruins any point of playing Life Goes On, you are sorely mistaken. Just figuring out how to get past some of the later levels are more than challenging enough. One level has multiple checkpoints where you will respawn after death. In order to retrieve the chalice, you must manipulate multiple switches in the right order as well as activating the right checkpoints. If that sounds like childs play to you, well there are other levels that will test your dexterity at traversing platforms. Freezing a body, respawning at a checkpoint, hustling over to the moving ice block and jumping off said ice block in mere seconds is just some of the difficult things needed to accomplish success over each puzzle.

Life Goes On is a simple yet challenging puzzle-solving platformer that is a blast to play in short bursts. Having no repercussions for lollygagging around while flinging countless bodies to their doom may hinder any sense of reward for some. For the rest though, finding out what other elaborate contraptions Infinite Monkeys has designed for us all is a reward all in its own.

Score: 3/5

Compulsion Games’ Contrast was one of the most original, unique titles that I had the pleasure of playing last year. The game hit Windows, Xbox 360, PS3, and PS4 back in November, and I didn’t even touch another PS4 title (PSN or retail) until I had explored every nook and cranny of the game.

If you haven’t had a chance to check the game out, I’d wholeheartedly recommend it. It’s one of the most memorable titles I’ve experienced in recent memory, and I’d love to see it get even more well deserved exposure. For now, read on for my interview with Compulsion Games’ Sam Abbot, and if you’ve played the game, be sure to let us know your thoughts!

DK: First of all, congrats on the launch! What’s been your favourite gamer reaction to ‘Contrast’ now that it’s available?

SA: Hard to say, because there have been so many awesome responses! But I think my favourite (excellent use of Canadian English there by the way) is a Youtube clip of a guy swearing for about 2 minutes trying to do the Gap jump (the bit just before the cinema). I’m pretty sure that means I’m a terrible person.

Seriously though, my favourite thing is hearing the diverse things that people liked (or didn’t) about the game. It’s a fascinating insight into the variation of humanity.

DK: ‘Contrast’ is an extremely original game in a sea of sequels and remakes. When was the idea for the game originally conceived, and where did that idea come from?

SA: The original shadow shifting idea was inspired by Portal – our creative director had previously been able to watch Valve ship the Orange Box. He wanted to make something that was as freeform and interesting as that and, as a graphics programmer, shadows seemed like a good fit. There were other mechanics once, too, but we put them by the wayside to focus on the shadow mechanic. We also focused more on the story as time went on, to help set it apart from the crowd.

DK: The title also features a compellingly unique art style. What made the team go with this gorgeous 1920’s Paris, and where did the design and idea for Dawn’s persona originate?

SA: Thank you! The art style in many ways was based on the mechanic – we wanted something that would work with the dreamscape setting, and would be a natural fit for a game about shadows. For example, the warped, towering nature of the landscape was inspired by German expressionism, which was about abstracting architecture (and was in vogue in movies made in the time period Contrast was set).

Dawn took quite some time to develop. Her being an imaginary friend was introduced and abandoned a few times over the project, but we settled on it in the end, because it helped her abilities make sense in the world we created. Her final visual design took a couple of years (she used to be blonde, wearing modern clothing), and it is loosely based on Didi’s impression of who she wants to be (athletic, adult, stylish, but also not sexualised).

DK: What was the biggest challenge of crafting a title like ‘Contrast’ with only a six-person team? Were there any benefits to developing with such a small group?

SA: So, a small caveat – we’re 6 people now, but we were 8 people up until 3 months before launch, and we had a number of partners helping us out from time to time (our friends PixelNAUTs did our environmental art, and WaveGeneration Audio did our audio work). The benefits of a small group are that everyone has a lot of creative freedom, but at the same time having a bigger team means you can create more content.

DK: ‘Contrast’ was featured as a last-minute addition to the Playstation+ ‘Instant Game Collection’ for PS4. How did Sony approach Compulsion Games for this opportunity? What has been the biggest benefit of being featured?

SA: They approached us around the time of Indiecade about joining their PS+ launch promotion. Things all happened very quickly once they decided they wanted Contrast at launch. The biggest benefit has undoubtedly been the exposure – we have had a huge number of people try out the game, most of which probably would not have without the PS+ promotion.

Thank you, by the way, to everyone who tried us out!

DK: If you could describe the game in just a few sentences to someone who had never heard of it, how would you sell the title?

SA: Contrast is a film noir adventure/story/puzzle/platforming gaming (little hard to explain) about a little girl, her imaginary friend, and the ability to become your shadow. Set in a vaudeville inspired 1920s, you need to shift between 3D (you) and 2D (your shadow) constantly to progress the story. But really, you kind of have to see/play it to understand it. Or, just think of Bioshock crossed with Limbo and Pan’s Labyrinth.

DK: Is any add-on content being planned for the game? I know a lot of people who would love to jump back into this world (myself included)!

SA: We have ideas, but we’re not sure about add-on content yet.

DK: After ‘Contrast’, what’s next for Compulsion Games? Is there anything currently in the pipeline or being discussed?

SA: Well, we’re not just sitting on our thumbs 🙂 But we’re not ready to make any announcements.

DK: What other games is the team playing? What unreleased games are you looking forward to?

SA: Great question! Right now, we’ve got a few people on the team playing the alpha of Rust, and of course the ubiquitous Dota 2. But, as one might expect, we tend to cycle through games pretty quickly! As for unreleased games, Secret Ponchos coming out for PS4 soon should be fun, and I’m interested in The Witness.

DK: Coming from another Canadian (I live on Vancouver Island in British Columbia), what’s the best part about Canada? (We don’t get asked this nearly enough)!

SA: Well, it’s hard to go past Montreal. But, the best part about Canada is the weather – while all the US people complaining about the polar storm, that’s just a regular winter day for us. Snowmen and ice-related-injuries for everyone!

That’s it! Again, I’d certainly recommend checking the game out, and be sure to keep your eyes out for more Compulsion news! You can follow the developer on Twitter here.

Last week, Nintendo posted a new trailer explaining everything we can expect from the upcoming Super Mario 3D World on their Japanese YouTube page, which we reported our impressions on. All of the new power ups and abilities were all well and good, but it’s too bad that most of us had no idea what was said in the video. Fortunately for the foreign language impaired folks like myself, a version of the video has been released showing off all of the game’s goodness in plain old English.

The trailer below shows off power ups new and old alike. Cat Mario, Double Mario, Mega Mushrooms, Propeller Boxes, dead Goomba hats and the ability to climb in to turtle shells are just some of the awesomeness shown in the video. Online features were also displayed, which is surprising seeing as how everything Mario not named Kart seems to shy away from the scary world of the Internet. Nonetheless, players can share ghost Mii’s of their best runs and receive special stamps that give you designs to spruce up your Miiverse posts. All with four unique characters that play in their own distinct way. Who said this game would just be a rehash again?

Super Mario 3D World looks like it could end up being exactly what the Wii U needs this holiday season. Keep your eyes out for dozens of Mario’s when it releases on November 22nd, a day that surely holds no other significance in gaming, right?

It’s been rumoured for some time, but it just became official: a newproper Ratchet and Clank title is in the works over at Insomniac.

Titled Ratchet and Clank: Into the Nexus, the PS3 exclusive will retail for $29.99, and hit stores (and PSN) this holiday season. Into the Nexus is a single player return to form for Ratchet and Clank, which should be very welcome after the last few (mediocre) multiplayer offerings.

Take a look at the game’s first trailer below, and let us know how excited you are to return to the world of Ratchet and Clank! I wonder if the PS4 will release before this game hits shelves?

Briefly: First releasing on the Xbox 360 all the way back in 2010, Limbo is finally set to hit your mobile devices.

Developer Playdead today announced that Limbo will release on iOS devices on July 3rd for a cool $4.99. The app will be universal, meaning that one purchase will cover both the iPad and iPhone/iPod version of the game. I sure hope cloud save support also makes it into the title.

If you haven’t yet experienced Limbo, the game is a fantastic experience for any platformer fan. I’m interested to see how it made the transition to touchscreen, but I’d expect the title to play just as smoothly as its console/pc counterpart.

Watch the trailer for Limbo below, and let us know if you’ll be picking up the mobile edition!

http://youtu.be/a6vRXBOzGzU

LIMBO is Available on the App Store Next Week
 
COPENHAGEN, Denmark – June 26, 2013 – We are proud to announce that the dedicated team here at Playdead has now completed LIMBO for the iPad, iPhone and iPod Touch.
 
The release of LIMBO into its largest market to date, follows the news that LIMBO has already sold over 3 million copies across Playstation 3, Xbox 360, Steam, Mac App Store and Playstation Vita.
 
We have worked very hard to bring LIMBO to as many devices as possible; rethinking the controls and performing extensive optimizations to ensure an amazing touch-based experience across iPad 2 (and higher), iPad Mini, iPhone 4S (and higher) and the latest generation of iPod Touch.
 
LIMBO will be available worldwide on the App Store Wednesday, July 3rd, in your timezone, at $4.99.
 
Happy dying,
Playdead

Keiji Inafune is best known for being a producer on two of the biggest zombies franchises from Capcom. Resident Evil and Dead Rising. Well now that he has left and created his own company, Comcept, he plans on releasing his own zombie game.

Yaiba is his newest foray into the zombie genre, and what I can gather from the trailer (you can see that below) is it is a third person adventure platformer with a lot of blood involved. So take a look with us!

Nothing else has been announced. Platform and release date remain a mystery.