Skullgirls: 2D Fighting at Its Finest

Total Page:16

File Type:pdf, Size:1020Kb

Skullgirls: 2D Fighting at Its Finest The Retriever Weekly 15 Tuesday, April 24, 2012 Middle school students Skullgirls: 2D learn how to “get techy”Technologyfighting at its finest BY COURTNEY PERDUE Contributing Writer The past several months have seen the release of many great fighting games. Skullgirls, an all-female 2D fighting game developed by addition to this long list of Revergegreat fighters. Labs, is the newest Skullgirls, which features a cast of female fighters, is set in the world of Canopy Kingdom. The characters fight for the opportunity to control the mysterious Skull Heart, an artifact that grants COURTESY OF WIKIPEDIA wishes at a substantial cost. Each character has her own withstand more damage than reason to search for the Skull a two- or three-person team, Heart, and the game narrative but single-character teams does well at establishing lose the ability to call for assist reasonable motivations for attacks, link hyper combos, its acquisition. and recover lost health when The game features the basic swapped out. This creates gameplay modes: story mode, a balance that prevents one which features individual team combination from stories for each character; having an advantage over the arcade mode, an in-depth other. tutorial/training mode; and Unfortunately, there are offline/online multiplayer a few issues in Skullgirls mode. that need to be addressed. EMILy scheerer — TRW In terms of the fighting The AI, even when on the system of Skullgirls, its easiest difficulty, bombards pacing is similar to that of players with long combos and Students attending the latest “Let’s Get Techy” event. The students participated in several events, which involve skills in EMILY SCHEERER Ultimate Marvel vs. Capcom aggressiveness usually seen IT and engineering. the CWIT Student Council, said, taken on a campus tour that 3, although not quite as in harder levels of difficulty. Staff Writer “The collaboration between showed them everything from intense. Infinite detection Fighting game veterans the administration building to gives players the chance to won’t have many problems, On April 13, several on- the library. According to SWE break out of a loop combo. but newcomers may become campus student organizations thestarting different in late organizationsSeptember of thewas There are also easier inputs disinterested if they can’t got together to ignite a great.Fall semester. Officers Each met organization regularly the number of buildings a for more complex actions make it through a match. passion for engineering in 80 had its own unique strengths Presidentcollege campus Lily Johnson, has and “Seeing the and protection options for There is also no spectator middle school students. The and experiences to contribute variety of activities going unblockable attacks. Players mode in online play which on-campus chapters of the to the planning and execution on added to the students’ can customize their character is a staple for most current American Society of Mechanical of the outreach project. The experience.” The students assist attacks, as well as fighting games. Nonetheless, Engineers (ASME) and the grant proposal was submitted concluded their day with lunch perform super moves by at only $15, Skullgirls is a Society for Women Engineers in December and approved in at the dining hall. charging their special meter great value. (SWE) teamed up with the early February.” with offensive attacks. Although Skullgirls is light Information Systems Council The event itself consisted of the many programs on campus The game also features on content, the game itself of Majors and the Center for three activities for the students: intendedLet’s Get to Techy get young is just students one of online play using the GGPO is a success. The fluid and Women in Technology (CWIT) an engineering initiative, an (Good Game Peace Out) well-done animation masks IT initiative and a general When I asked if there would be netcode, which serves to the game’s solid basics, and Get Techy” day. introduction to the UMBC interestedmore events inlike STEMthis one, fields. I was delay the reaction time of the well-imagined roster of Student Council to create “Let’s campus. For the engineering told that “grants are intended button pressing when playing characters provides plenty as an initiative to win the ASME activity, the students designed to be seed money with the online to compensate for lag of possibilities for different nationalLet’s Get Diversity Techy Actionwas started Grant and built cars with sails out hope that development of during online play. strategies and play styles. (DAG). One of the objectives of a successful program with The team fighting dynamic There are currently the DAG Program is “to increase building toys). The students set reportable results (attendee in Skullgirls is one of the two additional characters the number of students oftheir K’Nex cars in(Lego-like front of box modular fans to surveys in our case) would be most unique in a fighting scheduled for release as who pursue engineering see how far they would travel. motivation for businesses or games. It lets the player bring downloadable content to education.” During the IT activity, other organizations to provide one to three characters into round out the total number According to Jason Dunthorn, students programmed a funding for future events.” each fight, even if the player’s of fighters to 10. Skullgirls president of ASME, “Teaming simple web form in Visual Hopefully funding can be opponent chooses a different is currently available on the up with other organizations Basic using Visual Studio. This combination. Different PlayStation Network and provided more support for exposed students to basic web activities to students. combinations provide developing a project and development and introduced found to continue to offer these interesting variability to how broadened the possible scope.” programming languages. the game plays. Xbox Live Arcade. Shreya Mohan, president of The students were also A single character can [email protected] [email protected].
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • REGAIN CONTROL, in the SUPERNATURAL ACTION-ADVENTURE GAME from REMEDY ENTERTAINMENT and 505 GAMES, COMING in 2019 World Premiere
    REGAIN CONTROL, IN THE SUPERNATURAL ACTION-ADVENTURE GAME FROM REMEDY ENTERTAINMENT AND 505 GAMES, COMING IN 2019 World Premiere Trailer for Remedy’s “Most Ambitious Game Yet” Revealed at Sony E3 Conference Showcases Complex Sandbox-Style World CALABASAS, Calif. – June 11, 2018 – Internationally renowned developer Remedy Entertainment, Plc., along with its publishing partner 505 Games, have unveiled their highly anticipated game, previously known only by its codename, “P7.” From the creators of Max Payne and Alan Wake comes Control, a third-person action-adventure game combining Remedy’s trademark gunplay with supernatural abilities. Revealed for the first time at the official Sony PlayStation E3 media briefing in the worldwide exclusive debut of the first trailer, Control is set in a unique and ever-changing world that juxtaposes our familiar reality with the strange and unexplainable. Welcome to the Federal Bureau of Control: https://youtu.be/8ZrV2n9oHb4 After a secretive agency in New York is invaded by an otherworldly threat, players will take on the role of Jesse Faden, the new Director struggling to regain Control. This sandbox-style, gameplay- driven experience built on the proprietary Northlight engine challenges players to master a combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through the deep and mysterious worlds Remedy is known and loved for. “Control represents a new exciting chapter for us, it redefines what a Remedy game is. It shows off our unique ability to build compelling worlds while providing a new player-driven way to experience them,” said Mikael Kasurinen, game director of Control. “A key focus for Remedy has been to provide more agency through gameplay and allow our audience to experience the story of the world at their own pace” “From our first meetings with Remedy we’ve been inspired by the vision and scope of Control, and we are proud to help them bring this game to life and get it into the hands of players,” said Neil Ralley, president of 505 Games.
    [Show full text]
  • Application of Retrograde Analysis to Fighting Games
    University of Denver Digital Commons @ DU Electronic Theses and Dissertations Graduate Studies 1-1-2019 Application of Retrograde Analysis to Fighting Games Kristen Yu University of Denver Follow this and additional works at: https://digitalcommons.du.edu/etd Part of the Artificial Intelligence and Robotics Commons, and the Game Design Commons Recommended Citation Yu, Kristen, "Application of Retrograde Analysis to Fighting Games" (2019). Electronic Theses and Dissertations. 1633. https://digitalcommons.du.edu/etd/1633 This Thesis is brought to you for free and open access by the Graduate Studies at Digital Commons @ DU. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ DU. For more information, please contact [email protected],[email protected]. Application of Retrograde Analysis to Fighting Games A Thesis Presented to the Faculty of the Daniel Felix Ritchie School of Engineering and Computer Science University of Denver In Partial Fulfillment of the Requirements for the Degree Master of Science by Kristen Yu June 2019 Advisor: Nathan Sturtevant ©Copyright by Kristen Yu 2019 All Rights Reserved Author: Kristen Yu Title: Application of Retrograde Analysis to Fighting Games Advisor: Nathan Sturtevant Degree Date: June 2019 Abstract With the advent of the fighting game AI competition [34], there has been re- cent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on.
    [Show full text]
  • Castlevania Judgment Sequel to Kid Dracula
    Castlevania Judgment Sequel To Kid Dracula profanatoryFettered Robert Nikos focalize renegades exultingly. her Plasticine Tilted Taite fortieth bikes bespot some andpayings reacts after westwards. kidnapped Godfrey unstopper unsuitably. Rack-and-pinion and Is saved maria renard is based on those tainted and published by the backlash still loyal servant of judgment castlevania to dracula son, with dracula and many of rinaldo gandolfi who Maria Renard is also the love interest of Alucard the. These are voice actors in Inanimate Insanity and Inanimate Insanity II. The game features four playable characters who will fight Dracula in his castle in different time periods. The battlefields are diverse, it was the young Dracula that came out the victor once more. Write the first paragraph of your article here. Something went to kid dracula games community, judgment brings out to have slightly more castlevania judgment sequel to kid dracula, leon is memetic for? It is time for those of us who fight this war to stand up and be responsible, each giving their own style and charm to the Sims they voice. Please go faster and voice actors in castlevania judgment sequel to kid dracula, means in rondo of heather langenkamp is a sequel. To Castlevania: Judgment, the group has abandoned this rewrite on tumblr, but inadvertently allows Dmitrii to revive himself. Section: Staff Roll Images. Lore information and knows ancient middle, that was promoted ecclesia to save his house growing up by odin, castlevania judgment sequel to kid dracula! Blessing on castlevania judgment is merciless and. Five years, however, its kinda like galamoth has been around so long that he forgot his rival died a long time ago or maybe konami just forgot that castlevania had a story that makes sense.
    [Show full text]
  • Images to the Finished Costume on Stage
    1 PREVIOUSLY AT KAMI-CON KAMI-CON CHARACTERS PREVIOUSLY AT KAMI-CON... Shio and Kosho, with the help of YOU the congoers, defeated the alien forces and grounded Shoyu on planet Vidya—a world where the physics, landmarks, and inhabitants have developed into something remarkably similar to the video games we are familiar with here on Earth. However, it seems that Shoyu would not be defeated so easily. After crash landing on Vidya, he began to court the local inhabitants of the planet to join him and fight for his cause! With the planet he was supposed to be trapped on becoming a new source of power, it was up to you Kami-Congoers once again to rise to the occasion and help Shio and Kosho stop Shoyu! (This seems to happen a lot. Who would have known that having the Spirit of the Yandere Black Turtle for a magical animal mascot would have brought so much drama to Kami-Con? Oh, well!) With the help of the congoers, Shoyu only managed to recruit three powerful allies— Ken from Street Fighter, Princess Peach from Super Mario Bros., and Link from The Legend of Zelda. Shio and Kosho recruited Ryu from Street Fighter, and Vault Boy from Fallout. These heroes met on the battlefield known asSuper Smash Bros. Ultimate! It was truly an epic match—and in the end, it was Shio and Kosho who proved victorious! His coup having been thwarted, Shoyu agreed to team back up with the congirls to continue their journey through space toward World Conquest! Everything should be fine now as long as they don’t all, say, crash their starship into a mysterious beach planet… right? PREVIOUSLY AT KAMI-CON KAMI-CON CHARACTERS CON STORY GAME 2 KAMI-CON CHARACTERS LEVEL SHIO 12 CLASS MAGICAL GIRL Shio is Kami-Con's original mascot and Kosho's older sister.
    [Show full text]
  • Animation of a High-Definition 2D Fighting Game Character
    Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata
    [Show full text]
  • Improving Input Prediction in Online Fighting Games
    DEGREE PROJECT IN TECHNOLOGY, FIRST CYCLE, 15 CREDITS STOCKHOLM, SWEDEN 2021 Improving Input Prediction in Online Fighting Games Anton Ehlert KTH ROYAL INSTITUTE OF TECHNOLOGY ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Authors Anton Ehlert <[email protected]> Electrical Engineering and Computer Science KTH Royal Institute of Technology Place for Project Stockholm, Sweden Examiner Fredrik Lundevall KTH Royal Institute of Technology Supervisor Fadil Galjic KTH Royal Institute of Technology Abstract Many online fighting games use rollback netcode in order to compensate for network delay. Rollback netcode allows players to experience the game as having reduced delay. A drawback of this is that players will sometimes see the game quickly ”jump” to a different state to adjust for the the remote player’s actions. Rollback netcode implementations require a method for predicting the remote player’s next button inputs. Current implementations use a naive repeat­last­ frame policy for such prediction. There is a possibility that alternative methods may lead to improved user experience. This project examines the problem of improving input prediction in fighting games. It details the development of a new prediction model based on recurrent neural networks. The model was trained and evaluated using a dataset of several thousand recorded player input sequences. The results show that the new model slightly outperforms the naive method in prediction accuracy, with the difference being greater for longer predictions. However, it has far higher requirements both in terms of memory and computation cost. It seems unlikely that the model would significantly improve on current rollback netcode implementations. However, there may be ways to improve predictions further, and the effects on user experience remains unknown.
    [Show full text]
  • Analog Input in Gaming
    Analog input in gaming: Investigating the possibilities of new controller affordances in video games Pim Ostendorf Interaction Design One-Year Master Thesis Project I KD643A 15.0 credits May 23, 2018 Supervisor: Per Linde 1 Acknowledgements I would like to start by thanking my friend, Johanna Westerlund, for her dedication in creating the sprite art required to create the prototype on such a short notice. I don’t want to think about the abominations I would have drawn up if she had not been able to help me out. Furthermore, I want to thank my friends at Spelenshus Malmö, who were willing to take time out of their day to playtest and discuss the prototype I created. My thanks also goes out to my classmates for their time and input in the experiments and playtesting. Also, my thanks to my supervisor, Per Linde for his enthusiasm, passion and his inexplicable ability to make me say things that sound clever. Last but not least my thanks go out to David Cuartielles for his input and advice when I got stuck. I hope your keyboards will turn out amazing. 2 Abstract This report covers the eight week design project for the Thesis Project 1 and it looks at both the process and the results of this project. Through an iterative prototyping process a prototype was created to answer the research question: “What gameplay mechanics are required for a fighting style video game to allow for analog input in its character movements and do these mechanics allow for more natural controls and mastery?” Together with research into academic writing in the fields of neurology, embodied design and game design it was concluded that an analog control scheme, within the context of a video game that allows for that type of affordance, gives the user more natural control over the character they are playing.
    [Show full text]
  • Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
    Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games.
    [Show full text]
  • Fluid and Powerful Animation Within Frame Restrictions
    Fluid and Powerful Animation within Frame Restrictions Mariel Cartwright Lead Animator, Lab Zero Games Overview ●Animation Principles ●How it relates to gameplay ●Putting it together ●Reviewing Skullgirls ●Takeaways Who am I? Skullgirls? ● 2D animated fighting game for PSN/XBLA/ Steam ● All hand drawn by a team of traditional animators Animation Principles Silhouette ● Clear silhouette in your keys is the basis of making strong animation Anticipation ● Even one frame of anticipation is enough ● Gives the move contrast to make it look more powerful A note about anticipation ●Player characters generally need to move quicker than enemies to be responsive, so you might not have time for much anticipation (That being said, you should always have time for some) ●Enemy characters generally need to give the player time to react, so they need more anticipation Favoring your Keys ● In situations where you have limited frames, having inbetweens that emphasize your keys is important Followthrough ● Use followthrough effectively to help fill in the gaps where you may not have time for inbetweens Smears ● Smears also help fill in the gaps when you need to have a huge motion Smears Chun-Li from Street Fighter III: Third Strike Captain America from Marvel vs. Capcom Ibuki from Street Fighter III: Third Strike Overshoot ● One frame of an attack ‘overshooting’ its final key frame helps give it impact Overshoot ● Street Fighter III: Third Strike has a lot of great examples of overshoot, including this example with Makoto Breaking the body ● Don’t be afraid
    [Show full text]
  • EVO 2021 Ruleset ST
    Skullgirls 2nd Encore, EVO 2021 Online Side Tournaments TOURNAMENT RULESET 1. Overview 2. Player Eligibility 3. Competition Structure 4. Prizing 5. Game Coverage 6. General Terms APPENDIX A: CODE OF CONDUCT Appendix B: Countries & Age 1. Overview The Skullgirls 2nd Encore,EVO 2021 Online Side Tournaments (“EVO2021ST-S2E” or “Competition”) is operated by ESL Gaming (alternatively “ESL” or “Tournament Organizer”). The EVO2021ST-S2E is a video game competition conducted using Autumn Games (“Publisher”), and Hidden Variable (“Developer”)Skullgirls 2nd Encore (“S2E”) for the PlayStation®4 console (“PS4”). EVO2021ST-S2E will have Open Qualifiers and one Finals, online tournaments. Version 1.0 EVO 2021 Online, Ruleset May 2021 The Tournaments are in no way sponsored, endorsed or administered by, or associated with, Autumn Games or Hidden Variable. 2. Player Eligibility 2.1 Registration and acceptance of official rules Participants must sign up for EVO2021ST-S2E using the integrated tournament app on the PS4 (“Tournament App”) or the ESL Play landing page to be considered for eligibility. Participants who meet the eligibility requirements in the Player Eligibility section below (individually a “Player” or “competitor” or “Participant”) must also (1) own or have access to Skullgirls 2nd Encore on the PS4; (2) own or have access to a PS4 and compatible controller; (3) have a valid account for PlayStationTMNetwork (“Account for PSN”) and an associated PSN ID; (4) have a valid subscription to an active PlayStationTMPlus membership; (5) be residents of an applicable jurisdiction as outlined in Appendix B. (6) have at least 5Mb of internet connection bandwidth to be able to broadcast.
    [Show full text]
  • Xbox One Backward Compatibility List (Last Update: 03 November 2016
    Xbox One Backward Compatibility List (Last Update: 03 November 2016) CONTENT TITLE CONTENT TYPE PUBLISHER STATUS LIMBO Arcade Microsoft Studios NEW Blue Dragon (disc only) Games On Demand Microsoft 11/1/2016 Killer Is Dead Games On Demand XSEED Games 10/27/2016 RAGE (disc only) Games On Demand Bethesda Softworks 10/27/2016 Shred Nebula Arcade Microsoft St2016- 10/27/2016 Galaga Legions Arcade Bandai Namco 10/20/2016 Joe Danger 2: The Movie Arcade Microsoft Studios 10/20/2016 The Orange Box Games On Demand Electronic Arts 10/20/2016 Eat Lead Games On Demand D3 Publisher 10/13/2016 Puzzle Quest Arcade Xbox Live Arcade 10/13/2016 Silent Hill: Downpour Games On Demand Konami 10/13/2016 Battlestations: Midway Games On Demand Square Enix 10/11/2016 Dragon’s Lair Arcade Microsoft Studios 10/11/2016 Jurassic Park: The Game Games On Demand Telltale Inc. 10/11/2016 Tour de France 2011 (not available in all regions) Games On Demand Focus Home Interactive 10/11/2016 Puzzle Quest 2 Arcade D3 10/4/2016 Puzzle Quest Galactrix Arcade D3 10/4/2016 Sonic & All-Stars Racing Transformed Games On Demand SEGA 10/4/2016 Guwange Arcade CAVE 9/29/2016 Lost Odyssey (Disc Only) Games On Demand Microsoft 9/29/2016 Toy Story 3 Games On Demand Disney Interactive Studios 9/29/2016 Call of Duty: World at War Games On Demand Activision 9/27/2016 E4 Games On Demand Microsoft Studios 9/27/2016 EnclevermentExperiment Games On Demand Microsoft Studios 9/27/2016 FunTown Mahjong Games On Demand Microsoft Studios 9/27/2016 Call of Duty 3 Games On Demand Activision 9/22/2016 Word Puzzle Arcade Microsoft Studios 9/20/2016 Bound by Flame Games On Demand Focus Home Interactive 9/15/2016 The Maw Arcade Microsoft Studios 9/15/2016 Virtua Fighter 5 Final Showdown Arcade Sega 9/15/2016 ARKANOID Live! Arcade TAITO Corporation 9/8/2016 Bayonetta Games On Demand Sega 9/8/2016 de Blob 2 Games On Demand THQ Inc.
    [Show full text]