Chris Chester

It’s a sad day for fans and followers of Xbox Live Arcade. Joystiq spoke earlier today with Behemoth big-shot Dan Paladin about their victory in the category of Excellence in Visuals at this year’s Game Developers Conference. Specifically, they asked what kind of timeframe hungry gamers could expect for Castle Crashers, and they were met with some somber news.

It would appear that Castle Crashers still has a year of development left in front of it, putting its release date squarely in 2008. While we really had no strong basis for believing the game would come out in the near future, we just sort of assumed. Wishful thinking?

The silver lining in the story is that Paladin confirmed that the game would be bigger, longer, and include more features thanks to Microsoft’s recent announcement that they would now allow games up to 100mb in size. Considering the amount of content they squeezed into 50mb with Alien Hominid, this thing might actually approach the size and scope of a full retail game. I can’t wait to see.

One of Microsoft’s biggest draws for casual gamers is the ability to download and play smaller, more bite-sized games in Xbox Live Arcade. Restricted in file size, these games tend to appeal more to the Popcap crowd – the folks that are more easily amused by a game of Bejeweled than they are a marathon session of Rainbow Six: Vegas. For gamers with children and spouses, these are the gateway drugs we can use to get our loved ones familiar with holding a controller in front of the television set. The only barrier to entry is simply having an Xbox Live account. With it, you can download demos of all the games for free, and figure out which ones are worth your time and money. It’s a simple, elegant, and relatively painless service.

The only people really left in the cold are those without access to a broadband connection. And it’s precisely with those people in mind that Microsoft released the Xbox Live Arcade Unplugged disc, giving you access to Geometry Wars: Retro Evolved, Bejeweled 2, Wik: Fable of Souls, Hardwood Backgammon, Texas Hold A

In an [url=http://news.spong.com/article/11950?cb=777]interview[/url] last Friday, SNK President Ben Herman revealed that Nintendo may actually be responsible for the lack of third-party online games, saying specifically, “Nintendo is still not letting Wii third-party publishers include online capabilities in their games and it doesn’t look like they will during 2007.”

Nintendo’s online strategy, if indeed they have one, has always been something of a mystery. Still, this strikes me as something of a surprise, considering the Wii already comes with all the necessary hardware to support basic online offerings. There simply has to be more to this; I can’t think of any other reason why they would deliberately handicap a part of their business with such good prospects for future growth.

Officials from Left Behind Games have announced that the company’s flagship product, Left Behind: Eternal Forces, will play center stage at a church sponsored youth outreach event in California. This first event will be held this evening at 6:00 PM at XPC LAN Gaming Center in Temecula, California.

The game, which launched on November 14, 2006, has been largely panned by critics, as well as come under fire from religious groups for its glorifying of killing of people who exhibit beliefs contrary to the Christian faith.

“We are very encouraged to see how churches are now recognizing the true evangelistic nature of our game. Left Behind: Eternal Forces is the most in-depth and most expensive inspirational game ever made in the history of the world,” says CEO Troy Lyndon of Left Behind Games. “It is also one of the only games in history to promote the power of prayer and worship as more powerful than guns.”

He added: “And we are grateful to everyone for helping us to get to this point, and we are encouraged to see churches and ministries throughout our nation begin to embrace this game to reach the youth, when so many other games are leading our youth down the wrong path. More than 93% of kids play video games today, and it is essential that we embrace the reality of this medium to create content which is good in an industry which is so dark.”

If one had to find a poster child for successes in indie development, one would need look no further than The Behemoth’s Alien Hominid. Originally developed as a game for the flash portal Newgrounds, Alien Hominid has gone on to be released on the Playstation 2, Xbox, GameCube, GBA, and is now making an appearance in glorious High-definition on Microsoft’s Xbox Live Arcade. The game has received awards left and right over the past three years both for its excellence in style and graphical prowess, but also for featuring gameplay that harkens back to the golden era of 2D gaming. Alien Hominid is the perfect fit for Microsoft’s Arcade platform, sporting all 16 levels, 7 mini-games, online leaderboards, and multiplayer. And somehow they fit that under the 50mb cap. What kind of sorcery allowed them to do that, we may never know.

Alien Hominid puts you in the shoes (or the hat, I should say) of a little yellow alien who crash-lands on Earth and has his spaceship stolen by the FBI. You’ll have to trek across the world through 16 rather spectacularly hand-drawn levels to finally pry your beloved ship from the hands of your enemies. Along the way, you’ll find yourself shooting hordes of FBI, Army, KGB, helicopters, giant robots, and maybe even a Yeti or two. The majority of the game is a side-scrolling shooter; very much a throwback to the 32-bit era. Some of the levels are more heavily platform based, but there’s also the occasional vehicle segment thrown in as well. For a rookie outing, Behemoth seemed to have a pretty strong idea of what it takes to keep what would normally be an extremely repetitive game and continuously keep it fresh.

What will really endear you to the game is the hand-drawn art style, which looks as gorgeous as it ever has on a big HD television. All the characters are hand-animated, with a simple but cartoony style that helps to maintain the light-hearted and slightly goofy tone of the game. The bosses and mini-bosses that populate the game are huge in scale and a joy to look at, even as they pound you into the ground. The framerate keeps up at a constant clip, even as you tear the heads off soldier after soldier with a second player.

Coming at 800 marketplace points, or $10, Alien Hominid is one of the best values to be had on Xbox Live Arcade, period. The game is difficult even on the easiest difficulty setting, but can be mastered over time with some patience and practice. Behemoth had the good courtesy to let less skilled players resume play from their furthest point of progress, and for players looking to master the more difficult bosses for a continue-less play-through, this is especially handy. The game is designed in such a way that it can be played and enjoyed time and time again, if not to try and ascend the leaderboard, than just because it’s fun for its own sake. Alien Hominid is a download you won’t soon regret.