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Xbox 360 Animal Games

Xbox 360 Animal Games

Viva Piñata is a 2006 life simulation game developed by Rare and published by Microsoft Game Studios for the Xbox 360. The game revolves around the player tding to a neglected gard in Piñata Island, in which differt variations of piñatas based on animals must be bred whilst fding off disruptive interlopers. The project was headed by Gregg Mayles and the team behind the Banjo-Kazooie series, based on an idea from Rare co-founder Tim Stamper. Microsoft wanted the game to become a key franchise for the platform, and developed a tie-in television show to accompany the series.

A Windows version, handled by Climax Group, was released in November 2007. The game started the Viva Piñata series, with a direct sequel and a portable version both released in 2008. Viva Piñata is included in Rare's 2015 Rare Replay, a compilation of 30 games for the Xbox One.

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The game received positive reviews from critics, who praised the graphics, color palette, soundtrack, replay value, numerous types of piñatas, and strategic gameplay. Much of the game's criticism was drawn to the disruption caused by frequt autosaving. Viva Piñata was nominated for several awards, including those from the Academy of Interactive Arts and Scices, the British Academy of Film and Television Arts, and the Parts' Choice Awards. Since its initial release, Viva Piñata has be regarded as an underrated title by numerous critics,

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Viva Piñata is a first-person life simulation game in which the player restores and tds to a neglected gard on Piñata Island.

The player uses garding tools, such as shovels and watering cans, to plough their gard, sow seeds, create ponds, and sculpt the gard to their liking.

Wh certain requiremts are fulfilled, the gard will attract a black-and-white outline of a giv piñata species. After fulfilling additional requiremts, the piñata will become a residt, changing into a full-color version.

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Once two piñatas of the same species are residts and their mating requiremts are met, they can perform a romance dance. If the player successfully completes a maze minigame, the romance results in a baby piñata egg, which is delivered by a stork. The piñatas are not gdered, and hce any two piñatas of the same species can mate.

And sour piñatas who occasionally ter the player's gard with the sole intt of wreaking havoc: eating seeds, dropping poisonous piñata candies, and destroying objects.

Weeds may occasionally sprout in the player's gard and will quickly spread to destroy vegetable rows if the player does not kill them in time.

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Wh such piñatas are visiting the gard, they devour gard residts to satisfy their residcy requiremts. Once piñatas are residts, they will not eat each other unless instructed to do so by the player, although fights can break out betwe residts who do not share the predator–prey relationship.

Piñatas die wh they are brok op, either from another piñata's predaciousness, the hit of the player's or Professor Pester's shovel, or following an extded illness.

Developmt transferred to the original Xbox and, ultimately, to the Xbox 360 for its hanced graphical capabilities. The developmt team wanted its animals to have a unified style, which was how the concept artist arrived at the piñata concept. The idea was exciting for the team, as piñatas were not commonplace in the United Kingdom. The connection betwe piñatas and candy-filled insides led to new gameplay directions.

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Though compared to the 12-person teams behind earlier Rare games, the company's Xbox 360 developmt teams consisted of 50 to 60 people.

Microsoft transitioned its developmt teams to use its XNA package to streamline and reduce duplication in gineering efforts. Microsoft pressured the Viva Piñata developmt team to keep the game's themes family-fridly,

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As the part company planned for the game and resulting franchise to increase the market appeal of their Xbox 360. In 2006, a Microsoft Games executive called the game its most important franchise.

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Viva Piñata was planned as a larger intellectual property. 4Kids tertainmt had agreed to make a Viva Piñata cartoon before the game was released, having selected the series out of several Microsoft properties offered. 4Kids also handled the series merchandising. The cartoon was tied very closely to the game, and its animations were based on the game's own 3D character models, with Rare's Gregg Mayles approving episodes for their applicability to the game during the show's developmt. The cartoon was also designed to give viewers tips on how to interact with the in-game piñatas.

After the release of Viva Piñata in 2006, its developmt team saw it as incomplete. The developers cut partial ideas from the release to meet their deadlines.

During the Microsoft press conferce at E3 2007, a Microsoft Windows port of Viva Piñata was announced. The conversion was handled by Climax Group.

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The game is part of the Games for Windows programme which offers easier installation and support for Windows Vista's Games Explorer, Xbox 360 Controller for Windows, Partal Controls, and the use of Games For Windows - Live.

In December 2006, Microsoft collaborated with amusemt park Six Flags Mexico to promote the Xbox 360 as well as Viva Piñata. To accomplish this, a 48 feet (15 m) tall, 52 feet (16 m) long piñata, specifically a Horstachio, was constructed at the park. At the time, it was the largest recorded piñata ever built.

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The graphics were unanimously praised by critics. Justin Calvert of GameSpot stated the atttion to detail was uniformly impressive, and asserted that the visuals were cohesive.

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Erik Brudvig of IGN found that the game's graphical slowdown during its frequt autosaving to be startling, although he praised the prestation overall.

Will Tuttle of Team Xbox similarly stated the colors were vividly vibrant and the design aesthetics remarkably appealing, although he also found the autosaving slowdown frustrating.

Gerald Villoria of GameSpy stated the graphics were breathtaking, and noted the color palettes of the piñatas themselves gave the appearance that they were stripped directly from an animated show.

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Critics commded various aspects of the gameplay. Calvert joyed the wide customization options and large number of piñata variations, stating that the gameplay itself was silky smooth.

Brudvig noted that there was a ton to do; he praised the couragemt of discovery and stated that it was constantly filled with momts where you find something new to do.

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Villoria praised the surprisingly deep strategic gameplay, saying that it was one of the most tertaining and fulfilling experices for the Xbox 360.

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Viva Piñata was nominated for six awards by the Academy of Interactive Arts and Scices for its 10th annual awards covering 2006.

The music score by Grant Kirkhope was nominated for Original Score at the 2007 BAFTA awards. The game was nominated for the Best Original Game in X-Play's Best Video Games of 2006 awards.

And GameSpot included the title as one of their t nominees for their 2006 Game of the Year award, although it received only 3% of the total votes.

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The sequel adds more than 30 new piñata species, a Just for Fun sandbox mode, and new co-operative modes, as well as new desert and arctic vironmts.

Titled Viva Piñata: Pocket Paradise, released in September 2008. Key changes include a control scheme which makes use of the stylus, as well as the presce of additional context-ssitive information on the second scre.

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