Voodoo Vince

Goldni

Regular
I've defintely had a love/hate relationship with my XB. Ever since KoToR there has been a thick coat of dust on it. A great system with potential with PCish shooters abound. Finally with games like VV and the upcoming Pschonauts, there are some other quality game genres that are making it to XB. Finally the GCN is'nt alone when it comes to the action/adventure platforming category. VV comes from Beep Industries headed by the guy who did Grim Vandago on PC a few years back. It's a mature themed game that screams innovativeness at every level.

Take Conker's Bad Fur Day humor and Rayman 3 then mix in some art and atmosphere from American McGee's Alice mixed with Munch. Voodoo Vince is the best platformer on the XB. I know it's a short list but it is the best of them all. With realistic graphics and lighting and a lot of that creepy New Orleans atmosphere at nite with swamps and all.

There are alot of vehicles and very cool moves this lil guy can make. He's textured wonderfully himself btw. And it seems that Beep has figured out the blur line where so many other XB devs have'nt. It's out in front at a good distance and not as noticable as in so many other XB games. And the fps is steady 30+ fps. Control would make Miyamoto happy but the camera can be a pain at times. There are puzzles everywhere and the bossess are ingeniously designed (using puzzles to beat them). You'll do a ton of stuff in this game that you've never done in a game before. Lot's of sound and good voice acting. And clever one liners like when VV has come back from falling to his death he says "the Grim Reaper says hi".

Overall I'd give VV an 8.5/10. It's been my favorite game on XB this year. It's original and innovative with fresh ideas. And it's only $39.00.
 
You got your info a little backwards. Voodoo Vince wasn't created by the creator of the grim fandango. The Pyschonaughts is his game.

VV is Beep Industries first game.
 
Oops that's right. I get Clayton and that guy mixed up. Nevertheless VV is a really fun game that no XB owner should miss.
 
Yesterday I tried VV on a demo stand for half an hour, and frankly I was not impressed.
Very average and clichéd platforming action, with collect-them-up tendencies of the worst kind. The control scheme was swiped from Jak and Daxter and Rayman, and the camera restricted view.
And finally, the graphics wasn’t that hot either. Large patches of blurry and samey textures and low poly environment.
 
Squeak said:
Yesterday I tried VV on a demo stand for half an hour, and frankly I was not impressed.
Very average and clichéd platforming action, with collect-them-up tendencies of the worst kind. The control scheme was swiped from Jak and Daxter and Rayman, and the camera restricted view.
And finally, the graphics wasn’t that hot either. Large patches of blurry and samey textures and low poly environment.

I'm in agreeance with you, I've not been having much fun with it..
 
Voodoo Vince is back!! There is no need to get emotional people. But it was one of the finest games of my first console, the original Xbox. It is also one of Spencer's favourite games.

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Clayton Kauzlaric, the creator of the game wrote a letter filled with love about his game:

"Sixteen years ago, I left a reasonably secure job as a game designer to pursue a dream. That dream was to build a quirky character platformer about a little Voodoo doll named Vince. It wasn’t a huge dream, compared to being an astronaut or inventing a way to jam stuff into a pizza crust, but this was mine. I hit the road and started pitching the idea. Game publishers seemed to love the idea, but I soon learned that publishers always love ideas. Getting them to sign on the dotted line was a different story. I pitched the concept for nearly a year before Vince found a home with the perceptive and tasteful folks at Microsoft Game Studios.


They said no too. Twice. But I kept coming back. Each time I showed up with a more fleshed out design and, eventually, a playable prototype for the game. I also convinced a group of otherwise sane individuals to join me. My studio, Beep Industries, started building Voodoo Vince (originally Vince the Voodoo Doll) in 2001. Nobody on the Voodoo Vince team had ever worked on 3D platformer, including me. But we jumped right in and worked our butts off for two years, learning, inventing, and improvising as we went. Beep built something I’m still proud of. The game has a ton of heart. It also has a quality that gamers can spot a mile away: sincerity. We really loved it. That love shows in countless details, little inside jokes scattered throughout the game, and Vince’s trademark snarky humor.

We shipped Voodoo Vince in September of 2003 when the original Xbox was nearing its peak, but Vince soon disappeared in the churn of other games and a new generation of consoles. Our engine used some convoluted custom code that made Vince ineligible for Backward Compatibility during the Xbox 360 era so Vince seemed destined to remain in the past.

I started getting emails from fans the day Voodoo Vince came out. Later, it was Facebook messages and tweets from people who loved the game. And it never stopped. We never really had merchandise, but fans made their own. I have pictures of homemade Voodoo Vince dolls. I’ve seen fan art from people all over the world. The more committed have Vince tattoos. It was a small audience but Vince clearly meant something to them.

Oddly enough, I ended up at Microsoft Studios working as a Creative Director in first party publishing. I’ve worked on all sorts of exciting things, from console to Kinect and HoloLens games. I love my job, but I never forgot about my little burlap pal. I also continued working on assorted side projects through my independent studio Beep Games, Inc. A couple years ago I started thinking about updating and re-launching Voodoo Vince myself. My colleagues at Microsoft were really supportive of the idea. We all agreed that the ID@Xbox program is the perfect venue for the game. A small team and I have been quietly working on Voodoo Vince: Remastered for a few months now, and I’m announcing today that it’ll be out for Xbox One and Windows 10 in early 2017.

What’s in the new version? It’s wide screen now, of course, in glorious 1080p and running at 60fps. The rendering engine is being rewritten from the ground up with lots of crisp new textures and rendering effects. Xbox Live was still a twinkle in Microsoft’s eye when VV launched, so we’ve got profiles and achievements. We never finished hooking up rumble in the original game, so yay: We have vibrate-y goodness. The gameplay is mostly untouched, though. That was important to me. Vince moves, animates, and controls exactly like he did in 2003. You can just see a lot more detail in his world when he moves through our twisted version of New Orleans and the Bayou.

It’s great to finally resurrect Vince. Watching him and his world come back to life over the last few months has been a fantastic experience. It feels like coming home. I hope his long-time fans are as glad as I am to see him again. I also hope Vince will make a few new friends now that he’s coming back to the world of the living."

The game I'd also want to be back is Project Gotham Racing snif snif. How fun it was to drive through the streets of Edinburgh and so on.

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Or these two, one of the greatest platformers on the Xbox, and a crazy and great fighting game:

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And it's my second play anywhere game after SnakePass (which i'm having a love/hate relationship with <g>)! Bought VV for my OG Xbox last year and got 3/4 of the way through and it wiped my save so hoping I'll have better luck this time around....
 
I hadn't played the original, but at $15 for an Xbox Play Anywhere title I had to jump in. I hope to give it play time this weekend.

It's listed at 3.3 GB under Manage Games but the original download showed it as 3.14 GB.
 
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