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Geometry wars 3 review destructoid
Geometry wars 3 review destructoid








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Geometry wars 3 review destructoid download#

The plan was to create a community that would self regulate its games and make them available for anyone to download on Xbox Live.

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In late 2008, Microsoft's plan was to bring on Indie developers utilizing a subset of tools that many professional developers were already using. With the iTunes App store taking off and showing the problems of a mostly unfiltered solution, namely copycat apps and cheap cash ins, Microsoft needed something else. There was big money to be had here but it was something Microsoft knew they couldn't dilute.

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Every week gamers were anxious to get the next big XBLA release - Microsoft had managed to create the same level of buzz and excitement as a full retail release on a digital storefront. By 2008, Xbox Live Arcade was in full effect with huge titles like Castle Crashers from The Behemoth selling over a million copies that year at just ten bucks a pop.ĭevelopers were dying to get on Microsoft's service, which wasn't an open platform, but a carefully tailored marketplace where Microsoft would pick and choose what could be showcased. One of the Xbox 360's strongest launch titles was Geometry Wars: Retro Evolved, which showcased the system's power and its new focus on cheap downloadable games alongside full retail titles. Originally touted as a service where we'd see HD remakes of classic games, like Joust and Robotron 2084, it grew over the years as a place for smaller studios to showcase bite sized games for $5-$10. Microsoft continued to change the console game immediately after the Xbox 360 launched and the years that followed with Xbox Live Arcade. Sony was used to gamers eating what they were serving and instead Sony was forced to eat some humble pie of their own. Sony's press conference at E3 2006 exemplified their brashness, made famous by one liners like "Ridge Racer," "Massive Damage" and a $600 price tag on a system. Sony's marketing strategy was simple at the time, focusing in large on glitz, while their sales numbers blinded them to the 360's launch which beat their own PlayStation 3's by almost a full year. The PlayStation 2 absolutely destroyed Microsoft's Xbox in sales and even console veteran Nintendo's GameCube. Up until this point the console race had been dominated by Sony.

geometry wars 3 review destructoid

Not only did Microsoft build hype with the new age media, but with consumers directly in the Mojave desert at their Zero Hour event. These were the core gamers, the early adopters, and the rabid fans. They knew the community and the audience these sites reached were the key to creating buzz around their second attempt at a console.

geometry wars 3 review destructoid

The concept of the enthusiast media was only emerging but Microsoft was buying into it early on in the Xbox 360's life cycle. Gaming blogs like Joystiq and Kotaku were in their infancy, some like Destructoid didn't even exist yet. You have to understand, in 2005 this was unheard of. Microsoft, or more specifically a PR firm representing Microsoft, contacted us and wanted us to go to New York City to see the Xbox 360 a full month before release. We essentially were a blog with a very strong gaming community, so the EiC title didn't mean much, but something was about to happen that would change the way I approached gaming coverage forever. It was October of 2005 and I was the editor-in-chief of a niche gaming site and forum called Evil Avatar.










Geometry wars 3 review destructoid